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#Post#: 427--------------------------------------------------
RP Profile: Zehra Hisada
By: Zorbak the Ebil Moglin Date: June 12, 2019, 2:09 am
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"Look, Lord Vobu... Casually points to a group trying to defeat
them. Target practice."
"I'd say it was nice knowing you... Lifts up bow and aims at
opponent. But... I'd be lying." - Zehra to an enemy before she
killed them.
"Death... is the one and only certainty in life."
"Death always wins in the end."
"Do not let loyalty become obsession." - Zehra to an ally about
serving Vobu by any means necessary
"Everything that lives... eventually dies. Life doesn't exist
without death. But death is eternal. And death can continue
without life."
"You seem strong. Strong life force means a stronger power for
me when I kill you."
"Death is everywhere. You cannot escape it, nor can you hide
from it. It will come for you."
"Ifrit are djinns of fire... Afarit are djinns of death. Don't
mix us up or you might find yourself dead before you can learn
from your mistakes."
"Tell me... What is it you desire? Is there anyone you wish you
could kill?" - Zehra to someone she made a deal with.
"My loyalty is to Lord Vobu. And to Lord Vobu alone. Only he can
rid this world of the disease of humanity that has sickened the
very planet itself. Not only that... You humans have no sense of
loyalty, and I get tired of humans turning on me just because I
serve him. Though I will miss growing stronger off my vessels...
But I hope I won't need another vessel now that I have a perfect
vessel for myself."
"My vessel? She was a hopeless mess when I possessed her. It
turns out having to help kill the brother you look up to is
quite a tramatic experience. As long as I'm in control, she
doesn't have to be reminded of the pain she suffers. I offered
to take away her pain and she agreed to let me in. And a good
thing too... She's a perfect vessel for someone like me. She
generates death energy and I devour death energy. A match made
in Heaven... Or hell... or whatever."
"Alix was strong... She doesn't have the raw power I do. But she
is still just as dangerous as Death and I in her own way. Hades
trained all of us for different purposes, and Alix was no
different. Her shadows of death are more dangerous than even my
darkness. Her abilities are more death-based than mine, while my
abilities are darkness based. But she's still just as dangerous
as me in her own way. She doesn't have an aura like mine, but
she has abilities that can even match mine." - Tartaros Kindron
before he died about Alix's abilities
Current Name: "Poisoned Death" Zehra Hisada
Vessel Name: Alix "Hell Cat" Rynn (Last known alias)
Age: Unknown
Species: Afarit Spirit possessing a demon demi-god body
Gender: Female
Hunter Group/Team: Tribe of Vobu
Weapons:
- Ultra Krieger Blade and Blade of Awe: These two blades worked
with Alix, and are wielded by Zehra now. Both blades are not
happy about having to work with Zehra, since Zehra tends to
misuse their holy power. Both of these blades are lengendary
weapons designed a long time ago by Smithy, which were
eventually gained by Alix. Krieger is more about reading
opponent's powers, and about fighting smart, using his abilities
like his shatterpoint analysis. Meanwhile, Awe is about
overpowering enemies, with abilities like celestial force and
celestial elementals. These two are powerful holy weapons, which
specialize in killing demons, and even demon lords and demon
kings. However, when wielding these two, Zehra does have to use
special gloves to hold them, because they do try to resist
letting Zehra use them due to them hating Zehra for deceiving
Alix and taking over. Krieger and Awe also have their own
enhanced holy forms that they can go into to handle more
dangerous opponents, such as being able to take on demon princes
or even demon gods. These two blades were designed to kill demon
gods and demon kings. (Krieger and Awe will probably get an
updated profile)
- Dual Blade Death Element Scythe: As part of her training
learning to ferry souls, Alix was granted a death scythe when
she completed her training with the older generation Death.
Being trained as a type of Grim Reaper of the Greek Pantheon
while the younger Death is more a death wraith style reaper.
Alix gained this weapon, which is a death scythe that harnesses
shadow and death energy as a way to enhance Alix's shadow
manipulation and her death energy manipulation. This weapon is
essentially two scythes combined to make a double sided death
scythe. As such, this makes Alix's death scythe a bit unique, in
that she can attack on two sides of her at once and has more
variety in her scythe attacks. This uses a different style than
normal scythe wielding or even dual scythes, since one has to be
careful of not cutting themselves with the other blade when
attacking. As such, one can guess that Alix is very skilled with
this blade. This weapon can kill anything if it strikes
something in a vital (usually the heart or brain). This weapon
is a standard style death scythe, with not too much different
other than it's more unique design. If needed, this has two more
forms. The first is dual scythes that Alix can use instead of
the combined form if needed. The second is that she can pop the
top halfs of both scythes out of their connectors using chains
connecting the top halves of the scythes to the connected
handles. Essentially this means that she can use them like hook
blades to throw at opponents when separating the weapons into
two, or she can leave them connected and use a more complicated
chain style with the whole thing being one weapon, having the
two scythes connected to the handle by chains.
- Black Blade: This is Zehra's own weapon, one that she uses in
combat. This sword is a dark arts weapon, which is designed to
channel darkness. This weapon was originally designed for Zehra
by the Tribe of Vobu, and designed so that it uses dark arts
just like Zehra does. Currently, Zehra has dark arts elemental
abilities, as well as being able to use certain attack dark
arts. Zehra's sword is designed to channel these arts, and can
fire waves of darkness or concentrate certain darkness abilities
like the dark arm blade through this weapon to avoid damaging
herself. This blade is forged with powerful darkness, and
designed for Zehra to use in Alix's body. This means that this
weapon also uses Alix's shadows of death, which can be used
through the sword's darkness to create Alix's unique shadow
power using shadows and the power of death energy (More on
Alix's shadows of death in Alix's powers). This weapon is a
strong darkness type weapon, designed for killing holy users and
those with positive powers. This can also do more damage to
those vulnerable to darkness and death energy, due to Alix's
shadows that are usually used to power this weapon's dark arts.
This weapon is designed to work in Zehra's current host, and if
she were separated, this weapon would lose a lot of it's power.
- Black Bow: Just like her sword, this weapon is designed to use
both Zehra's dark arts, as well as use Alix's shadow abilities.
When used, she creates solidified arrows out of darkness energy
or fires arrows she has on her, which she then fires with the
bow at opponents from medium to long range. Since Zehra has had
a few hosts that have been master archers, Zehra picked up a lot
of archery skills, such as firing arrows to pierce opponents
more easily, or firing silent arrows that minimally displace air
around them when fired for a stealth shot. Zehra is a very
skilled archer, so this bow is designed to take advantage of
that fact. This weapon can shapeshift using dark arts, with the
weapon being able to take a few forms to fire arrows in
different ways. The first is a standard bow. The second is a
standard crossbow, that fires smaller arrow bolts and can fire
faster and with more impact power. The third is a smaller bow
that fires arrows at much closer range, but can increase the
impact power immensely. The bow is designed to channel the dark
arts, and can channel any of Zehra's darkness abilities,
including Alix's shadows of death when used thanks to Zehra
being able to channel Alix's abilities as the possessing spirit.
Alix's Hades/Reaper Abilities:
- Hades Inherited Demon Demi-God Power: Being a child of Hades,
Alix has inherited demonic and godly power. Like Tartaros
Kindron, she was trained in her ability to use the powers of
death granted by Hades. And also just like Kindron, Alix has
highly enhanced aura (though not nearly as strong as Kindron's
aura and abilities were). Alix has a bit of a difference in her
abilities though, in that she gained unique shadow abilities
which are the main focus of her power. Alix's powers of shadows
and power of death energy are very powerful, and she uses them
as her main abilities while Kindron relied more on his Darkfire
abilities. However, Alix did also train with Kindron to learn
the basic Darkfire abilities before he died, which he taught her
the basc elemental abilities (But she can't use advanced
abilities). Alix's own abilities are still very dangerous, with
her most dangerous ability being her shadows of death. Though,
like Kindron, her abilities are also strongest when in the
realms of death, specifically versions of Hell and Tartaros or
other pantheon equivalents. While Kindron was meant to be lord
of Tartaros, Alix was trained more to head the ferrying of souls
from earth to Tartaros and managing the pathway known as the
River Styx between the living world and Tartaros, as well as
helping Death manage the reapers of the Greek Pantheon. Because
Hades didn't want his children competing for the throne, and
didn't want them to get overwhelmed by the job, he trained his
children for different aspects of the job of ruling specific
parts of Tartaros.
- Demon God Energy: Alix's basic godly energy is a mix of
demonic and godly power, which she and Kindron referred to as
"demon god energy". This energy powers Alix's use of abilities
like shadows and death energy. This also powers her darkfire
abilities, since Kindron taught her to use his death infused
black flames, and taught her to use death energy infused earth
manipulation using similar methods. This energy is able to fight
the gods and demons alike, with the weapon being a unique kind
of energy that can use the aspects of both. Those vulnerable to
demon or godly energy can be hurt by this energy, and with
Alix's power over darkness and death energy, Alix has ways of
killing almost any kind of creature thanks to her death energy's
specialty of being able to kill almost any creature. Alix's
abilities are more death infused than Kindron's were, while
Kindron's were more darkness and elemental based. In some
aspects, Alix's abilities as a demi-god of death are stronger
than certain aspects of Kindron's power due to her grim reaper
style trained abilities, but overall not as strong as Kindron's
powers in overall aura and elemental power.
- Life and Death Energy Manipulation: All reapers are able to
manipulate life and death energy, using them not just in
themselves, but also using them to attack opponents. Both have
different effects depending on what they're used on, and both
operate on two sides of the same coin. Life and death energy
manipulation can often come in pairs, since life and death
energies are usually so closely related that manipulating one
effectively requires one to learn to manipulate the other. Life
energy can be used to do things like healing others, doing
damage to the undead, being used to resurrect a body (in high
enough quantity depending on the person), or being used as a
positive energy to counter negative or unholy energies. Death
energy can be used to do things like rot away physical objects,
use death energy for necromancy (creating undead), strengthening
undead opponents, and use attacks that do more damage to living
beings that are not undead types. When used together, one can
manipulate life and death energies in themselves or others, such
as using physical contact to manipulate someone's age by
changing their life and death energies. One can use life and
death energies to manipulate age by increasing one energy and
decreasing another. For example, increasing one's life energy
and decreasing one's death energy can make them younger, or vice
versa. These energies are counterable by one another, and also
counterable by holy and dark energies, as well as other strong
enough energies that can counter these powers. Manipulating life
and death energies in oneself can be dangerous though, because
not manipulating it properly can cause problems like rapidly
aging, or even causing someone's soul to fade away if they have
no life or death energy to support their soul.
- Grim Reaper Human/Reaper Form Manipulation: By manipulating
their life and death energies, a grim reaper is able to switch
back and forth between forms, using it as a form of
shapeshifting. Not only can they manipulate their age, but they
can switch back and forth between reaper forms and human forms.
Thanks to this, a grim reaper doesn't always have to be a
skeleton-like being, but can take human form as needed. This can
grant them advantages in and out of battle, but also has slight
disadvantages. In human form, reapers can be more vulnerable,
but have much more interaction with the living world as a
result, being able to manifest in the real world even though
most, unless given permission by Death, usually stay in the
realm of death. Human forms often make it easier for reapers to
interact with people, since many souls are not so scared of
reapers when they are in human form. When in their reaper forms,
they are much more easily able to communicate in the realm of
death, including being able to draw on the energies of death.
For reapers, this is a very important form, especially if they
have to fight souls that don't want to go to the afterlife,
since it is common that some souls don't wish to return to the
afterlife. Any reaper can talk about how their reaper forms are
very useful, but human forms can also be useful. Both have
advantages and disadvantages, like human forms not being as
strong in the realm of death.
- Hades Demonic Death and Darkness Manipulation: Due to her
having Hades' powers, Alix is able to manipulate darkness and
death energy. Alix is able to use darkness much like other
darkness users, with her being able to do things like
controlling shadows around her, firing blasts of dark energy,
and trapping people with darkness attacks. Her darkness is also
infused with demon god energy, which is used to power this
ability, making it more than just normal shadows. Her death
energy is also infused with her demon god energy, which makes
her death energy stronger as well. Her death energy is able to
do things like rotting away objects, using necromancy, and even
being able to kill things she normally wouldn't. Death is a
natural counter to life energy, and usually works against almost
anything that isn't dead, demon, supernatural and god alike
since everything dies at some point. The only real immune
creatures are usually death wraiths, soul reapers and grim
reapers since they are all created for the realm of death and
death energy doesn't affect them the way it affects mortals.
However, those with life energy can counter this death energy,
and those with light can counter Alix's darkness abilities.
- Shadows of Death: This is one of Alix's more unique abilities,
which is a unique kind of shadow manipulation she can use.
Alix's shadows are very strong, and her own unique ability to
fuse her shadows with her death energy manipulation gave her a
strong shadow manipulation that uses both powers. This can still
be used just like normal shadows, but when added with her death
energy, her shadows are able to rot away objects, as well as
being able to use necromancy abilities. Her shadows have another
ability though unique to her, and that is her ability to kill
any creature using her shadows of death. This ability lets her
kill almost any creature if she spears their weak point (usually
the heart or brain) using her shadows. However, she has to hit
them in a kill spot, otherwise they could regenerate or possibly
survive. If she hits a kill spot, the body will rot away, and
the spirit will be released into the realm of death. This skill
was originally for reaping souls, where Alix could kill someone
who was dying in order to not have them suffer, but was
repurposed by Zehra to use to kill her enemies. Of course, these
are still counterable by light and life energy, since they are
still natural counters. The only thing that changes is that
Alix's ability rots objects and her shadows of death can be used
to kill almost any creature, demon, supernatural or god alike.
The only thing this doesn't work on are beings like Death,
Galian and Toranoraos that can't be killed by normal means. For
the most part, these shadows don't instantly kill someone,
unless they are stabbed in a vital organ, or stabbed in the
heart or brain (depending on the opponent's vulnerability). Her
shadows of death work very similarly to a death scythe in how it
kills someone.
- Eyes of Death: This ability is unique to Alix as well, meant
to go along with her shadows of death. Alix is able to see the
"kill point" on any being, which she refers to as "seeing the
death of people". This particular vision lets her see any point
that could kill someone, usually seeing different areas in
different ways to show how vulnerable they are to death. In
addition to seeing normally, she can also read the body of
anyone she sees, and is able to know exactly where to hit
someone if she wants to kill them. Usually the two biggest kill
points on beings are their heart and brains, which is true for
most supernaturals. When combined with her shadows of death,
Alix is able to kill anyone by striking these kill points, which
will negate their regeneration and kill them by striking it with
her shadows of death similar to how a death scythe would kill
someone by striking a vital. This vision is very useful, since
almost every being has at least one kill point she can read. For
the most part, those without regeneration have other kill
points, like the lungs or vital organs, giving Alix more
options. However, as mentioned, the two biggest kill points are
the heart and brain. However, if Alix were to encounter a being
she is not familiar with with anatomy different from any other
creature, she would be able to see their specific kill points,
such as seeing if they had more than one heart, or if they had a
point that controls their whole body. The only beings that don't
have these kill points are beings that can't be killed by normal
means like Death, Toranoraos, and Galian. However, seeing kill
points is one thing, but exploiting them is another matter.
- Kiss of Death: Another of Alix's abilities, where she is able
to use her breath to breathe death energy, combining it with her
breath to form a black mist that rots objects and people when
they come into contact with it. This breath can do death energy
damage to anything it comes into contact with, making it a great
way to damage opponents. When an opponent comes into contact,
objects will rot away, and skin breathed on will rot away,
usually rotting depending on how much of the breath makes
contact with their body. Usually, this is designed to be used at
close range, though Alix can also use it at medium range,
usually by doing a technique similar to a dragon elemental
breath. Some compare this mist to that of a mist dragon's mist
breath, except that it is a mist breath that is essentially
powered by death energy. This was originally designed to be used
to kill those that are close to death so they can be transferred
to the afterlife, using it on bodies to kill them. This gets
it's name because it almost looks like Alix kisses whatever she
wants to affect, even though she only just gets close enough for
the breath to affect someone. For the most part, the best
counter to this is life energy, or just not letting the mist
make contact. Usually distance is the best way to avoid this, or
one can also use wind to blow away the mist so that it doesn't
come to them. Since this is a close to medium range ability
(usually close range), it is possible to use the close range to
Alix to an opponent's advantage to attack Alix if she tries to
get close to use this.
- Touch of Life and Touch of Decay: Through physical touch, Alix
is able to use her life and death energy manipulation to affect
objects. For her touch of decay, this could as simple as causing
a plant to whither and die, or it can be used to decay objects
like weapons and armors through physical contact. For her touch
of life, she is able to use her touch to affect the life of
others, which can include healing them using life energy, or
strenghening someone's life force. Her touch of decay uses death
energy, which can cause damage to people if Alix is able to make
physical contact with them. Her touch of life is more about
restoring life, using life energy to affect someone and do
things like healing them. This is one of Alix's extended uses of
life and death energy, since she has much more focused life and
death energy than other children of Zeus thanks to her grim
reaper training. This ability runs on Alix's own life and death
energy, which is generated by her power thanks to her reaper
training. This power is counterable by life or death energies,
or even using holy or unholy energy to counter the life or death
energies if one doesn't have life or death energies.
- Death Realm/River Styx Travel/Transport: Being trained as a
reaper of the Greek Pantheon, Alix is able to move back and
forth between Tartaros and the living world thanks to her
training as a reaper. Thanks to being trained to take souls to
and from the living world, and trained in how to travel the
realms of life and death, Alix is able to teleport to and from
the realms of death of the Greek pantheon. Though she can travel
to other places in the afterlife, she mostly focuses her
attention at the River Styx, a place that ferries souls to
Tartaros. Alix is able to travel the River Styx, and can usually
travel this without the need of a boat or someone to transport
her since she can move back and forth through the realm as
needed. Since Alix was trained to manage the River Styx, she
doesn't have to pay to get around this realm, since most people
would have to pay a toll to get a ride to or from Tartaros. Alix
can teleport through the River Styx, but can also go to the
Veil, which is a realm where souls appear when their mortal
bodies die. Since Alix is a certified reaper, she is able to go
to the Veil to reap souls. For the most part, Alix is able to go
anywhere in the Greek Pantheon, and is more or less considered
the lord of the realm of the River Styx.
- Black Flames of Death Manipulation: These flames are very
similar to her brother, Kindron's, which are dark flames infused
with death energy. Just like her brother, Alix can use the same
black flames of death that Kindron can. Instead of being a dark
purple flame like typical Darkfire flames, the death powered
flames are completely black and are infused with the power of
death. As a result, the flames are able to use the power of
death energy infused into it to more easily kill opponents.
Since most living things are vulnerable to death energy, these
flames work as an amped version of the normal Darkfire flames,
and can be used the same ways most other types of flames.
However, these flames also have other uses, like being able to
enhance people's powers if they are unholy or death-based in
nature, or they can be used to fight the power of godss since
they run on Alix's demon god energy. These flames burn much
hotter than normal flames, and are able to consume normal flames
and convert normal flames to dark flames. These flames are
designed to be able to more easily kill opponents, since they
are death based in nature, and most living things are vulnerable
to death energy. Combined with Alix's eyes of death, she can
kill opponents with this just as she can with her shadows of
death. These flames are essentially the same as the ones her
brother used, and can be countered with powerful enough holy
power or ice manipulation.
- Rotting Earth Manipulation: Unlike Kindron, who only had one
death elemental, Alix has multiple, with her second being her
earth manipulation. Thanks to her abilities using death infused
earth manipulation, she is able to use a more powerful earth
manipulation granted to her by her powers she gained from Hades.
She is able to use this infused death earth the same way as
other earth manipulators, and can manipulate almost any kind of
earth. She is able to create attacks out of almost any solid
substances, such as dirt, metal, stone, concrete or even
crystals. These are all infused with death energy and almost
appear like they are rotting due to the death energy infusion,
though this still makes them strong enough to hurt opponents.
Using this, Alix is able to do things like creating earth-based
weapons, creating armor, or even trapping opponents in the
ground. This earth is counterable best by wind manipulation,
which acts as a counter to earth, but this earth manipulation is
also counterable by holy power as well.
- Black Water of the River Styx: Those familiar with mythology
know how dangerous the water of the River Styx is, especially if
they know it's infused with death energy. Alix is able to summon
this water to her at any time, with water being her last
elemental that also has a death infused power to it. Thanks to
this power, Alix has powerful water manipulation that she can
use by summoning this water. The water of the River Styx is
black as ink, and can be fatal to anyone who drinks of it. When
using this, Alix can use this to attack opponents, doing things
like freezing people in this water, boiling the water using her
flame power, or even poisoning people with this water. Usually,
if this water gets into a wound, it can get in the body, causing
severe illness by death energy, and even kill people once this
death energy reaches the heart depending on how much energy is
in their body. This power can be used like typical water
manipulation, with the exception that the water is poisonous to
people and can kill many opponents since the water comes from
the realm of death. This water is best countered by lightning or
wind, which can dispel this, though most would find it a bit
easier to use holy or life infused lightning or wind.
- Death-Infused Solid Scorched Glass Manipulation: By
manipulating the temperature of earth using her flames, Alix has
the power to solidify any earth by using her flames to hit it
with such a high temperature that the scorched material hardens
into a crystal-like form. Usually this form is like that of a
blackened glass, which grants Alix a way of combining her flames
and earth into one power. By manipulating her earth and flame
powers together, she is able to create a super hot glass-like
material that can be used to fight opponents. This can be used
to create armors and weapons, attack opponents with solid
constructs, or be used to do death energy damage to opponents
since it uses death infused elementals. This power is a type of
advanced earth and fire manipulation that only those with high
temperature flames can use, and is very useful for attacking
cold opponents since the crystals aren't weakened by ice, since
ice just makes this power lose its heat and the molten state of
this power also loses it's magnetic ability. This works good for
fighting opponents like countering solid ice manipulation, since
this can use solid matter to attack solid matter ice. This is
also counterable by wind manipulation, since wind is a counter
to earth and can counter fire attacks when used properly. This
is also counterable by life powers and holy powers.
- Death-Infused Lava and Molten Metal Manipulation: This is a
specific combination of Alix's death infused flames and death
infused earth element. By combining the two, Alix is able to
create a dark magma/lava manipulation that can be used to fight
her opponents. This combines any elements she can melt into her
flame power, which takes a liquid-like form, and melds the two
into one manipulation. This can be used to absorb earth or fire
attacks, create constructs like death infused power lava golems,
or be used to try and cover someone in death infused lava to try
and burn them. This elemental can use anything that can be
melted, in which usually things like rock, dirt, or concrete are
usually best to use. Alix's second use of this is creating
molten metal using death infused earth manipulation of metal and
her death infused flames to create a molten metal manipulation
that can be used to try and cover her opponents in molten metal,
or just use the combined earth and flame power to damage
opponents. One of the best uses of this is usually to cover
someone in molten metal, and then Alix can increase the
temperature so that the metal hardens to trap the opponent
inside the mass of molten metal as it solidifies. Depending on
how it's used, this power is best countered by ice or wind
abilities.
- Death-Infused Boiling Mud Manipulation: This is another of
Alix's combined elementals using death infused elements. In this
elemental, Alix uses boiling water, which fuses with her earth
manipulation to create a boiling mud that can burn opponents.
This elemental is a combination of her earth and water death
infused elementals, and can do death energy damage in addition
to being able to damage them with the boiling mud. This can be
used in a few ways, such as just using it to burn opponents, or
Alix can also use it to engulf opponents and trap them once she
uses her flame power to turn the mud into a solid form by using
her ability to use heat to create a scorched glass material
using extreme heat. This power can also be used to create a
quicksand-like environment using the dirt around her, which can
be used to draw people in and trap them when used properly. This
earth manipulation can burn opponents alive, and rot away their
skin with the death energy damage done over time. Like much of
Alix's elemental manipulations, this particular manipulation is
weaker to wind and ice type attacks.
- Ghost Sight, Ghost Touch and Sense Souls: Since the grim
reapers were made to interact with the spirits of dead mortals,
supernaturals, and deities, reapers are able to interact with
almost any manner of spirit or ghost. For the most part, reapers
have multiple abilities dealing with their interactions of
ghosts, where they are able to interact with them in ways most
mortals cannot. Since ghosts don't typically manifest in the
living world until they've become vengeful spirits or hollows,
reapers have to be able to interact with ghosts in the veil,
which they can do even from the living world to a degree. They
are also able to fight spirits manifested in the living world
much more easily. They are able to see ghosts, and see their
essence even when they are not manifested. They are also able to
touch, grab and attack ghosts, in which they are able to attack
them when they aren't manifested. Reapers are also able to sense
ghosts as well, having the ability to sense the difference
between ghosts, demonic entities, and other types of spirit
beings.
- Soul Storage/Collection, and Soul Purification: Since it's a
grim reaper's purpose is to collect and shuttle souls to the
afterlife, grim reapers must have their own ways to take souls
to the afterlife. Every grim reaper has some way to store and
collect souls, in which they are able to use this to take souls
with them. For the most part, this skill is pretty self
explanatory, at least as far as its purpose. But when it comes
to functions, this is different for each reaper. Some can do
things like storing souls in briefcases, some use other objects
to store souls, or some can even store souls in their bodies
temporarily. This mostly depends on the reaper, as they all have
their own ways of collecting souls for transport to the
afterlife. The second part of this is a reaper's ability to
purify souls. While soul reapers usually take on hollows and use
their zanpakutos after defeating them to purify them, reapers
are able to remove corruption from souls using their power.
Usually, this also depends reaper, as some have unique
purification techniques for purifying souls. A soul must be
purified before transport to the afterlife, and any risk of
being turned hollow or higher level specter must be removed
before taking them to the afterlife.
Alix's Darkfire Abilities:
- Elemental Shadows of Death Aura: This is a modification of the
Darkfire's vampire aura, in which instead of a normal vampire
aura, they chose an element which they use to power their aura.
This elemental aura then becomes the basis of defense, in which
they use an elemental aura to up their ability to block attacks
and can dampen blows they take from attacks. This elemental aura
can also be used to amp a vampire's regeneration, in which they
can regenerate faster when the aura is at it's strongest. There
are two modes of this power, the first is the standard aura in
which the element of the aura isn't visible but still present in
power around the vampire, in which they don't have the full aura
active, but this always grants a slight defense boost. However,
in battle, this can be activated to full power, where the aura
becomes visible and charged, and amps defense and regeneration
to it's max power. When used, this aura can even grant the user
special abilities depending on the element, such as earth users
being able to use earth to create elemental armors around
themselves or lightning users being able to push away magnetic
objects away from their aura depending on the advanced level of
the Darkfire. However, counter elements can more easily break
this defense, and aura breaker abilities and weapons can
instantly break through this defense. This also requires
elemental power to use, and the more energy being put out, the
more quickly a Darkfire uses up their elemental power, meaning
that using this at full power is not useful using all the time,
but most Darkfires only use it to block or dampen attacks rather
than keeping it active all the time. Alix's aura uses her
shadows of death as it's main aura power, which is counterable
by life and holy power.
- Shadows of Death Rebirth: This is the main purpose of the
elementals used by the Darkfire Clan. The clan specializes
specifically in elemental regeneration, using a specifical
elemental as a catalyst. Each Darkfire choses a specific
element, in which they use to power their regeneration. As long
as the Darkfire has elemental power, they can regenerate almost
any injury, with certain exceptions. Most Darkfires cannot
regenerate their brain or heart, which makes that their weak
point. However, some Darkfires may be different (usually adopted
Darkfires) and might be able to regenerate their heart and/or
brain, but this is very rare (and must be stated by the player).
This makes a Darkfire's greatest attribute usually being defense
and durability. This also helps their stamina, as the
regeneration helps them recover stamina in a battle. When using
their own elemental, they use up power to do this, which means
that their power can be worn down. However, a Darkfire can
minimize this by absorbing elementals around them, such as an
earth user absorbing power from the earth. Most Darkfires have
their own unique ways to gather elementals, such as a fire user
setting fire to an area in hopes the flames will generate more
flames for them to absorb. Once a Darkfire runs out of elemental
power, they lose their ability to regenerate, and are also
vulnerable to regeneration negation through powers and metals
like varanium, though power negation usually doesn't interrupt
their regeneration since their regeneration is a passive
ability. Most Darkfires often opt for using their dark flames
for their regeneration, as it's the signature of the clan,
though some use more useful manipulations for it, such as earth
users using earth regeneration solely because there's always
earth to absorb to minimize their regeneration power usage.
Alix's elemental is her shadows of death, which can be converted
from normal shadows.
- Elemental Form: Similar to how some vampires use
intangibility, the Darkfires use their elemental form similarly,
which lets them avoid attacks. Not only does it help avoid
attacks, but also helps them regenerate without needing to use
their power if they can consciously turn into elemental form.
This form lets the Darkfire change into any element they
control, such as most of them being able to turn into dark
flames, as it's a major elemental among most Darkfires. When in
this form, a Darkfire can also regenerate by reforming
themselves using their element, but this doesn't use any less
power than normal regeneration, so the only real benefit to
using this is to use this to avoid attacks while regenerating.
While in this form though, while most of the time they can't
really be hurt, they can be forced back to normal by counter
elements, such as dark flame forms being forced back to normal
against ice powers. Opponents who also use form negation attack
powers can also counter this power through abilities like haki
form negation, and other skills that developed ways to counter
this, as well as aura breaker weapons also working to the same
effect. While in this form though, a Darkfire cannot attack
opponents, as they aren't physical enough to attack, though if
an opponent touches them, they can use their elemental touch
power depending on the element to damage an opponent, such as
using the flames to burn an opponent if they try to attack and
end up passing through the flames.
- Shadows of Death Teleportation: Another technique the
Darkfires use, this time using elements for getting around.
Similar to how shadow users can shadow meld and use it to travel
places, the Darkfires can use their elements to teleport, using
their elementals as a catalyst to teleport. A Darkfire can
teleport anywhere in the world with this technique, as long as
they know where they're going. And a Darkfire teleport can cost
less power if the Darkfire's elemental is present in the place
they're teleporting to, such as wind users using wind to
teleport and always being able to reduce their power usage, due
to the fact that they can teleport wherever there is air. Though
some like lightning and fire users can still use this
teleportation, it just costs slightly more power to use. This is
mostly used outside of battle, used for getting around as the
Darkfires developed this so that they could go from place to
place. Each Darkfire, again, only uses one element to teleport,
and once chosen, cannot be changed without retraining their
teleportation.
- Elemental Familiars: This is another advanced technique of the
Darkfires, in which they are able to use any of their elements
to create elemental familiars to help them in battle. When used,
they use their elemental and a portion of their spirit energy to
connect themselves to the familiar, letting them process what
the familiar percieves, which makes the elementals very useful
for things like spying on people or scouting out an area. When
used in battle, these familiars can be used to fight opponents,
in which, depending on the element, can use special abilities on
opponents, such as flame familiars being able to burn opponents
or shoot fireballs, or ice familiars being able to freeze
opponents and fire ice attacks. Each elemental familiar is made
up purely of an element, and can take whatever form the Darkfire
wants. This means that each elemental familiar technique could
be different, depending on what the type of familiar the
Darkfire wants to make. Depending on the familiar, the familiars
can also have attributes from what they're made as, such as bird
familiars being able to fly, and wolf-like or tiger-like
familars having claws, or snakes that specialize in using their
elemental touch (Such as electrocution, burning or freezing
respectively) to damage opponents through constriction. Of
course, as one might expect, the counters to the elements
remains the same, such as ice freezing a fire familiar or water
shorting out a lightning familiar. And the more familiars made,
the less power that each familiar has, as having multiple
familiars reduces the power since having more means more energy
has to be put out to maintain the familiars. Alix can do this
with any of her elements including her shadows of death.
- Elemental Shapeshift: This was a power that was passed to the
Darkfires through Qrow, who possessed a shapeshifting power
before he was turned into a vampire. This modified art allows
the Darkfire to use their elemental form to transform, turning
into something akin to an elemental familiar, but the Darkfire
themselves take this form instead. Many use this as a means to
travel, or can use it to scout out areas. Whatever they turn
into is up to the original Darkfire, though all Darkfires gain
one main form they take that is their alternate form. As an
example, Qrow can turn into a crow made of lightning which is
his main form. This is very similar to the elemental shapeshift
form, but instead focuses the Darkfire to take a specific form
instead of just being an element. Depending on what they
transform into, they may gain certain attributes, with some even
being able to change into a mythological creature depending on
their power and elemental. For example, Father Hei is able to
change into a holy lightning impundulu, a creature that is
mythological in nature. Some choose birdlike forms so they can
fly around, being useful for scouting and flying around, while
some prefer battle forms, like wolves, tigers, and bears. While
the Darkfire can change into anything, changing into anything
other than their main form costs more power than normal, but
changing into their main shapeshift form requires little energy,
and lets them conserve energy as they take a smaller form and
put out less energy, making this form good for different things
depending on the form. Though it does have the same drawbacks as
the elemental form, as one who uses form negation, aura breaker
weapons/powers, and counter elements can still force them back
to normal. Once they reach the advanced training, not much
changes for this, as they simply use the same element but with
divine/demonic enhancement and can use the effects of the
advanced training.
- Elemental Unique Form: River Styx Hell-Cat: Every Darkfire is
able to awaken one unique form that works as their own unique
form that comes with specific unique abilities. Alix's unique
elemental for is that of a black water hell-cat. Her hell-cat
form is made of water from the River Styx, and is a
death-infused water elemental. In addition to her being able to
be a water elemental, she can change her body from boiling to an
ice form depending on what she wants to do, with her water form
being highly adaptable. She can even mix other materials into
her body to create other water manipulations, such as mixing
certain materials that might make her acidic, or even changing
her body to something like demonic water instead of black
death-infused water. This form is much more adaptable than most
elemental forms, and in addition to this, she also gains the
enhanced senses of a hellcat, as well as gaining claws and teeth
that she can use to damage opponents. Her hell-cat form isn't
really meant for battle though, but can be used more for things
like scouting or moving more easily through the realm of death.
She also gains enhanced demonic energy when in this form, since
the hell-cat is a type of demonic cat that has enhanced demon
abilities. This form can also absorb earth attacks, and change
it's form through absorption of earth, such as becoming mud if
it absorbs dirt or sand. This form, while strong against fire
and earth, is weaker to lightning attacks and wind attacks that
can dispel water forms.
- Elemental Touch: This ability is dependant on the elementals
used by the Darkfires. This lets a Darkfire use their touch to
use their elemental power on someone. This is more useful with
some elements than others, and depending on the element used,
some elements can do different things. Fire users are able to
burn and melt things through physical touch, ice users are able
to freeze things on physical touch, lightning users are able to
electrocute things using physical touch, wind users are able to
slice through things with their attacks, and earth users are
able to manipulate earthly elements through touch, like
absorbing metal and other elements from touching an object or
change the form of an object through touch. Some who use this
are able to do different things depending on the element, with
more advanced users having more techniques using this power. Of
course, the vampire can only use the touch powers of their own
elements, and depending on how skilled they are, certain
vampires may be able to do more with their elemental touch
ability. However, this does require physical touch to use, and
some users can only use this on certain things (like earth users
only being able to influence physical objects and not really do
anything to people through touch). Some have even built combat
styles around this power.
- Elemental Amplification: The Darkfires are able to use their
elementals to power themselves up, being able to use elements to
passively enhance their ability by absorbing a specific element
into themselves to amplify their physical abilities and
elemental abilities. This ability was designed originally to
replicate aura amplification, but instead of using aura, a
Darkfire users their element to enhance their powers
temporarily. However, a unique thing Darkfire can do that aura
users can't is that a Darkfire can absorb elements outside of
their body that aren't theirs, being able to absorb elemental
attacks if it's made of an element they control. This includes
being able to absorb special elementals, such as a lightning or
flame user being able to absorb heat lightning or lightning
flames used by an opponent. Depending on the elemental absorbed,
the Darkfire can gain temporary abilities based on the element
absorbed and what properties it has. For example, a Darkfire
absorbing holy flames could gain temporary holy power as the
flames empower them. However, this is only temporary, as this
requires the element in order to power up, and this is only
really useable in short bursts unless one is absorbing outside
elements.
- Elemental Sense: A technique developed in the Darkfire
elemental training that lets the user sense all the elements
around them. This was designed to be the same as the aura sense,
but ended up being a bit more unique. This lets the user sense
the elements around them, which not only include their elements,
but other elementals as well. This includes letting them sense
their opponents because mortals are all made up of earthly
elements. And by studying how mortals channel different actions,
they can use this elemental sense to not only sense where and
what mortals are by their elemental makeup, but also lets them
predict their opponents by reading how their elements move when
they attack. This essentially reads how the body operates,
letting the user have a sense of what attacks their opponent is
going to use. Though unlike the aura sense which reads the
spirit, this is a little less reliable in terms of predicting
combat attacks, but easily lets the user sense supernatural
abilities and attacks as they're created in the body or outside
the body, giving this a better edge against supernatural
abilities than a normal aura sense.
- Elemental Armor Defense Skill: This technique replaces the
aura armor skill, instead replaced by an elemental variation
that uses an elemental power to condense and defend against
attacks. This acts as a defense, but also can be used to attack
people depending on the element used. Things like flames and
lightning can do damage to opponents if they hit the defense
through either burning or electrocuting respectively. This skill
is designed for defense, but like the aura armor skill, this
does require a lot of power to keep in place for extended
periods. While it does amp defense, it's not practical to use to
cover the whole body, as if it's used that way, it takes far to
much energy to hold in place. This means that it's only meant to
be used as a reaction to an attack that can't be dodged, and the
user should only use what they need for the defense and not
waste extra power defending parts of the body not being
attacked. And just like aura armor defense, this can be
instantly broken by stronger uses of similar skills, stronger
attacks that are stronger than the defense, and through use of
aura breaker weapons. However, as this is an elemental power, it
also has a weakness to uridium, a supernatural hunting metal
designed to dispel elementals.
- Elemental Armor Offense Skill (Attack Deflection and Form
Negation): This is the offensive aspect of the elemental armor
skill, one which uses it's offensive properties. There are two
main uses of this skill. The first is to use it to hit attacks
away, including exploding attacks, using their elemental armor
defense to simply reflect the momentum of the attack. This
technique is designed to hit attacks either safely away, or to
hit them back at an opponent. The second is a special technique
known as form negation, where the user can focus their elemental
power into their attacks to damage opponents no matter what form
they are in by focusing the spirit energy portion of their
Darkfire elemental power. This hurts them no matter what form
they're in as if they were solid, not requiring a counter power.
However, it is possible for those with stronger energy defense
to block this technique if they have a similar defense skill
like haki, Pai Zhua or certain types of chi training. And just
like the defensive skill, this techniques effects can be
instantly dispelled by energy dispelling or aura breaker weapons
and powers. And of course, as an elemental power, uridium is
also something that can be used on this power to dispel it.
Zehra Afarit Spirit Abilities:
- Afarit Demonic Spirit Possession: Afarit spirits are able to
possess humans, with them needing a human body to interact with
the living world. This type of Afarit spirit (not the physically
manifested afarit and ifrits of the Muslim pantheon) uses
mortals or supernaturals as their hosts, and possesses them.
Once possessed, the spirit is able to use the host in any way
they deem necessary, including being able to use any of their
abilities and powers. Afarit usually seek strong life forces to
feed on, with them often using this to get stronger. Afarit
spirits are spirits of death, usually flocking to places with a
heavy presence of death. Usually, afarit spirit possession works
very similarly to demonic possession, except that afarit
generate a presence of death rather than a demonic presence. If
someone wants to not be possesed, stronger willed opponents can
fight possession, or one can avoid possession altogether with a
certain mark on them that acts like a possession ward. Usually,
depending on the afarit, some are stronger and harder to get rid
of, but usually strong holy abilities can usually cast out
afarit, granted the host is wanting to fight the possession,
since certain hosts who don't fight possessions may not let go
of the possession. Some djinns are even powerful enough to
change the appearance of their host while in control, in which
their appearance could change as a result of the afarit's
influence.
- Afarit Life/Death Energy Feeding: While ifrit are spirits of
fire that specifically feed on flame energy, afarit are spirits
that feed on life and death energies. Because of this, most
afarit seek out those with strong life and death energies, and
use them to their advantage. As the afarit possess people, they
feed on the death and life energies of the host, and use that
power to grow stronger and maintain their possession as long as
they need to. This also applies to much of their demonic deals
they make with people, since they usually use deals to take life
and death energies from people as payment, which they refer too
as "years of one's life" that are granted to them. As they do
feed, the body of the host is also restored to their prime,
allowing them to continue living in a more useful state to the
afarit, at least until the host dies. The main problem with this
life and death feeding is that every being only has so much life
and death energy, and this is not something that is typically
recovered in most beings. And since afarit usually cannot
possess reapers who don't have this problem since reapers are
spirit beings themselves, afarit will usually consider any
mortal that can produce life and death energies to be very
useful since they likely wouldn't kill them by feeding on their
energies. For the most part, they try to feed mostly on life
energy so that they can use their death energy for their
abilities using death energy. Zehra managed to find a good host
in Alix, since she can produce life and death energies just like
reapers even though Alix isn't a dead spirit.
- Alix/Zehra Perfect Bond: Thanks to Zehra's illusion she put
Alix in within her mind, and the fact that Zehra took over with
Alix's consent, Zehra and Alix have a near perfect bond that
many other possessing spirits wouldn't have. For Alix, Zehra
placed her in an alternate "world" where Kindron never died, and
while her conscious mind doesn't know it's an illusion, her
subconscious continues to want to remain in this illusion.
Because of this, Alix's mind doesn't know what goes on in the
real world, since Alix is able to cut off the real world and
lives completely in the illusion. This led to a rare case, where
Alix's subconscious won't let go of Zehra's possession, as long
as Zehra continues to leave the illusion as is. This means that
any attempt to remove Zehra from Alix has failed, and even
Krieger and Awe cannot seem to get through to Alix's
subconscious since Alix's subconscious has cut off the real
world in favor of the illusion. Unless one gets through to
Alix's subconscious, then they cannot remove the bond that Zehra
and Alix have. Of course, the obvious weakness is that if
someone did get through to Alix's subconscious, then they might
be able to get Alix to fight the possession and cast out Zehra,
though they would have to fight the subconsious to get to Alix's
conscious mind which is the Alix in the illusion. The
subconscious mostly is used to generate the illusion, and create
a world for Alix's conscious mind to be happy in.
- Alix's Mind Training Power Gain: Because of the illusion that
Alix is in, Alix's training in her illusion translates to her
abilities as they are without Zehra. As Alix trains and gains
new abilities in the illusion world she's in, her body is also
able to learn these abilities. As her body and mind learn new
abilities, these abilities are also gained by Zehra as long as
she's in control, in which Zehra can do things like learning new
elemental techniques, or new ways to use power that Alix learns
from her training in her illusion, since Alix does still train
in her illusion. As such, this was designed to allow Alix to
continue to get stronger, while Zehra also gets stronger. Of
course, every ability still has it's weaknesses, like elemental
techniques always having counter elements, or certain demonic
abilities usually being weak to holy abilities. For the most
part, Alix is limited by what she can or cannot do in the real
world, which means that she can only gain powers that she would
be able to use, such as new ways to use her existing powers or
awakening powers she doesn't know she has but her body does
have. To an extent, Alix has even learned to use some of Zehra's
dark arts, something that Zehra did to allow Alix to come up
with new ways to use some of Zehra's abilities.
- Afarit Djinn Dark Arts Power: Because Afarit spirits are dark
spirits, they have massive affinity for the dark arts, which is
part of the reason they follow Vobu. Afarit can use the dark
arts taught to them by dark voodoo entities like Vobu, and have
their own skillsets. For afarit, they mostly use dark attack
powers as well as death energy based arts. Of course like any
dark arts user, usually there are three main dark arts
categories: dark attack arts, dark support arts, and dark
elemental arts. Each has their own abilities that are mostly
self explanatory. Afarit dark attack arts usually use a
combination of death and darkness energy, usually varying forms
of dark magic art abilities. Afarit dark support arts mostly use
things like defensive arts, healing arts and empowering arts.
Afarit dark elemental arts usually use elemental abilities,
usually fused with dark or death energy. These arts all have
their own strengths, but all of them are based in dark arts and
death power, which is the greatest strength of the afarit. As
such, countering this power is as simple as using powerful
enough holy power or life energy to counter their dark arts.
- Afarit Death Energy Manipulation: Most abilities of the Afarit
are powered by death energy, since they are beings of death.
This death energy manipulation is also a good portion of their
attack, since they can use death energy to attack opponents as
well. Death energy can be used to do things like rot away
physical objects, use death energy for necromancy (creating
undead), strengthening undead opponents, and use attacks that do
more damage to living beings that are not undead types. For the
most part, Afarit only use death energy in their attacks, and
don't use life energy, since they mostly just use life energy as
food to power their death generated abilities. Their death
energy can be used in a variety fo ways, including being able to
be used as a power source for special dark arts that can use
death energy as their power source. For the most part, this is
standard death energy manipulation, except for the fact that
afarit don't use life energy in combination like other races
like reapers do. Since they specialize purely in death energy,
their death energy is stronger than normal beings, but this also
means that those with strong enough life energy or holy power
can also counter this energy when used as an attack.
- Djinn Demonic/Demon Aura Manipulation: Most djinns are
familiar with demonic energy, with demonic energy being the
basis of a majority of demonic power and a source of their own
demonic power. Demonic energy is fairly basic for most djinn,
being an unholy energy that can be used to attack opponents or
be used with certain powers in order to create new variations of
abilities. This energy is pretty basic, and the opposite of
normal angelic/holy energy. And at the top of the more powerful
energies djinns can wield, higher level djinns can use demon
aura, a higher level djinns power where djinns fuse demonic
energy with their unholy aura to create a powerful demonic
energy originally designed to counter archangels and celestial
force. Both energies are unholy and demonic in nature, being
able to be used similarly to attack opponents or combine with
other techniques. There is also an amplification effect demonic
energy can be used to amp those of unholy nature. As many know,
normal demonic energy doesn't do as much damage as demon aura,
but costs less power to use while demon aura does more damage
but costs more power. And these energies can of course be
countered by their holy counterparts.
- Djinn Poison: All djinn have the ability to poison opponents
through physical touch. This poison is a hallucinogen, though
it's effects vary depending on the Djinn and what their main use
for this is. Some use this to draw out the desires of others in
order to better help grant their wishes, while some use this to
find certain memories, usually either painful memories or find
someone's nightmares. When used, this poison affects the person
poisoned, in which the poison causes them to hallucinate. The
main use for this is that the hallucinations put stress on the
mind, and as the person is assaulted by the hallucinations, it
puts more stress on the mind, eventually overwhelming the
person. This poison is generated by their body, and can be made
differently on each time it is administered, making it usable
against those with resistance or even immunity to poison.
Depending on the djinn, this can be very useful, as they can
easily poison those that they want to affect, usually to devour
certain aspects of their mind, such as feeding on their fear, or
feeding on their nightmares. This poison is administered through
physical touch, and can be avoided if one avoids contact. Those
with poison resistance/immunity can usually avoid being under
this poison's influence for too long, usually overcoming it
quickly unless the djinn administers another poison.
- Djinn Nightmare Manifestation/Devouring: Zehra is a djinn who
feeds on people's nightmares, and uses her poison to manifest
one's nightmares as a result. Because this is one of the things
her spirit power feeds on, she uses her poison on people to
manifest their worst nightmares, in which she will use one's
nightmares to put stress on their minds. As the mind gets closer
to being overwhelmed, the fear and stress are absorbed by Zehra,
strengthening her dark spirit, and making her stronger as a
result. When she manifests an opponent's nightmares, the
nightmares are able to take physical forms, usually in the form
of people they fear, or creatures that might appear in their
nightmares. This makes the nightmare manifestations able to hurt
opponents physically, and makes them much more dangerous than
opponents think. These manifestations can be destroyed, but they
are still strong, and these manifestations aren't flesh and
blood creatures, but usually creatures that explode into dust
when they die. This means that the nightmare manifestations
don't have to be killed by the user, and can be killed by allies
instead of the opponent directly.
- Djinn Demon Deal: When djinns makes a deal with someone, they
are able to slightly alter reality in order to make their deal
come true. This could mean obtaining a certain item (as long as
it's not bound to someone), be used to change someone's
identity, be used to create a large amount of money for someone
to make them rich, or putting someone in a certain place at a
certain time. This power slightly alters reality to fit the
deal, usually to the benefit of the person a crossroads demon is
dealing with. When used in a deal, this can do a lot of
different things, usually designed to grant a variety of deals
to people. However, there are a lot of restrictions to this
power and things djinns cannot do. For one, they cannot give
objects to someone if they are bound to someone else since the
bound object could just return to the owner. Another big
restriction is that people cannot be killed through this (by the
deal alone) and minds cannot be altered with this. For example,
if someone wanted someone else to die, the djinn would have to
have someone kill the person, as the deal would not kill someone
as the deal reality shift cannot be used to kill a person under
any circumstances, even if they made the deal. It is also not
possible to alter minds, like someone wanting a deal to make
someone specific love them. Usually, a djinn usually has to be
able to do the dirty work, or get someone else to do it for them
unless it's a simple wish. Most don't use this unless it's a
higher level deal that can't be solved normally. This depends on
the djinn, with higher ranked and higher powered djinns being
able to do more, but no power that they have can break the main
restrictions of this. This is a power that many djinns have, and
djinns usually make deals like this in order to gain something
from the people they make deals with, which is different
depending on the djinn, which can vary from each type of djinn.
- Afarit Demon Deal Binding: For the most part, afarit
specialize in deals that are usually specified in death or
killing someone, usually people making deals to get revenge on
people. Since afarit are spirits of death, their deals are
designed around this aspect, including many of them often using
deals as ways to get death energy from killing people, and
usually taking life and death energy from the person who makes
the deal with them so that they can use the energy to feed on
and grow stronger from it. Afarit usually specialize in these
kinds of deals, and are able to bind people to deals that they
make if they make them willingly. The afarit usually has control
over the price of these deals, in which they are able to take a
price for their deals equivalent to the deal made. For the most
part, most afarit usually take life and death energy from the
person they make deals with, in which the afarit usually refer
to this as "taking years from the person's life". They can make
deals with other prices, such as helping them with certain
situations, or for certain items if they desire. Usually, afarit
will make deals with people, but rarely will these deals kill
someone, since afarit usually only take life and death energy
proportional to the price of their contract. For the most part,
afarit usually try to leave people alive so that others will
tell people about what they can do, and encourage others to make
deals with them.
- Djinn Demonic Presence: Almost all demonic djinns have some
sort of demonic presence, since they are closely related to
demons. When a djinn is present, most have some way that it
shows when they are around. This is different depending on the
djinn and their abilities. Those with stronger auras may have
enhanced aura or some may have more subtle presences. Usually,
anytime a demonic djinn is present, most will notice the smell
of sulfur, or sulfur might be left behind by the djinn, as a
product of their aura and demonic energy. All djinns have some
sort of presence that they give off. This is unique to most
djinns, though most usually either have a strong unholy aura, or
they have a strong presence that can be felt. Though most djinns
are able to suppress this presence so others can't sense them
usually, most demonic djinns do still leave behind sulfur, which
is something that tends to happen passively. This is mostly just
an effect of a demon's presence in an area, an effect that
actually tends to make them easier to track. However, some
demons or djinn can take advantage of this demonic presence as
those like Vobu have demonstrated using sulfur in combination
with other abilities.
- Djinn Demonic Regeneration: Most djinns have a form of demonic
regeneration, being able to regenerate from almost anything as
long as they're not struck by something that negates their
regeneration or by a demon killing weapon like a demon killer
knife or an angel blade. For the most part, demonic djinns are
able to regenerate as long as they're not destroyed completely,
though more injuries or the less of a djinn there is to
regenerate, the longer the regeneration takes. Djinns are able
to even regenerate their hearts and brains if they are not
killed by some sort of holy weapon that negates their demonic
regeneration. Depending on the djinn, some can regenerate more
easily than others, and higher level demonic djinns have higher
level demon regeneration, like those at demon prince or hell
knight levels having highly enhanced regeneration. And some
djinns have specific regeneration techniques depending on who
they are and their demonic power. Most djinns can still be
killed if they are struck in the heart or brain by strong enough
holy powers or weapons. While demon killing weapons and angel
blades are among the best things to use against him, other holy
weapons can kill demons or weaken their regeneration. For djinn,
most djinn are specifically weak to silver dipped in lambs
blood, which is a weapon that instantly kills them if they are
struck in the heart with the weapon. Blessed silver also does
increased damage to them.
- Djinn Demonic Teleportation: Just like demons, djinns are able
to teleport anywhere they want to go through a demonic
teleportation. Many have multiple ways of doing this, such as
darkness users teleporting using shadows, or some having
specific teleportation techniques, while some just use typical
demonic teleportation. Teleporting works just like it does with
most creatures, in which the user of the teleportation has to
know where they want to go, and know where they're going. If
they don't, they could end up in a random place, with some
people having traveled to different dimensions in the past if
they have the ability to do so. Typically, most djinns don't
have the ability to teleport through dimensions or time, but
some higher level enhanced djinns do have the ability to travel
through time and space, though noly the strongest djinns can do
this, and the few who can have required an immense amount of
power to do so. A djinn's teleportation depends on the djinn,
with some teleporting in fire bursts, bursts of darkness or
light, or just vanishing. This is something that varies, but
aside from effects, this works mostly the same way as typical
demon teleportation.
- Djinn Dark Arts Communication/Telepathy: Similar to demon
communication, djinns have their own method of communication
using dark arts. For the most part, many djinns communicate with
each other by dark arts telepathy, similar to the demons who use
telepathy to interact with each other. However, a djinn's
communication are more just simple telepathy where they use it
to communicate with one another. For the most part, djinns
communicate with each other through dark arts, using this as
their own communication network. In order to summon or try to
commune with djinn spirits that are not in the world, or might
be in other realms, most djinn have special dark arts spell
circles they can make, which let them summon or communicate with
those that are not on the same plane as them, allowing them to
communicate with each other from different planes. This
communication can be used by humans as well, in which humans can
use dark arts to summon and communicate with djinn spirits they
want to make deals with, and typically, the spirits will commune
with those willing to make deals, or who might agree to be hosts
for them.
Zehra Dark Arts Abilites:
- Shadows of Death Attack Arts/Death Infused Elemental Dark
Arts: Thanks to Zehra's host, Alix, Zehra has her own powerful
dark arts, and has even modified her arts to use her shadows of
death that she gained from Alix. Zehra is able to use her
shadows of death to empower her dark arts, and her death infused
elemental powers can power her dark elemental arts. This makes
her dark attack arts and her elemental arts much stronger, in
which she is able to use Alix's abilities to her advantage. This
is another aspect that makes Zehra and Alix a dangerous duo,
since Zehra can amp her abilities through Alix's elementals and
darkness abilities. For the most part, Zehra is a high level
dark arts user, and currently one of the highest level dark arts
users loyal to Vobu, since Zehra has been working with Vobu for
a long time. Her dark arts are extremely power with this
combination of abilities. While she can still use her normal
dark arts, she mostly focuses on her more powerful dark arts
abilities. While her dark arts are powerful, holy power and
angelic power are the two best ways to counter her dark arts,
much like any dark arts users. Zehra's dark arts are much more
powerful than normal holy or angelic equivalents though, so
opponents would have to account for that power difference when
facing Zehra since she is usually only second in dark arts to
Vobu himself or other dark voodoo deities that are beyond normal
dark arts users.
- Dark Magic Pentagrams: This is a power that forms a basis for
a lot of different types of dark magic. These take the form of
glyphs with demonic pentragrams that focus power into the
circle, which is then used by the user to focus forms of dark
magic. While some have techniques that don't need this, this is
more for general magic like alchemy changing elements (IE Lead
to gold). This power utilizes dark magic in it's base form. This
is a basic power that is pretty common for dark magic users to
be able to use, and this particular use of the dark magic
pentagrams is not too much different from typical magic glyphs.
Among using them for focusing magic attacks, they also have
other functions, such as being able to use them as platforms to
jump off of and stand on, or use them for amping attacks and
defense, or even using them to amp allies. These glyphs are
quite useful, depending on a dark magic user and their skill
level at using them. This simply depends on the dark magic user
and how they use their power. This power is a fairly basic magic
ability, and although strong, can be countered just like other
people who use this ability. This is more of a versatile base
ability, and one that focuses different magic techniques rather
than being a different type of magic unto itself. Zehra is a
master of dark arts magic, which runs on this power as well.
This most often works alongside her djinn abilities as well to
power her dark arts.
- Dark Alchemic Magic: This magic allows Zehra to manipulate
elements, changing them as she sees fit. This is a dark alchemic
art she can use using her dark arts magic. For the most part,
alchemy exists in three stages: knowing what something is made
of, deconstruction and reconstruction. For the most part, this
is a skill mostly used by master elemental users, something that
Zehra is able to use through dark elemental magic. She is able
to do things like changing elements, converting elementals, or
even just creating elemental attacks from elemental magic. For
the most part, this power lets her do things like freezing fire
attacks, dispelling water and lightning attacks using air, and
even using earth to create things like weapons or items to help
her in a fight. For the most part, this alchemy, although based
in dark magic, still follows the major rules of alchemy, in
which the main taboo of alchemy is that one can not usually
create something living out of something that is not living. For
example, Zehra could not create animals out of dirt since she is
not a creation god, though she can create constructs and golems
using her earth elements. However, she can still use elements to
attack people, though her elements are still counterable by
typical elemental counters. This also requires Zehra to not only
know what she's manipulating, but what she's manipulating it
into. Usually, she mostly uses elemental based alchemy rather
than doing things like bio-alchemy (alchemy that works on living
creatures).
- 1st Circle Darkness of Despair: This summons the power of
darkness from the 1st circle of hell, where those who are
somewhat virtuous non-believers and pagan's go. The darkness
here is an unholy darkness, which dwells in a cave that souls
wander for eternity desperate to find God. This darkness is a
powerful dark energy mixed with unholy energy, and became the
basis for the unholy darkness power demons use, including being
the inspiration for Belphegor's demonic shadow technique. The
user can use this to create a mist to encase an area in
darkness, or use it to attack opponents. When those come into
contact with this darkness, it infects an opponent, and
increases their fear and despair emotions artificially in a
matter similar to a fear toxin, or it can be used to attack
people using darkness like other darkness techniques. However,
it does have to be done through infecting an opponent with this
attack, and can be purified with holy power. However, if they
are infected, then even the most advanced people with
disciplined mind or other mind resistant powers will have
trouble resisting this power as it is an infection and not a
mind alteration. Some strong willed opponents can still fight
this to a degree though. This darkness can still be countered
with light or holy energy, since it is still darkness.
- 8th Circle Dark Demon Torturers: This lets the user summon
some of the dark demons from the 8th circle where those who
commit the sin of fraud go. These demons not only have unholy
power and powerful demonic energy, but are also extremely
strong, being able to tear people in half. These demon's sole
purpose is the torture of souls by tearing them into pieces as
they do in the darkness of the 8th circle. These demons can be 3
feet tall, or they can be up to 20 feet tall depending on the
demon. Most of these demons only live for one thing, and that's
for tearing people or souls apart. These demons can not only see
in the dark, but are empowered by darkness attacks as well,
being able to grow stronger in areas of complete darkness. These
demons will tear apart anyone they can get their hands on, with
this being one of the hardest hell generated powers to control
since the demons will do what they want rather than listen to
someone. Only demon summoners or people who know how to control
summoned creatures can fully control these demons, and even
doing so can be difficult. The demons will tear about the
closest people they can get their hands on, with them having a
major hatred for humans due to them being made in God's image
(since most of them hate God for various reasons).
- Dark/Death-Infused Touch: Those who are skilled in this dark
magic spell can affect people with darkness elements through
physical contact. Fire users can burn things or people through
touch, using fire to melt objects or burn people the longer they
are in contact with them. Ice users can freeze people through
physical touch, with the longer they are in contact resulting in
more of the body being frozen. Lightning users can shock their
opponent through physical touch, or use their lightning to
control something. Wind users can slash opponents when they grab
an opponent, with their hands being able to create a slicing
wave on contact. Earth users are able to deconstruct the
elements in a person's body, slightly whithering away the body
of the opponent through decay. Earth users have to be careful
though, as it is a slow process and requires constant contact
with an opponent. Users don't have to have the elemental for
using this, as they can channel it through their bodies using
the dark magic. Other elemental users can counter this if they
have something to counter, such as ice users being able to
counter fire users, or earth and wind users being able to
counter each other. Zehra can use this with her death infused
elementals. All of Zehra's elemental dark arts are usuable with
any of her elementals she has through Alix.
- Dark/Demonic Element Bolt: The dark bolt spells essentially
are charged like bolts of elemental power, which are
concentrated then fired at opponents using an element. The
firebolt spell fires a condensed fire spear which is fired for
knockback more than anything, designed to impact hard even
through armor. More charges can be combined to make this hit
harder. The lightning bolt is designed to knockback an opponent
rather than pierce, and multiple charges can chain to hit
multiple opponents. This one uses multiple charges to hit more
people, making it better for fighting groups. The ice bolt spell
is meant more for speed than power, designed to quickly charge
and rapidly fire at opponents, but don't do as much damage as a
result. The earth bolt is useful for attack with solid matter,
being good for fired at an opponent as a piercing attack or as a
knockback attack. Earth users can modify the technique, making
it useful to do different things depending on the earth used.
Stone makes for better knockback, while things like metal can be
made more for piercing. Though some can turn earth into smaller
shapes and fire bullet like projectiles. The wind bolt are made
solely for piercing opponents, as they are intensely vibrating
wind bolt waves fired through opponents. This is the only bolt
spell that blocking is not a good idea for, and this technique
more dangerous also because it can't be seen normally since it
uses the air.
- Dark/Demonic Element Bolt Fusion: Advanced users of the Bolt
spell can combine different bolt spells together for a special
bolt of elemental energy by charging a different bolt spell in
each hand. For example, an earth and fire bolt could create a
lava bolt which melts objects it passes through, or another lava
bolt could be used to create a heated metal bullet attack
designed to pierce, or a fire and ice bolt could create a fast
firing knockback/piercing attack. Each user usually can combine
them in special ways depending on the ones they have an affinity
for. Since the bolt spells is one of the simplest of the dark
magic spells the users have for elementals, the bolt fusion is
meant to add depth and more ways to use the bolt spells so
Hazeldines don't always have to rely on higher level spells.
Advanced users of this bolt fusion can even use this to blast
through higher level elemental attacks, such as a fire/ice bolt
firing right through a lightning blast if the attack is strong
enough. Of course, this requires the user to understand how to
combine the bolts and elements together, essentially making this
dependent on their knowledge of the elements they use and how
they combine the bolts.
- Dark/Demonic Element Blast: These are blast dark magic spells
designed to blast opponents, doing damage to an area or group
depending on the element and spell used. The fireball spell
charges a fireball, when can then be thrown at an area, and
explode, damaging everyone nearby and doing knockback damage in
addition to fire damage. The thunder spell charges bolts of
lightning, designed to stun opponents and hit them with
lightning when the attack explodes, which can hit an opponent
multiple times depending on how many charges are put into the
attack. The ice spear creates a large ice spear, which explodes
when it hits an object, freezing everything around the explosion
of the ice spell, and is a quick charge spell but doesn't do as
much damage. The earth spike summons spikes of earth from the
ground to attack opponents from below, which can be modified
depending on the type of earth used, within things like metal
being able to spear opponents or stone being good for knockbad
damage. The wind blade spell fires a blast of wind slashes,
firing the waves with high vibration wind waves to slash
opponents and pierce through armor and shields.
- Dark/Demonic Element Spear: The spear spells are designed to
be advanced versions of the bolt spell, in which they create
lances of dark magic and are then fired at opponents. Each lance
has a different effect when thrown, and when they hit opponent
each has a unique effect. Each lance is condensed heavily, not
only being able to be thrown, but can be used as a weapon in
battle should the user need to use it that way. The flame spear
technique explodes when it pierces an opponent, often meant to
blow up an opponent and anything nearby. The lightning spear
electrocutes an opponent, exploding into lightning when it
explodes and can shock multiple opponents nearby. The cold spear
explodes and freezes an enemy with the explosion, freezing the
affected area for more ice damage. The earth spear move can be
changed depending on the earth used, such as stone being good
for knockback or metal being good for piercing, as well as size
also being able to change how fast the attack can be fired. The
wind spear is purely for piercing as one would expect, and when
used as a combat weapon, can pierce most weapons, armors and
shields, being intensely strong vibrating wind waves in spear
form.
- Dark/Demonic Element Strike: These are essentially the
strongest magic spells available without resorting to the Sage
spells, and are mostly meant for a combination of blasting and
spearing opponents, being above the spear spells in ability.
Elfire fires two high level fireballs that melt through anything
they're fired at, being ablet o not just do fire damage but
concussive damage as well. Bolting fires a single lightning bolt
at an opponent, which is designed to move randomly and attack
one of the 9 vitals on a mortal's body, piercing as it strikes
the opponent, and does slight electrocution damage. Fimbulvetr
creates a cold wind tornado, which freezes opponents if they are
caught in the eye of the tornado, bringing the temperature down
while also designed to trap opponents in the tornado. Vinetrap
summons spikey vines to come out of the ground, and grasp any
opponents with vines strong enough to even crush an orc's bones,
designed to catch and break opponents with thorny vines and can
cut opponents if the spell is strong enough. Hurricane wave
fires a powerful wind wave which passes through physical
objects, designed to damage anything the wave passes through.
The hurrican wave works great on stronger opponents, as unless
one can negate the wind wave, even those with concentrated mass
can be affected, even though the effect is reduced on strong
opponents.
- Dark/Demonic Element Sage Magic: This is by far the hardest
set of spells to use by dark/demonic elemental magic users.
These magic spells are considered the "Dark Sage" spells,
requiring mastery of dark magic to use. These often require
charging time, and for those that want to try and charge an item
with this spell, they have to use more than one item, sometimes
having to have up to three items for one sage spell. These
spells are also very costly in terms of using magic power.
Forblaze summons large pillars of fire to come up from teh
ground, which are hot enough to incinerate most opponents if
they are caught in it. The lightning strike spell summons a
storm which then channels a powerful lightning strike amplied by
dark magic to electrocute opponents, usually stunning most hit
by it. Ice dance creates a circle below the opponent similar to
Forblaze, but instead of firing a pillar of ice, it fires a
powerful freezing wave up and freezes everything in the circle
up to 10 feet in the air, doing heavy ice damage and causing
most opponents to freeze to death very quickly. Planetary
devastation is a technique that pulls up the ground, creating a
large meteor attack in the sky, which can be used to trap
opponents if they are caught in it, and crush them inside the
meteor. If they're not caught in the meteor, the meteor can be
thrown at the opponent if it fully forms. Excalibur is a wind
slash technique which fires an extremely fast projectile wind
slash, being the fastest sage move and the one designed for
piercing through an opponent in one power strike, having the
potential to split someone in half armor and all if they are hit
by it.
- Dark Arts Life Force Magic: Zehra is able to manipulate her
own life energy, as well as draw from the massive well of life
and death energy she has obtained from devouring life and death
of those she's made deals with. She eventually learned how to
weaponize this life and death force power, which resulted in her
being able to draw on it to create attacks and power special
dark arts magic that allows her to use specific dark arts magic
to attack opponents after seeing Vobu use his similar abilities.
This is a special form of dark arts magic, which only those with
a massive amount of life and death energy can use usually to
boost their abilities using life and death energies, due to the
energy being manifested and used in attacking opponents. In
addition to being able to attack with this energy, she can do
things like corrupt others by having them absorb her life force,
which can corrupt someone's life force. For the most part, those
that use life and death energy can be more easily countered with
this magic by using Zehra's life and death abilities, making
Zehra a very dangerous opponent to those that devour life and
death energies, and also protects herself from such enemies
trying to devour her life and death energies. Those that use
life and death energies themselves can more easily counter this
ability, with those like grim reapers and other users of life
and death energies knowing how to counter this more easily.
- Death-Infused Night Spears: This is the perhaps one of the
most simple dark magic skill where Zehra can fire death-infused
darkness magic spears from her hands. This is simple, but very
effective as it is designed to spear opponents with spears of
death-infused darkness energy. Since this technique is designed
to spear opponents, it is designed for piercing defenses, and
can spear through many armors and shields, though it's not
powerful enough to break through tougher armors and shields,
especially those with powerful enough light defense. If hit,
this attack does both death energy and darkness magic damage.
This technique is the most reliable of all dark magic attacks,
since it is a very simple skill to use and doesn't cost too much
power to use. This is best countered by powerful light skills,
or other energies that can counter this.
- Death-Infused Shadow Clone Spell: This power allows the Zehra
to create multiple death-infused darkness clones of herself to
fight opponents. This is similar to skills like the elemental
clone technique, or certain clone techniques where the user is
able to create powerful clones. Unlike most uses of this, the
clones take reduced power reduction in larger numbers due to the
demonic darkness being a stronger darkness to create the clones.
This not only makes the clones more powerful, but also makes
them harder to destroy. While their power is still reduced in
larger number, they may end being harder than one thinks to take
down since these clones are more powerful. Zehra can create
large numbers, but the more she makes, the less powerful they
will be due to how much energy is used to maintain each clone.
As such, usually a small group of clones is usually best. These
clones take more damage from light attacks, and are easier to
destroy with holy power as well. Other than it's increased
power, this is like any other clone technique.
- Death-Infused Shadow Wave: This technique fires a wave of
death-infused darkness energy slashes at an opponent, designed
to hit an opponent or group with a barrage of demonic darkness
magic slashes. This is not only a fast technique but also a
strong one as it is designed to slay a group of armored foes
easily. While stronger opponents can survive the hits, these
slashing waves are powerful enough that they can pierce armors
and shields unless one uses powerful enough light defense or
energy barriers. This advanced skill can also be fired multiple
times or constantly for a short time, using death-infused
darkness energy to pin opponents down while they are affected by
the wave. Though while effective, this spell requires
death-infused darkness energy to use, and while it can be used
to keep an opponent pinned down with enough force, which can
eventually drain the user if they uses it too much. Though the
best way to avoid damage is dodging the attacks, as a fast
opponent can get out of the way of the attacks fairly easily.
This can also be countered by higher level holy or light attacks
if they can block the attack.
- Death-Infused Dark Arm Blade: This technique forms a blade of
pure death-infused darkness energy out of Zehra's hand or from a
weapon she's using, letting her attack her opponents with a
powerful blade of eath-infused dark energy. When this blade
slashes an opponent, the blade leaves a small amount of
death-infused darkness energy behind, causing the wound to not
be able to heal up properly, and the death-infused darkness
energy remains until the wound is purified. This technique
essentially negates regeneration, and if the opponent can be
slashed open by energy and is not immune to dark magic, they can
temporarily lose their ability to regenerate wounds made by this
technique. However, this only works on wounds made by this
technique alone and doesn't apply to other dark magic
techniques. This can be dodged, or blocked by an equivalent
energy skill. Holy magic works best for purification, but holy
water also works, as does burning holy oil.
- Death-Infused Darkness Crystals: This power uses Zehra's
death-infused darkness magic to create black crystals, which is
her demonic darkness, turned into solid form by crystalizing the
energy. When done, this technique is designed so that it can
reflect and focus light attacks, usually in combination with
corrupted light. These crystals can also be used to physical
attack or create constructs out of, like Zehra being able to use
her earth manipulation to be able to create golems out of these
crystals. The crystals can also be formed into weapons, doing
death-infused darkness magic damage to opponents if they hit an
opponent. Essentially, this just solidifies the demonic darkness
into a form of solid matter, usually designed to reflect and
focus light attacks which can counter these crystals. While this
can focus and reflect light, the best option for using this is
to absorb light and turn it into corrupted light and then
reflect it back to opponents. When fighting this power, any
solid matter object strong enough can counter these crystals,
with holy energy working the best.
Combat Abilities:
- Shinokama Style (Reaper Fighting Style): Also known as the
"Death Scythe" style, this style was created by Death as the
main fighting style of reapers. This style is focused on using
death scythes, combined with physical combat. This style is a
style that is designed around scythes and the scythes made by
Death, where this style is focused on how to use the scythe
effectively in combat. This combat is a pretty complicated style
to learn at first, but once the reaper learns it, it leaves a
lot of room to modify the style slightly based on the preferred
style of the user. This style is focused on attacking vitals
with a scythe, as well as cutting more easily through objects.
This style is even skilled enough that some reapers can attack
people who are directly behind them with a scythe, using the
scythe blade to stab and throw the opponent. The style is
designed for beating an opponent, but is designed to defeat
opponents like spirits who are not killable by normal means. As
such, this style is focused on cutting off the flow of spirit
energy, attacking the vitals of a spirit to prevent them from
temporarily being able to generate spirit energy. Every reaper
knows every point that they can attack in order to temporarily
interrupt spirit energy flow in the person they are fighting.
This style can be different based on those who use it, like some
who have shorter or longer scythes have to adapt their style
effectively based on the weapon they use. Zehra is able to use
this style through Alix, since it's her main style, though Zehra
has modified this style to work alongside her own weapons styles
as well. Alix's style is somewhat unique, since she uses a
dual-sided scythe, and Zehra is able to use this style thanks to
being able to use Alix's abilities. Zehra has also modified this
style to work alongside her weapons, like her sword and bow.
- Multiple Martial Arts Style: Similar to Vobu, Zehra has been
around and had a lot of hosts, which has led to her gaining a
lot of different fighting style techniques that she has had to
work into her own fighting style. She, through Vobu's training,
has taken certain principles from multiple styles and mixed them
together just like Vobu has. She, through the use of Chinese
Kenpo, knows how to use the style for close combat and for
bone-snapping and joint breaking, in which this style's
offensive styles specialize. She is also familiar with using her
joints like elbows and knees for deadly attacks thanks to
learning parts of the Muy Thai style, and can use this in
combination with other attacks to do more damage since the knee
and elbow can put a lot of power into it using this style. She
knows a bit of Japanese jujitsu, which specializes in locks and
grapples, being a great style for close combat and using the
momentum of opponents against them. This style is the most
useful, since it lets her get close to opponents using locks and
holds so she can get close enough to poison them through touch.
She also knows how to use elements of Krav Maga, a dangerous
style designed solely to kill opponents in a brutal style, which
is another style she likes to use since it's designed to kill
others. She can also mix kick-boxing into her style, which mixes
punches and kicks into a modern-like boxing style, and can use
this for close quarters combat. She also has elements taken from
some military fighting styles for disarming opponents and
killing opponents up close. As a result of this mix, one can
imagine that Zehra is a very deadly opponent up close. Since
Zehra has possessed masters of combat, she is much more skilled
at physical combat than Vobu is, since Vobu usually can only
fight in physical combat in his mortal form. Zehra has fought
for years, and trained her fighting styles into her own unique
style.
- Supernatural Strengths and Weakneses Expert: Since Vobu has
been around since before the Heaven/Hell wars and has trained
Zehra, she has learned everything she can about other races and
almost and has become an expert in almost every kind of
creature, even knowing a lot of creatures that have been
forgotten and knowing most creatures in the world. Zehra, like
Vobu, mostly specializes in Voodoo gods and spirit deities of
the Shinto religion (one based around spirit deities, or
"kamis") due to being a spirit herself. Zehra knows the
strengths and weaknesses of almost every race, including spells,
exorcisms and traps used against almost all manners of
supernaturals. For the most part, she not only has knowledge of
everything that has happened since the Heaven/Hell war, but she
has had all the time since while trying to consume life and
death energy in the world to come up with many ways to overcome
races and research strengths and weaknesses. Zehra is not a
supernatural hunter in the traditional sense, but she isn't
afraid to fight supernaturals who cross her, or stopping people
who become a threat to her or to Vobu. Zehra will often try to
help Vobu develop new dark arts for countering certain kinds of
creatures, and knows how to counter even deities and demonic
pantheons.
- Supernatural Hunting and Tracking: Though not a supernatural
hunter, Zehra knows a lot of the tricks supernatural hunters
use, and picked up a lot of tricks to track people down over the
long years she's been alive. This has left her with not only a
great sense for hunting down opponents she needs to hunt down,
but also left her with an innate ability to track opponents. She
is able to do very subtle things, like tell whether a foot print
is his target or not by things like the shape of the boot and
how deep the boot-print is, as well as also being able to tell
where his opponents go thanks to things like walks on plants,
and animals that are unusually silent in one direction. She has
a sense of when opponents are near, as well as usually knowing
which way her opponent is going. And thanks to her supernatural
senses and her spirit allies that are usually not far away, she
has a great sense of where things are around him.
- Heavy Stander: This skill is one that tougher opponents
passively have, in which strong bodies are resistant to
knockback damage to a degree in combat. Those with this passive
skill are not staggered back by physical attacks as easily, and
can ground themselves to avoid being knocked back as easily.
This makes it so those hit don't go flying back or get knocked
back by physical attacks as easily as most normal people. The
biggest use of this is that if a user uses this skill, they are
more quickly able to attack back at an opponent to try and catch
them before they have a chance to switch from offense to
defense. However, this can be a danger to the user just as much
as a benefit, as those with this skill might take more damage
from certain knockback attacks since staggering back can also be
used to avoid some of the damage of an attack. Not being able to
stagger back all the time may result in some attacks hitting
harder and the force of the attack doing more damage. However,
those with this take reduced damage from physical attacks or
attacks that would knock them back, and can avoid being
staggered, for better or worse.
- Murderous Intent Sense: This lets those with this sense when
an attack is coming. This technique lets the user read their
environment as well as the spirits of people around them in
order to see what attacks might be coming their way. This gives
them a passive sense of reading people who might try to hurt
them, as they can sense when someone is ready to attack by their
murderous intent. This gives the user time to dodge or avoid an
attack, and to some extent, helps the person predict what
opponents will do in a fight. However, this sense is not
perfect, and some opponents can't be read if they have similar
skills or can disguise their murderous intent or they learn
skills that can deceive this kind of sense. This sense is
usually pretty reliable unless one can suppress their murderous
intent, and can give away when someone who might want to kill
them is following them.
Passive Skills:
- Death-Infused Darkness Bone Wings: These are Alix's variation
of demonic wings, where she has reaper-like bone wings that are
very similar to very few unique reapers that have wings. Alix's
wings are almost skeletal in structure, looking like they're not
strong. However, Alix's wings are also infused with
death-infused darkness, and are able to use this in battle to
complete the wings and form the parts of the wings that allow
her to fly. Using these wings, Alix is able to fly just like any
other person with wings, which is the main purpose fo these
wings. However, Alix is also able to fire death infused darkness
attacks from her wings as well, in which she is able to attack
opponents using her shadows of death ability, which can be
generated from her wings. These wings also act like a defense,
in which the darkness energy can also be used like a shield to
protect Alix from attacks. It is typically rare to see a reaper
or someone with reaper power that has wings, but Alix is one of
the few, who learned to summon demonic wings from Kindron.
- Resistance to Dark Voodoo/Demonic/Death Magic: While Zehra is
still vulnerable to holy powers, Zehra is highly resistant to
dark voodoo magic, dark magic, death magic and even demonic
magic. Usually, any dark or demonic magic used on Zehra has
little effect on her, and cannot be used too effectively to kill
her. She is completely immune to effects like death energy
effects, darkness or demonic effects, or even dark voodoo arts
like voodoo doll creation, but only highly resistant to the
actual attacks themselves. While she can still be hurt by
physical damage done by the attacks, such as a dark magic
explosive attack doing concussive impact damage to her, she
can't be hurt as easily by special effects of these powers, like
being almost immune to demonic energy effects. For the most
part, while she is resistant to the dark sides of power
(mostly), she isn't resistant to some neutral abilities and is
definitely not resistant to holy magic which does far more
damage to her due to her dark and demonic nature. This also
applies to her host, who is almost completely immune to demonic
and death infused effects as a result of Alix's reaper training.
- Affinity for Physical Combat/Natural Combat Talent: Zehra has
a natural talent for combat, something she's picked up from
having to fight so many people over the years. She has a knack
for fighting, and growing stronger through battles, whether it's
as simple as learning about new fighting styles, or learning new
ways to counter certain techniques. Zehra is a highly adaptable
fighter, being able to adapt her fighting style more easily than
most. Zehra is someone who learns from almost every battle she's
in, becoming an even more deadly warrior over time, as she has
been in many battles and wars, having lived for a very long
time, and learned to take full advantage of this natural talent.
This applies to both Zehra and Alix, who both have a natural
talent for combat, even though Alix hasn't capitalized on this
as much as Zehra has. For the most part, Alix's body has yet to
reach it's full potential, so Zehra has tried to continue using
Alix's body and training it, along with using Alix and Zehra's
bond to grow Alix's abilities, which in turn makes Zehra a more
dangerous fighter. More than Vobu, Zehra is a very skilled
combatant, even if she's not as advanced as Vobu when it comes
to dark arts abilities.
- Affinity for Life and Death Abilities: Since both Zehra and
Alix are skilled in manipulating life and death energy in their
own ways, Zehra has an affinity for life and death manipulation
abilities, and after being empowered by Alix's abilities, Zehra
has gained a new dangerous affinity for life and death abilities
thanks to Alix's reaper training. For the most part, she is a
very dangerous opponent, and with her affinity for the life and
death abilities, can learn new life and death abilities far more
easily than most would be able to. When Zehra is faced with
another life and death power user, she is often able to copy
their abilities after seeing them just once, learning new life
and death arts in this manner, or getting ideas for new dark
arts. Zehra may not match Vobu's sheer number and power in dark
arts, but Zehra has her own affinities, which have been
amplified by Alix's own life and death energy affinities thanks
to her training as a reaper. For the most part, Zehra is a very
dangerous opponent, and even more dangerous with Alix as her
vessel.
- Multilingual and Ancient Language Experts: Just like most
creatures who have been around since the dawn of time, man dark
spirits can speak multiple languages. For the most part,
depending on where they live and where they have lived, most of
them speak a number of languages, and are experts on ancient
laguages, with most being able to speak and write in almost any
ancient language of humans. Many are very fluent in most major
languages spoken in the world, and can both speak and write in
many different languages. They can even spoke mostly forgotten
languages that most don't even know, like the original languages
of the world that have been lost to time. For the most part,
most dark spirits are very good at learning new languages and at
speaking and writing in multiple languages that have been used
over the years. Most usually stick to the language of the
country they are in depending on where they are, but most can
switch languages for almost any occassion. Zehra is able to
speak most major languages in the world, including English,
French, Spanish, Portugese, Italian, German, Russian, Chinese,
Mongolian, Mandarin, and Japanese. She also knows forgotten, or
"dead" languages (languages not used with no new words being
added), including sanscrit, biblical hebrew, latin and many
ancient languages like ancient Egyptian, Mayan, Incan or even
knowing native american languages.
- Enhanced Supernatural Senses: Zehra has enhanced senses, like
many supernaturals, and gain a passive enhancement thanks to her
supernatural nature. The first is that she gains enhanced senses
due to her hellcat form her vessel has. A hell-cat has highly
enhanced vision, in which they are also able to even see in the
dark, thanks to their enhanced vision. Hell-cats also have
highly enhanced hearing, where they are able to hear on a much
greater frequency of sounds than humans can. Hell-cats also have
a higher sense of smell than normal humans, and have adapted to
harsh smells since they tend to constantly smell things like
sulfur due to their demonic presence. Zehra's hearing and vision
are incredibly acute, with her being able to see and sense
whatever is around her. This applies to both her human and
hell-cat forms, in which her senses are mostly the same as a cat
with a demonic type enhancement of senses.
- Supernatural Sixth Sense: Much like vampires and other
supernaturals, supernaturals with this sense can sense the
presence of other beings, and sensing who and what they are.
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, as well as often being able to tell
what they are by their presence if the user recognizes what kind
of presence it is. 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, or some opponents can suppress
their presence so they're not fully able to be sensed. While
this isn't always the best judge of someone's abilities, it can
provide a slight insight to help the user as to what they face
or what's around them.
- Dark Spirit's Mind: There was a time when Vobu actually
trained with the Tartaros Kindron Darkfire when he was younger,
teaching him how to use the power of darkness after Hades was
killed. During this training, Vobu found out about the Darkfire
disciplined mind training, and made his own variation of it for
his dark arts followers. This training lets a dark spirit take
complete control of the world in their mind, shaping it to their
own devices and letting them control their mind. This not only
lets the user control their mind, but allows them to become
immune to mind control or other attempts to influence their
mind. This also lets them enter into the inner worlds of others,
and can slightly influence those who's minds they enter. Though
going into other's minds is mostly as a method of training since
every mind is different and requires different approaches. This
is very useful to dark spirits, especially ones that possess
people, since they often require this ability to completely
contain and control a host. And by controlling the mind, the
user can do things like shut down certain parts of the mind
should the need to arise, or manipulate their emotions at will.
For the most part, shutting down parts of their mind only helps
against opponents with psychic powers, such as shutting down
their sense of pain when an opponent uses a psychic power to
overwhelm their pain receptors. However, doing so could have
negative consequences depending on what they're shutting down,
such as shutting down pain can lead to more damage if the user
can't process pain. This was designed to work with the "mind" in
a spirit body, and figure out how to control their mind as a
spirit, as well as more easily possess potential hosts.
- Demonic Demi-God, Possessed Spirit and Combat Trained Enhanced
Physical Stats: Alix was a very capable fighter when she was
fighting on her own, but now with Zehra controlling her fighting
style, and using her own fighting style, Zehra is on a dangerous
level. Unlike Vobu who specializes more in dark arts, Zehra is a
very capable close combat fighter who is strong, fast and very
durable. Zehra is fast enough to disappear from view, and strong
enough to keep up with many stronger supernaturals as a result.
And thanks to her aura and regeneration, her durability and
stamina are also highly enhanced, since her Darkfire
regeneration brings her stamina back as she fights to a degree.
For the most part, Zehra is a very balanced fighter, and seeks
to improve all of her stats equally. Combining Alix's combat
potential with her own, Zehra has an extremely high level of
combat ability when using Alix as her vessel. For the most part,
Zehra is a very dangerous fighter, and one that people should
not underestimate. There is a reason she is the head of the
Tribe of Vobu, as it is not just her dark arts that make her
dangerous or her death energy abilities.
Transformations:
- Full Afarit Form: This enhanced form is when Zehra goes full
Afarit mode. This transformation is a highly enhanced mode,
which enhances Zehra's life and death manipulation considerably,
and allows her to feed on life and death energy around her. As a
result, this form constantly gets stronger as it fights, and
Zehra is able to get stronger the longer she is in this form.
This form also grants her enhanced djinn demonic abilities,
making her even more dangerous. While using this in Alix's body,
Zehra also gains highly enhanced death-infused elemental
abilities, as well as enhanced shadows of death manipulation.
However, there is a problem with this form. Since this form
requires feeding on life and death energies, it also feeds on
the host, which means that Zehra cannot use this for too long,
or she might risk burning up her vessel, and that is something
Zehra cannot afford to do with Alix, since Alix is perhaps the
most perfect vessel for her that she has ever had. While Alix's
body can handle the form longer than most of her hosts, Zehra
cannot stay in this form for too long, or else the body will be
affected, causing it to quickly age. For Alix, this can be fixed
once she recovers and regains her life and death energies, but
overuse and not letting Alix recover could kill her if Zehra
overuses this too much.
Weaknesses:
- As one might guess, if one could turn Alix on Zehra, it's
possible that Alix could drive Zehra out of her body. If this
happened, Alix would be freed of Zehra and probably go back to
Tartaros. However, in order to do so, one would have to wake
Alix up from her dream state, and make her want to cast out
Zehra, since, currently, her subconscious has chosen to let
Zehra control her so she can stay in her dream world. For the
most part, the only real resistance to Zehra is Krieger and Awe,
who do everything in their power to release Alix and purify her
of Zehra. However, this became difficult since their usual
methods don't work on Zehra, due to Alix's subconscious not
wanting to let Zehra go since it means the dream her mind is in
would disappear. If Alix were freed, she would likely turn
against Vobu's group, and would go back to being her old self
again, or as much as she would considering her depression and
still grieving Kindron's death.
- Alix is weaker to all weapons of Hera and Ares, and can be
more easily killed with silver, cypress and platinum, since she
is descended from Hades. Silver, cypress and platinum can slow
or sometimes stop her regeneration, and more easily break
through her shadow and death abilities, as these weapons even
work against those with Hades' power. Because of this, these
weapons are a much bigger threat than most weapons, and using
silver, cypress, and platinum in a liquid form can act as poison
to Alix if used properly (mostly liquid silver since it's easier
to get in a liquid form and cypress can be used in poisons).
Weapons made by Hera and Ares can do more damage to Alix. Since
Alix is trained in Hades power, this is her biggest personal
weakness. And doing damage to Alix will also harm Zehra to a
degree. If one killed Zehra's host, then Zehra would return to
the dark spirits and have to find a new host.
- Alix's death-infused elemental abilities and her shadows of
death are much more vulnerable to life energy abilities, as well
as being countered by counter elements. It is also possible to
counter them with holy power, but holy power requires more power
to counter them than life energy, though most holy users usually
adapt fairly easily. Alix's reaper training is nowhere near
complete nor is her Darkfire training, so Alix's powers have not
been fully developed as a result. Alix has a natural talent for
combat and her Hades abilities, much like the natural talent her
brother had, but Alix's talent is different from Kindron's.
Alix's most unique abilities all use death energy, which means
that life energy is the best way to counter her abilities.
However, one has to be careful of Alix's life and death
manipulation, and Zehra's ability to feed on life and death
energies. For the most part, holy power is better to counter her
powers, since Alix is a demonic demi-god and has demonic power,
as does Zehra who is an afarit, which is just a death energy
powered demonic djinn spirit.
- When it comes to the dark arts, the best counter is usually
holy power. Holy power can counter almost any of the dark arts
if it is a strong enough holy power, with holy arts being mostly
designed to counter dark arts. Most dark arts users are immune
or resistant to dark powers, which increases their weakness to
holy abilities, and they more easily counter almost all dark
arts abilities. Holy arts, and if one has higher level holy arts
like celestial force based power or similar abilities, those
abilities also work against dark arts. Regardless of the dark
arts, holy power is the natural counter to that power. This also
includes holy elementals being able to counter dark arts
elementals as well, in which this is another counter force. This
applies to pretty much all dark arts, in which almost all dark
arts are weak to holy abilities in some fashion. While some can
overpower holy abilities, stronger holy abilities are less
likely to be countered as easily.
- Since afarits are djinns, afarits have the same weakness as
djinn spirits, where they can be killed instantly if they are
stabbed in the heart or brain of their host with a silver knife
dipped in lamb's blood as this essentially purifies their spirit
and destroys the dark spirit within the host though it most
often kills the host as well. This instantly kills an afarit,
since this is their biggest weakness like most other demonic
djinn spirits. Blessed silver also works very well against them,
since they are technically demonic beings. Afarits can also be
sent back to the spiritual plane by killing their host, or
through exorcism (though exorcism doesn't work on Zehra). For
the most part, demon killing weapons and things like angel
blades also work for killing hosts of Afarits, but usually are
not able to completely kill them unless they have a way to kill
the dark djinn spirit. Iron is also a good way to fight a
possessing spirit, in which iron can do damage to a possessing
spirit to a degree. Though with Afarit, iron doesn't do as much
damage as a holy weapon would do to them.
- Like demons, burning holy oil, holy water and salt works
against demonic djinn spirits as well, doing extra damage.
Burning holy oil does extra damage to them just as it does to
angels, though it doesn't have the same casting effect it does
on angels when they are engulfed in it. Instead, the burning
holy oil just does heavy holy damage to their bodies, even if
they are fire users due to the immense holy power of holy oil
that can even stop angels in their tracks. Holy water also
works, with it being something that can stop or slow a demonic
djinn. Holy water does extra damage, and weapons coated in holy
water can stun a djinn if they are hit with it. Salt also works,
being a way to counter djinns as a spirit. Usually, salt works
the same way as holy water, where weapons coated in it or salt
itself can do extra damage to a djinn, or even stun it. Blessed
salt works even better and does more damage if one has it, but
normal pure salt will work as well.
Personality:
- Alix: Before she was possessed, Alix was often hard to read by
most people. She was someone who would talk to people and knew
how to interact with others, but she mostly distanced herself
from people thanks to the training from her father to not trust
most mortals. Alix usually would be a pretty easy person to get
along with when she wasn't angry or being provoked to a fight,
and usually was a fairly polite person who knew how to respect
those that were superior to her. Alix tends to be fairly honest,
though she does have a bit of a deceptive side to her when she
wants something from someone. While she wasn't as much of a
fighter as Kindron was, she didn't mind fighting if it meant
growing stronger, or using a fight to prove she was better than
someone. In battle, Alix would gain a very cold focus, which
would seem to pierce through her opponents when she fought. In
battle, Alix's colder, darker personality would often come out,
where she would seem like a different person when she fought.
She was a very smart fighter, and even though she wasn't as much
of a tactician as her brother, she could be very sly when it
comes to doing what she wants, as she had no trouble deceiving
certain people in order to use them, and sometimes she can be a
bit dark in how she acts. However, as long as one isn't on her
bad side, usually they wouldn't have to worry about her darker
side. Of course, this was all before Kindron died, to which she
became very depressed afterward, even turning to drinking. After
Kindron died, Alix lost the will to fight, and almost gave up
fighting completely as well as her job in Tartaros. As a result,
she was fairly easy to trick by Zehra, and Zehra managed to more
easily suppress Alix due to her not having much will to fight
back.
- Zehra: As one might imagine, Zehra is very loyal to Vobu, and
very prideful of what she does. Zehra can be a bit flirty at
times with both women and men, but usually just to either anger
someone or creep them out. Zehra is a pretty talkative person,
and won't hesitate to say what's on her mind, even to Vobu.
Zehra sees herself as the best of Vobu's forces, and for good
reason, since she's only known to be second in dark arts
abilities to Vobu himself. Zehra is the type that will kill
anyone who is a threat to her forces or to Vobu. While Vobu
tends to be a bit more caring of his followers, Zehra doesn't
often interfere in her followers fights, even if they are in
danger of dying. Zehra is someone who sees humans as disposable,
and will let human members of her group die if they are not
strong enough to hold their own. This is something that Vobu has
often had to be strict with her about, and Zehra has gotten
better about not letting her people die in battle without at
least trying to help them. For the most part though, Zehra only
really cares about her dark spirit allies, and those she trusts.
In battle, Zehra can be a smart-ass, usually as a way to try and
anger opponents into making mistakes. Zehra is also the type of
fighter that will fight using strategy more than brute force,
even though she can usually beat her opponents without strategy.
Zehra is the type that will take advantage of any advantage to
win, even pulling underhanded tricks in order to win a fight, or
even secure an escape. Zehra is also the type of person who
hates losing, and will actively seek to kill anyone who does
manage to best her.
Bio: Those who knew Alix before she was possessed, knew that she
was close to her brother, former Tartaros lord Kindron Darkfire.
Alix had grown up thinking she was an only child, and didn't
know about Kindron until he had taken the throne of Hades after
Hades' death. Alix and Kindron got to know each other, and found
out neither of them had known about the other growing up. Unlike
Alix, Kindron had been trained to take the throne, while Alix,
even though trained, was never trained in some of the ruling
aspects that Kindron had been trained in, realizing that she was
not trained to take the throne. Alix had grown up thinking that
if she had trained hard enough, she could have taken the throne
someday, not knowing that Hades was training Kindron
specifically for it. However, Alix realized at some point that
she was being trained more for a different job in Tartaros.
After Alix met Kindron, the two became friends, and trained
together rather than becoming enemies competing for the throne.
While Kindron was a bit blunt and hard to handle at first, Alix
looked up to Kindron and respected him as a ruler. As such, she
decided it best to do the job she had been trained specifically
for, which was managing the ferry of souls to Tartaros from the
living world, which she had been specifically trained for by the
older Death at the request of Hades before he died, much more
than Kindron had been.
Of course, like everyone close to Kindron, the day Kindron
turned into a monster thanks to Kagetane was one that hit Alix
just as hard, if not harder, than everyone else. Unlike others,
Alix had pushed everyone else away and had no one to help her
through the hardest point of her life. Alix's life went
downhill, as she lost the will to fight, and started drinking
when she fell into depression. Alix continued training when she
wasn't drinking, but she lost the will to get stronger, so her
training wasn't going too well even on her good days. It also
didn't help that training helped remind her of Kindron and the
part she played in having to help kill him. Even though she was
training with the Darkfires, she realized she wasn't getting any
stronger, and her will was starting to fade due to pushing
everyone else away from her. During some solo training, she
decided to try and use the Darkfire elemental spirit training to
summon an elemental spirit to herself so she would be more
motivated to get stronger to help someone else, since she knew
how much her lack of will was hurting her growth in abilities
despite being a prodigy like her brother.
However, without knowing how to use the elemental spirit
summoning properly (as she had used it without any previous
training from the Darkfires and without the Darkfires present),
her summoning went wrong in that she wasn't able to summon the
spirit she wanted to. She didn't realize it at the time, but she
hadn't summoned an elemental spirit. Rather, she had actually
summoned Zehra, having messed up the elemental summoning and
while trying to correct the spell, accidently created a new dark
arts summoning spell by powering it with her powers of darkness
and death. Zehra, playing the part of a spirit when Alix
mentioned she was looking for a spirit to help her get stronger,
agreed to help Alix and Zehra promised Alix that she would try
to help her through her pain. After Alix agreed, Zehra possessed
Alix under the pretense of setting up a connection between them,
and suppressed Alix's mind back into her subconscious, putting
her in a sort of dreamlike state as a way to put her in a
hypnosis where she would be happy and not have to face the
reality of everything that had happened.
Alix was put in an illusion where she was put into a dream world
where Kindron never died, and she lived as a reaper of the Greek
Pantheon who worked for Kindron managing the other reapers
alongside Death. Though an illusion, Alix's subconscious mind
didn't want to face reality, which ended up causing her to allow
Zehra to suppress her in the illusion much more easily by
removing Alix's will to fight the possession. After gaining
control of Alix, Zehra went back to the Tribe of Vobu, so that
she could use Alix's power to help them break the seal that
Danae had placed to seal Vobu away, and use Alix's power as her
new perfect vessel since Alix generated life and death energies
naturally as part of her power, which meant that Zehra couldn't
kill her by passively feeding on her life and death energies
like she does to all of her vessels eventually. This ended up
making Alix the perfect vessel/host for Zehra, since Zehra
couldn't kill her by feeding on her life and death energies.
Zehra is a dark spirit that has always been loyal to Vobu, and
was one of his first followers after he rebelled against the
other voodoo gods. Zehra learned dark arts from Vobu, and was
among the most powerful followers Vobu has ever had. Even when
groups led by her tried to betray Vobu, she stayed loyal to
Vobu, and even was cast out of a few organizations for her
loyalty to Vobu. Zehra was not with Vobu when he fought Danae,
because she didn't have a vessel at the time, since her last one
had died from Zehra draining their life and death energies,
something that afarit spirits usually do to maintain possessions
that eventually kills their hosts. After she returned to the
living world from the spirit realm, she focused on trying to
free Vobu and plan an attack to kill Danae Levesque so she
wouldn't be able to seal Vobu again. Zehra leads the Tribe of
Vobu, having formed the group for Vobu after the last group
betrayed them. Currently, Zehra continues her work as an Afarit,
while working for Vobu and planning the day she breaks the seal
on Vobu.
Theme:
Alix's Original Appearance (Will change back if Zehra is cast
out):
HTML https://i.imgur.com/DktPvyK.jpg
Alix's Reaper Form Appearance (Will be able to use when Zehra is
cast out):
HTML https://i.imgur.com/yHoTv5D.jpg
HTML https://i.imgur.com/5sEa7A8.jpg
Alix's Hell-cat Form:
HTML https://i.imgur.com/5rCmka8.png
Zehra's Control Appearance:
HTML https://i.imgur.com/D9IVD05.jpg
HTML https://i.imgur.com/Bmg2wdt.jpg
HTML https://i.imgur.com/6w1vqNz.jpg
HTML https://imgur.com/5x8X9hn
HTML https://imgur.com/1vAt8Bm
HTML https://i.imgur.com/sYnm30d.jpg
Afarit Form Appearance:
HTML https://i.imgur.com/OdOJwjj.jpg
Weapons:
Dual Scythe:
HTML https://i.imgur.com/galIOZP.jpg
Krieger and Awe:
HTML https://i.imgur.com/hPDsXe7.png
#Post#: 428--------------------------------------------------
Re: RP Profile: Zehra Hisada
By: Coolcat207 Date: June 12, 2019, 2:51 am
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HTML https://m.youtube.com/watch?v=qb2nXiWZP5M
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