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       #Post#: 427--------------------------------------------------
       RP Profile: Zehra Hisada
       By: Zorbak the Ebil Moglin Date: June 12, 2019, 2:09 am
       ---------------------------------------------------------
       "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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