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#Post#: 18--------------------------------------------------
London Universe Race: The Hazeldine Clan
By: Zorbak the Ebil Moglin Date: November 23, 2018, 9:33 pm
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COMMUNITY SPECIAL: The Hazeldines
"There is nothing more exhilarating than going into a battle
with a strong opponent... Chasing death is the greatest thing
that helps us understand life. What's the point of living... if
you can't feel alive? The strong will live, while the weak will
become food for the strong. That is the way of this world. In
order to control the strong... You must be stronger." -
Dovelthain Hazeldine
Hazeldine Family Theme: Evil Demon (
HTML https://www.youtube.com/watch?v=348h6MEq5vo
)
Bio: Long ago, the Darkfires rose as a vampire family and their
rise led to a rivalry with the Hazeldine family, a vampire
family based in Japan founded by the man who would become known
as Dovelthain Hazeldine. Though back then they were simply known
as the Miura Family, not changing their name to the Hazeldines
until later. No one knew who attacked first, or for what reason,
but the initial war broke out long ago, fought in complete
secret to the point where humans didn't ever actually know the
war happened. The Hazeldines, not wanting to be destroyed and
wanting to defeat their rivals in the Darkfire Clan, called and
made a deal with King Satan for power. Satan essentially granted
their deal, granting them demonic contracts so that they could
make demons of hell stronger through demonic contracts as the
Hazeldines grew stronger, thus turning a simple vampire family
into one of the two major clans of Japan. When the Hazeldines
got their power, they took on the Darkfires, fighting them as
best they could. However, over time, the Darkfires got stronger
in response.
As the Darkfires got stronger, the Hazeldines started seeking
help once again. However, as they did, they quickly found
themselves unable to get in touch with King Satan, and were
unsure of what to do next. In a desperate bid to find anyone
that could help them, they found a dark arts user who appeared
to them. It was mostly unknown just who this fallen angel was,
other than wearing a black rabbit mask claiming to be able to
strengthen their dark arts in exchange for their loyalty when
the time came to his master as the dark arts user called his
master to power up the Hazeldines, which was a fallen angel that
was a master of dark arts. The Hazeldines quickly agreed, and
were given a new dark art, one that would summon a demonic
spirit and bond it to them. This led to the Hazeldines gaining
new power, with their new demon spirit bonding art starting a
new path of training for the Hazeldines. While some stuck to the
old ways, most upgraded to the ritual bindings powers so that
they could match the Darkfires.
The Hazeldines grew stronger through this art, and quickly rose
up as more powerful demonic vampires in order to challenge the
Darkfires. After the death of Toshiro and Qrow's disappearance,
Hei became the temporary leader of the Darkfire Clan during the
second Hazeldine/Darkfire war which took place before he had
arrived in London and during his time as a Hell's Gate guardian.
After the death of Dovelthain and Carmilla Hazeldine, the clan
feel to Alice Hazeldine. As things grew to the point where the
two clans almost killed each other, Hei Darkfire and Alice
Hazeldine made a deal which ended the war after Qrow's
disappearance, which would turn the Darkfires and Hazeldines
into allies, making the war end in a draw, as the war had was
close to destroying both sides. The two agreed to rebuild and
decided on a truce, helping each other rebuild their influence
and soon controlling most of Japan, not through destruction or
violent takeovers, but because the Darkfires and Hazeldines
offered the people of Japan protection against other threats,
and in return, they would be allowed to feed on convicted
criminals and those who commit criminal acts, as it was outlawed
by both clans to devour innocent people.
Over time, the Hazeldines and Darkfires worked out their
differences, and while they stayed rivals, they held more of a
friendly rivalry and trained together in order to make each
other stronger. As the two trained, the two clans started to
grow, as more children were born to the clan to build the clans
back up after losing much of both clans during the war. Soon
after, Jin was made the head of the Darkfire Clan, being one of
the highest level Darkfires besides Hei to survive the war, and
Hei went back to guarding Hell's Gate. As the both clans grew,
the clans continued building their abilities, with the
Hazeldines continuing to strengthen their demonic contracts and
learning new dark magics to boost their power. The Hazeldines
mostly ally with the Darkfires now, with a few hatreds between
the two clans here and there with some who haven't been able to
let go of the past, though it has been forbidden to fight to the
death by both Jin Darkfire and Alice Hazeldine. After the
Dimensional Crisis started, some of the Hazeldines came to
London at the request of Alice Hazeldine, and now work with Hei.
Though after Alice had to return to Japan, the clan reports to
Lunae Liberi, a former king of the Clan who left long ago.
Race: Vampires Born or Adopted into the Hazeldine Family and
humans turned vampire by the Hazeldine family. For the most
part, if one isn't born in to the family, they have be able to
be turned vampire by a high ranking member of the family and
acknowledged by the leader of the family in order to be
acknowledged as an official member of the Hazeldine family.
Though there are some Hazeldines that have turned people into
vampires without proper approval. The Hazeldines have one of two
options. While most do choose the ritual bindings, there are
still those that teach the old ways if one doesn't want to
essentially have to make deals with people to get stronger.
Weapons:
- Dark Magic and Demonic Weapons, Armors and Shields: The
Hazeldines, in an effort to help more easily utilize their
abilities, have a number of special weapons developed by the
family. Thanks to dark magic, demonic power and supernatural
weapons-smiths, the Hazeldines have the means to make almost any
type of weapon, armor or shield that is designed to help
Hazeldines and most weapons, armor and shields are specifically
designed for each Hazeldine. This could be as simple as a katana
that generates shadows, a gun which fires dark magic
projectiles, or as complex as a dark magic axe that focuses
demon power. This depends solely on the Hazeldine, their demon
and the two's power set. Usually, Hazeldines either use weapons
to amp their own abilities, or that of their demons. Usually,
it's to make generating powers easier, such as demon weapons
being easier to generate and focus the Hazeldine's demon's
powers, or a weapon that draws on shadows or dark magic to amp
the Hazeldine's use of the power. These weapons are usually
custom designed for each Hazeldine, making no two weapons
exactly the same. The Hazeldines have specialized weapons no
matter the training path the Hazeldine uses.
Training Path 1: The Old Ways: Demonic Enhancement
- Demonic Contract: Among the older members of the clan were a
few that never gained the ritual bindings of the demons when
someone else granted them power. Some kept their demonic power,
choosing not to share their souls with demons, which kept them
based in the old ways of the clan rather than the new ways.
Those that didn't update to the new method stuck to the old
ways, not out of disrespect for the person who powered them up,
but more because they didn't want to share their soul with a
demon (usually), and/or had no confidence in their ability to
maintain a bond with a demon. For this, some stuck to the old
ways, which was more in the ways of simple demonic vampire
power, to which very few users of the old ways still exist.
Because of this, those who still use this old method remain one
of the few Hazeldines without a demon, and focuses on growing
usually in unique aspects of their abilities rather than trying
to gain more supernatural power like most Hazeldines did when
someone else offered them power. The reason that most of them
updated was because they had reached the peak of the power Satan
had offered them, and weren't able to push beyond what they saw
as the "cap" Satan had placed on their power to keep them from
becoming strong enough to become a threat to him. Because of
this, those in the old ways have a few advantages and
disadvantages in this. Most of them don't gain the benefit of a
demon, but still have demonic power, even if it's not as strong
as the Hazeldine demons (usually). This has both advantages and
disadvantages, with the disadvantages usually resulting from how
the old ways are not as strong in supernatural power as the new
ways that were presented. The old ways are still useful though
for those that can find other ways to grow, even if they don't
grow as quickly as the Hazeldine demons do, but is still worth
it for those that don't wish to share their soul with a demon.
Usually those with this train differently, and instead of
gaining power through stronger supernatural abilities, they
focus on getting stronger through things like gaining stronger
techniques or stronger training through physical training.
- Demonic Enhancement Demon Energy: While most Hazeldines with
ritual bindings use wicked aura, those trained in the old ways
can use demonic energy on it's own to attack opponents thanks to
their demonic enhancement. When the Hazeldine uses their demonic
power, they are able to draw on their demonic energy, using it
in battle to fight opponents instead of having to be filtered
through a demon like the current demons of the Hazeldines, and
this also powers their demonic abilities they gain through their
demonic enhancement. This is basic demonic energy, which has no
special additions unlike higher level demonic energies. However,
it is possible for elders of the clan and those with much higher
level demonic power to learn to use higher level demonic
energies like demon aura or other high level unholy energies.
Though whether basic or advanced demonic energy, this energy can
still be countered by holy power. While ritual bindings runs on
wicked aura that is generated by combining the Hazeldine and
their demon, the old ways demonic enhancement runs purely on
their demonic energy they generate once they are enhanced. Since
the old ways essentially turn the Hazeldine into a demon power
enhanced vampire, they generate this power instead of their
normal vampire power. Of course, this is still counterable by
holy energy and other holy powers that can counter demonic
abilities. This power isn't as strong as wicked aura, but is
much easier to generate, and much better for stamina control.
Usually, those with the old ways training have to find creative
ways to use demon energy, but they can use this to keep up with
the ritual bindings Hazeldines if they are creative and skilled
enough to find ways to use this.
- Unique Demon Enhancement: In the old ways of the clan, the
clan would gain demonic power through demon blood, and would
gain the powers of a demon through the contract they made with
Satan. This is an older style of demonic enhancement, and grants
unique changes based on the type of demon. This is different for
each Hazeldine, as they all gain different demon powers. Even
those that gain similar powers can gain different abilities
using this enhancement. For example, while a fire demon or a
shadow demon are very common demons, each Hazeldine that gains
powers through these might have unique abilities. For example,
one Hazeldine might use a shadow demon enhancement to get
demonic shadow manipulation, or another might get primordial
shadows from the same shadow demon enhancement. This mostly
depends on the individual Hazeldine, with each demon enhancement
usually coming with it's own set of abilities and powers that
are granted to the Hazeldine. Each demonic enhancement is
somewhat unique, and many usually get enhancements based on who
they are and their affinities. Usually, each enhancement has
it's own set of weaknesses, but usually, most demon abilities
are still counterable by holy powers, and the Darkfires even
learned to counter most of the Hazeldine's demonic enhancement
using their elemental abilities, such as using ice to counter a
fire demon.
- Unique Abilities: When enhanced in the old ways, the demonic
enhancements are done directly to the Hazeldine, in which they
become slightly altered in their physiology to match whatever
type of demon they gain the power of. For some aspects, this is
a good thing. Usually, this comes with advantages and
disadvantages, since these changes can come with weaknesses. For
example, a fire demon will usually gain some sort of fire
manipulation, or a specifically animal type demon might grant
the Hazeldine beast-like abilities. This depends on the
enhancement and how the Hazeldine's power responds to it, making
each Hazeldine unique. Usually, most Hazeldines who still use
this don't necessarily grow in supernatural ability like the new
ritual binding path, but instead they usually focus on growing
their power through developing new and stronger techniques.
Elders of this can often turn one simple gift into an entire
arsenal of techniques. For example, an earth user might find a
number of unique ways to use their earth manipulation or find
new ways to use it, such as certain Hazeldines that tried to use
sulfur from their demonic presence to react with their power to
create unique abilities using the sulfur, such as molten sulfur
creating hydrogen sulfide to generate explosive abilities. This
depends on the creativity and knowledge of the Hazeldines, since
each one develops their power differently based on what powers
they get. Some will actually change appearance, such as a
wolf-like demon enhancement granting enhanced claws and teeth,
or sometimes even wolf ears.
- Demonic Blood Manipulation: All of the Hazeldines can
manipulate blood, whether it's from themselves or from blood
spilled around them. For the most part, Hazeldines who still use
the old ways also have demonic charged blood when using their
own blood, which lets their blood also do demonic damage to
opponents. Usually, this demonically charged blood has a demonic
presence to it, usually charged with sulfur as a result of the
demonic presence. However, this only applies to their own blood,
and not to other blood around them. While their own blood is
easier and is stronger, they can still use blood spilled on the
battlefield. This lets the Hazeldines use blood to attack,
creating attacks out of blood. The Hazeldines are also able to
control the acidity of the blood under their control, turning it
more or less acidic depending on what they want to do. Both have
unique effects, such as acidic blood burning like acid, or
base-based blood causing things like irritation and itching to
people due to the base effect. They can also use this with their
combat blood arts. Some have other techniques, such as freezing
blood into solid shapes, or some who use the iron in blood to
create solid attack weapons. Depending on the person's skill,
they are able to use this in different ways. Hazeldines also use
this to more easily draw blood out of people to feed on, in
which they are able to consume the blood they draw to themselves
at times, usually as a way to drink blood that they can't always
get to such as blood spilling from an opponent.
- Demonic Blood Demon Blade Creation: This dark art was taught
to the Hazeldines when they received their training in using the
ritual bindings, and were taught to do this. By using blood
manipulation, the Hazeldine is able to create demon blades out
of the iron in their blood, which become black blades they can
use in battle. Thanks to some advice and a special blood arts
spell, the Hazeldines demon blades made from iron have unique
properties, including being made from demon blood, so they have
a demonic presence in them. These blades are made of iron
sulfide, which is usually a black metallic color, or these
blades can be made using iron disulfide, which is pyrite (or
fool's gold) depending on what the Hazeldine wants to do. Both
do the same thing though, as the demon blades act similarly to
angel blades. When used, the demon blades are able to interrupt
holy regeneration, being able to kill holy creatures like angels
or holy power users. These blades are very useful against holy
users they might face, and the iron in the weapons also makes
them great for fighting spirits and ghosts, since the iron in
their weapons can do more damage to ghosts, spirits, and even
death wraiths. For the most part, these are usually disposable
blades created by the Hazeldine that can be tossed aside after
they are done, or the Hazeldine can reabsorb the iron sulfide
back into their system by reverting it back into a demonic
presence iron and fusing it back into their blood with dark
alchemy. These blades are not the strongest blades, but are
still very dependable in strength in battle. These blades can
kill any holy being or angelic being if they are stuck in the
heart or brain, similar to how angel blades can kill angels and
demons. This even works on other demons as well due to the
similar natures of angels and demons (since angels and demons
are the same kind of creatures, but on opposite ends of the
spectrum of good and evil). The only problem is that these
weapons cannot kill higher level deities or archangels, since
these blades aren't strong enough to do so.
- Hazeldine Shadow Manipulation: With the Hazeldines being so
steeped in darkness in their abilities, they possess a natural
ability to use the shadows, and create attacks using shadows.
This shadow manipulation is mostly just basic shadow
manipulation, in which most Hazeldines don't use special shadows
unless it's a unique power they possess, or the shadows they use
in dark defense or offensive shadow magic. This is a basic
shadow control that can mostly be used to fight opponents, and
also can be used to travel around using shadow melding. The
basic shadow power is able to let them use shadows to attack
people, creating constructs, or even be used to grab and trap
people. For the most part, this is a simple darkness
manipulation, though more advanced users can also use this in
different ways, such as manipulating acidic shadows, or creating
advanced unique types of shadow abilities depending on their
skillset. The main use most Hazeldines have for this technique
is using the darkness as a barrier for themselves, since they
are vulnerable to light, being a clan steeped in the power of
shadows. These shadows are countered the same as normal shadows,
with light being the main counter to darkness abilities. For the
most part, darkness users are weak to things like flashbangs,
which can temporarily negate most shadow user's powers. Some
shadows are even vulnerable to fire, in which some (Specifically
holy fire) can burn away shadows.
- Dark Arts Vampire Shadow Regeneration: For the Hazeldines,
many of the Hazeldines have some form of regeneration. While the
current Hazeldines mostly have their regeneration based in pure
demonic regeneration thanks to their demons, those trained in
the old ways have enhanced vampire regeneration, with their
knowledge of the dark arts that was originally granted by Vobu,
being used to power their regeneration. By using the power of
the dark arts and concentrating the power of darkness into
themselves, they are able to regenerate using darkness
passively, in which they can regeneration any part of their body
including their limbs and organs as long as their heart or brain
aren't destroyed with a holy weapon. This allows the Hazeldines
trained in this art to regenerate their body, which was a dark
art developed by the clan to match the Darkfire's elemental
regeneration. However, this art is based purely in dark arts
power, and uses darkness instead of an element. While the
Hazeldines that use this can also regenerate, the main danger to
this is light attacks being able to interrupt this, or a
flashbang negating this regeneration completely to basic vampire
regeneration. The basic regeneration is only able to close
wounds, and cannot regrow limbs or organs, but this is only when
the Hazeldine doesn't have darkness to rely on. For the most
part, the new ways with Hazeldine demons are a more powerful
regeneration, since the Hazeldine can regenerate from more and
their regeneration is harder to interrupt, but the old ways are
still useful for regeneration, and even have some of the newer
Hazeldines seeking to use this dark art to amplify their demon
regeneration.
- Hazeldine Shadow Meld: This lets a Hazeldine travel around
using shadows, as they are able to fuse into shadows and go
anywhere in the world as long as there is access to a shadow,
granted there is no supernatural warding for teleportation.
Unlike the ways that use demonic type teleportation, this
teleportation simply uses the shadow realm as a means of travel.
By using shadows, they are able to travel through the shadow
realm, which connects every realm through the Hall of Souls. In
addition to being able to go anywhere in the world, they are
also able to go between afterlife realms as well, in which they
are able to also go between the Veil where human souls remain
after they die, since they use the same travel paths as the
death wraiths do. However, it's rare for a Hazeldine to go to
the afterlife, since they usually are chased out by death
wraiths and/or grim reapers. This technique requires only that
the Hazeldine knows where they want to go, though since the clan
is naturally connected to the darkness, most Hazeldines know
their way around instinctively. This can also be used in battle
to a degree, if the Hazeldine can meld into a shadow if they
want to teleport around the battlefield. Some death wraiths call
this "shadow walking", a term that is common for this method of
travel and fusing to shadows. Hazeldines can stay in shadows for
an extended amount of time, but if the shadow they are in is
destroyed, they risk taking damaged when forced out of the
shadow if the shadow is destroyed by something like a flashbang
just like other shadow-walking races. Hazeldines with this art
of teleportation have more options on where they can go, but
will find it easier to get lost if they end up trying to go to a
place they don't know, making it dangerous if they end up not
knowing where they are in the world.
- Black Magic/Dark Arts: Thanks to the clan's natural talent
for darkness and the dark arts they learned from Vobu long ago,
they also found a talent for black magic, also known as dark
magic or dark arts. Both the old ways and the ritual binding
path both use these dark arts the same way. Each Hazeldine has a
talent for something, and usually Hazeldines talents fall into
one of three categories that they will then study for: dark
buff/healing magic (sometimes referred to as dark
support/defense magic), dark attack/shadow magic (offensive
magic that uses shadows and dark energy to attack people), or
dark elemental magic (dark arts element-based magic). Each
Hazeldine's black magic abilities are different and some can
even develop new black magic abilities as they practice dark
magic, and, as they grow, they are able to learn more advanced
magics. For the most part, the clan is trained in black magic,
and while higher level spells are draining, the clan doesn't
suffer physical injury from using black magic like some races do
when they use it. However, these spells, while powerful, are
also more draining than normal magic and still counterable by
holy magic. Most Hazeldines specialize in one of the three main
categories, though some have developed their own dark magic or
use other magic options. Most usually stick with the family's
dark art spell-books, and/or modify known spells into their own
unique twists, such as adding a demonic element to an earth
spell, or adding demonic darkness (if they can use it) to a dark
attack spell. Some rare cases of Hazeldines are able to learn
neutral magic or even demonic magic instead of dark magic
depending on their affinities, though most of the time this
magic usually falls into elemental magic or buff/healing/support
magic as shadow/attack magic is solely dark magic.
- Dark Alchemy: This is an art developed by the Hazeldines
solely to fight the Darkfires. To battle the Darkfire's
elemental abilities, the Hazeldines practiced and developed a
dark magic alchemic art, one that is based in manipulating the
elements around them using a powerful dark arts based alchemy by
using darkness to take control of the elements around them. This
is a basic elemental alchemy, but just uses darkness to use the
alchemy abilities. With this, they can change the form of things
around them, from creating weapons out of objects, changing the
form of elementals (AKA freezing fire solid and turning it into
an ice attack) or using it to change something into something
else like changing elements around. For the most part, this
power focuses on it's ability to change elements, in which many
people familiar with alchemy know that this art can change the
forms of things around them. This art is also developed in
darkness, and the Hazeldines are able to combine dark power with
this art to grant their alchemy a darkness element as well.
However, this art is only as strong as the Hazeldine's knowledge
of the natural world and how creative they can be with changing
elements. For the most part, this also has the same rules as
normal alchemy, such as it being impossible to convert
non-living matter into living matter, as well as certain taboos
like not creating gold using this alchemy. The abilities gained
and used often depend on the Hazeldine, their knowledge, and
their affinities. For example, a Hazeldine with enough knowledge
could use their knowledge of demonic presence of their sulfur
into elements they can use in battle, which was something that
they learned from watching Vobu fight. This is another power
that is used the same way no matter what training path the
Hazeldine takes.
- Alchemic Matter Conversion: Hazeldine elemental users are able
to convert matter through dark elemental alchemy, changing
matter as they see fit. This can be as simple as turning lead to
gold, or dispelling elemental energies or converting them. An
alchemist, if they know their environment and composition of
what they're manipulating, can use it to convert matter. This is
the main ability of alchemy that is used by the Hazeldines.
While this does cover elementals to some extent, this is far
more than just converting elementals, but includes general
changing of matter, such as changing the form of a metal to make
a stronger metal, or weakening certain materials if they are
trying to weaken armor or weapons (though certain types of
weapons and armor might be immune to this ability if the
Hazeldine doesn't know how the power of the weapon or
armor/shield works). There are two aspects to this power, and
that is change of form and change of shape. Changing the shape
can simply change the shape of something, and changing the form
changes the matter into something else. However, they do have to
know not only what they're manipulating, but also what they're
manipulating it into. This means that if they try to manipulate
a substance they don't understand, or don't know what the thing
they're trying to convert is made of, this power doesn't work
properly, and often completely fails or rebounds on the user.
- Dark Arts Familiar Summoning: Before the Hazeldines used demon
summoning, they used to summon vampire/dark magic familiars
using dark arts. After the contract was made with someone to
grant them new power, this art became mostly unnecessary, and
the Hazeldines also stopped using it for fear of summoning
familiar spirits loyal to Vobu by accident after an incident
with another Hazeldine and a follower of Vobu. This art summons
different familiar spirits to the Hazeldine, and the Hazeldines
can usually have up to 5 dark familiar spirits. Usually, the
familiar spirits become like pets to them, where the familiars
will aid them in battle, or can be used to help guide them in
knowledge of the dark arts. These spirits are usually bonded to
a Hazeldine similarly to the Darkfires and how they bond spirit
armors to them using their demon armor familiars. However, the
Hazeldines that use this art summon dark spirits, usually in the
form of animals to help them in battle. The familiars are
spirits bound to the Hazeldine, and can be summoned at any time.
When destroyed, the spirits don't die, but instead lose their
ability to manifest temporarily (depending on the damage taken,
they could lose manifestation ability for up to 5 rounds). Of
course, anyone who can destroy a dark spirit can destroy these
spirits as well if they have a weapon that kills spirits. For
example, iron will instantly dispel most familiar spirits, and
other weapons like zanpakutos or death wraith soul swords can
also be used to attack these dark spirits as well. When
destroyed, the spirit will have to be replaced with another
familiar summoning.
- Dark Arts Soul Energy Drain Power Replenishment: This art
isn't typically used to the ritual bindings, as the Hazeldines
found it far too costly in terms of having to survive on soul
energy. However, by using the dark arts that Vobu uses to steal
soul energy, those trained in the old ways have modified this
art so that it's not so costly to use. Instead of stealing souls
like the Hazeldines used to do, they only steal soul energy,
pulling on the soul energy from the soul of someone they want to
draw from. This doesn't kill the person being drained, and
instead just weakens their soul until they have time to recover.
This art lets a Hazeldine use stolen soul energy to replenish
their power, using physical touch to absorb soul energy from the
person they are in contact with. This art is very useful for
recharging a Hazeldine's power quickly, and can even be used in
battle to rejuvenate a Hazeldine's power. However, unlike
typical soul eaters, the Hazeldine doesn't gain the powers of
the soul, since they don't give themselves over to the full soul
devouring aspects of this power. They only feed on just enough
soul energy to replenish them to full power, and feeding on more
will not make them stronger, but just be a waste of energy
unless they have a way to store the energy for later in special
containers. For the most part, this can be a bit bothersome at
times, but is far more dependable than it used to be, since the
Hazeldine used to fall into a hunger for souls like many soul
eaters do. This can still happen if the Hazeldine isn't careful,
as some can steal souls entirely if they draw hard enough on the
soul, and if this happens, the Hazeldine will be cursed to
survive on this dark art as a result, similar to how Vobu fell
prey to an endless hunger and has to survive on souls and blood.
This can easily happen to a Hazeldine as well if they are not
careful, requiring them to carefully control how much soul
energy they take and how they do so.
Training Path 2: The New Ways: Ritual Bindings:
- Ritual Bindings: All members of the Hazeldine family use
ritual bindings to bond themselves to a demon through a
contract. Each contract is dependent on the demon and the
vampire, and the demon summoned through this contract is unique.
These demons have the ability to grow stronger with training,
and is the basis of the Hazeldine's abilities. The Hazeldine and
their demon both have to sync their power and grow stronger
together in order to become effective warriors. Each demon has
unique abilities dependent on the demon and what they can do,
and their bonds with the Hazeldine can also create new powers
over time as the two grow together. Most demons usually start as
very disobedient, but over time usually gain respect and work
with the Hazeldine as they strengthen their bonds in battle.
Stronger demons maybe be more stronger, but are harder to
control. It is actually possible for some Hazeldines to have
more than one demon, however, this is very difficult to manage
as it requires more time and effort to sync with more than one
demon, as it not only requires more souls, and more deals to
grow the demons. Some stronger Hazeldines have managed to pull
it off, though it does put more strain on the spirit in addition
to granting more power. Every Hazeldine that uses this has to
give up their old ways training, so this means that even those
trained in the old ways (Such as elders), have to update to the
ritual binding abilities in order to properly use their power
with certain exceptions (Such as being able to use shadow
regeneration if the demon's special abilities are regenerative
shadows).
- Wicked Aura: Hazeldines have a unique aura thanks to their
vampire energy melding with their demon energy. This becomes a
variation of vampire and demonic energy, creating an evil
corrupted energy which most simply called wicked aura, which
became the power source for much of the powers of the Hazeldines
using ritual bindings. This works similar to demon aura, but
instead of being demon energy combined with aura, it is demonic
power and vampire energy mixed together to create a corrupted
energy which can damage holy and unholy opponents alike when
used as a weapon, as wicked aura can be used and manifested to
create attacks similar to other energies like chi or mana. This
energy is generated by the Hazeldine's aura in a manner similar
to Darkfires who use elemental aura, and the Hazeldines mostly
use it in a similar manner to generate power for their attacks
and power their abilities (this powers all except their dark
magic which runs on dark mana). However, this energy, while it
can be blocked and dodged, is a corrupted energy, and is able to
damage good and evil as well as holy and unholy alike. Despite
it's name and nature, it is actually a neutral type power with
no holy or unholy affinities, just powered by demonic power and
vampire power that cancel out the negative and positive power of
the energy to create an evil type energy. This power can also be
dangerous to other Hazeldines since it is technically a
corrupted energy as well. While the Hazeldines aren't weak to
their own wicked energy, they can be hurt by other Hazeldine's
wicked energy, even though it's the same power.
- Channeled Fusion Power: Unlike the Olympus universe where the
demon works through a weapon form, the London universe
Hazeldines work through the demon's power fusing with the
Hazeldine, allowing the Hazeldine to use the demonic abilities,
acting like a conduit. This allows the Hazeldine to fuse with
their demon in battle, which focuses demonic power through the
Hazeldine. All of the demon's abilities become usable through
the Hazeldine, and they are able to use the abilities, even
though they're not directly possessed by the demon. This
involves using any of the powers the demons have, which not only
includes the demons unique abilities, but things like demonic
teleportation, demonic summoning and demonic regeneration. This
is the main draw of the vampire/demon contracts, and is the main
focus of the Hazeldine's abilities. Even though the Hazeldines
develop their own abilities through magic and dark arts, the
demonic abilities have to be channeled through the demon. Of
course, all demonic powers used still have the same weaknesses
they normally would, like demonic energy being weak to holy
energy, or teleportation requiring the user to know where
they're going.
- Unique Abilities: Each Hazeldine bonded demon has one to three
unique demon abilities that are granted to the Hazeldine
depending on the age of the demon and the vampire and how
experienced they are. All Hazeldines start with one ability at
first, but as time goes on, more experienced vampires and demons
can gain more, but usually for normal members, they can usually
unlock up to three unique abilities through training which
depend entirely on the demon bonded to the Hazeldine. Some could
get powers like lightning or ice, physical amplification,
demonic possession or some could get more complex powers. This
depends entirely on the demon, as the powers are whatever the
demon possesses. Most demons start with smaller abilities, but
over time, they can learn more complex abilities as they grow
stronger alongside the Hazeldine they're bonded to. And as the
powers grow in the vampire and demon, eventually they may find
new ways to use those powers. Each powers have their own set of
weaknesses though, which should be listed so that players know
how the abilities work. And each demon's power runs on souls,
and devouring souls.
- Dark Arts Blood/Black Blood Manipulation: All of the
Hazeldines can manipulate blood, whether it's from themselves or
from blood spilled around them. Unlike the old ways, the
Hazeldines use this using dark arts, and while they aren't
demonically charged in their blood, they can fuse dark arts into
their blood, such as using shadows to create black blood to
enhance it with darkness, a technique they use to match the
blood manipulation of the old ways users. However, this only
applies to their own blood. While their own blood is easier and
is stronger, they can still use blood spilled on the
battlefield. This lets the Hazeldines use blood to attack,
creating attacks out of blood. The Hazeldines are also able to
control the acidity of the blood under their control, turning it
more or less acidic depending on what they want to do. Both have
unique effects, such as acidic blood burning like acid, or
base-based blood causing things like irritation and itching to
people due to the base effect. They can also use this with their
combat blood arts. Some have other techniques, such as freezing
blood into solid shapes, or some who use the iron in blood to
create solid attack weapons. Depending on the person's skill,
they are able to use this in different ways. Hazeldines also use
this to more easily draw blood out of people to feed on, in
which they are able to consume the blood they draw to themselves
at times, usually as a way to drink blood that they can't always
get to such as blood spilling from an opponent.
- Demonic Blood Demon Blade Creation: This dark art was taught
to the Hazeldines when they received their training in using the
ritual bindings, and were taught to do this. By using blood
manipulation, the Hazeldine is able to create demon blades out
of the iron in their blood, which become black blades they can
use in battle. Thanks to some advice and a special blood arts
spell, the Hazeldines demon blades made from iron have unique
properties, including being made from demon blood, so they have
a demonic presence in them. These blades are made of iron
sulfide, which is usually a black metallic color, or these
blades can be made using iron disulfide, which is pyrite (or
fool's gold) depending on what the Hazeldine wants to do. Both
do the same thing though, as the demon blades act similarly to
angel blades. When used, the demon blades are able to interrupt
holy regeneration, being able to kill holy creatures like angels
or holy power users. These blades are very useful against holy
users they might face, and the iron in the weapons also makes
them great for fighting spirits and ghosts, since the iron in
their weapons can do more damage to ghosts, spirits, and even
death wraiths. For the most part, these are usually disposable
blades created by the Hazeldine that can be tossed aside after
they are done, or the Hazeldine can reabsorb the iron sulfide
back into their system by reverting it back into a demonic
presence iron and fusing it back into their blood with dark
alchemy. These blades are not the strongest blades, but are
still very dependable in strength in battle. These blades can
kill any holy being or angelic being if they are stuck in the
heart or brain, similar to how angel blades can kill angels and
demons. This even works on other demons as well due to the
similar natures of angels and demons (since angels and demons
are the same kind of creatures, but on opposite ends of the
spectrum of good and evil). The only problem is that these
weapons cannot kill higher level deities or archangels, since
these blades aren't strong enough to do so.
- Hazeldine Shadow Manipulation: With the Hazeldines being so
steeped in darkness in their abilities, they possess a natural
ability to use the shadows, and create attacks using shadows.
This shadow manipulation is mostly just basic shadow
manipulation, in which most Hazeldines don't use special shadows
unless it's a unique power they (or their demon) possess, or the
shadows they use in dark defense or offensive shadow magic. This
is a basic shadow control that can mostly be used to fight
opponents, and also can be used to travel around using shadow
melding. The basic shadow power is able to let them use shadows
to attack people, creating constructs, or even be used to grab
and trap people. For the most part, this is a simple darkness
manipulation, though more advanced users can also use this in
different ways, such as manipulating acidic shadows, or creating
advanced unique types of shadow abilities depending on their
skillset. The main use most Hazeldines have for this technique
is using the darkness as a barrier for themselves, since they
are vulnerable to light, being a clan steeped in the power of
shadows. These shadows are countered the same as normal shadows,
with light being the main counter to darkness abilities. For the
most part, darkness users are weak to things like flashbangs,
which can temporarily negate most shadow user's powers. Some
shadows are even vulnerable to fire, in which some (Specifically
holy fire) can burn away shadows.
- Hazeldine Blood Demon Art Regeneration: Since the ritual
bindings wanted to use a different regeneration art to make
regeneration a bit easier, they decided to focus on using blood
to regenerate using a specific demon art, drawing the blood from
injuries to perform a blood art to repair the body. This lets
them regenerate their body using their blood arts, which is
easier to regenerate their body by using their own blood as fuel
and material to repair themselves. For example, a Hazeldine
might lose an arm and then draw the blood from that arm,
combining it with the blood from their body to convert the blood
into a new arm using their blood art to power their
regeneration. This is powered by demon regeneration, which is
granted by the demon they are bonded to. While this is a demonic
art, it doesn't make their blood demonic, but rather, just uses
the art to power their regeneration that makes this a bit more
of a blood art demon regeneration than just a normal
regeneration. This is a demon art taught by the demon, and
becomes a second nature to repair the body passively, just like
the old ways using shadow regeneration to regenerate the body.
While a demon can regenerate their hearts and brains using
demonic regeneration and regenerate their blood, a Hazeldine can
have their regeneration interrupted by angel blades, and certain
other holy weapons that counter demonic regeneration. Both
regenerations have their weaknesses, but each also has it's own
strengths. The biggest difference is that darkness regeneration
is not as easy to counter since light is the biggest thing to
interrupt it, but demon regeneration is counterable by more than
just one power. This isn't even including the metals that
interrupt regeneration like varanium.
- Hazeldine Demon Art Teleportation: Using a demon art
teleportation glyph, the Hazeldines that have bonded demons use
their own art to teleport around. When they teleport, they
teleport using a special demon magic teleportation technique
where they use a spell circle to teleport themselves and/or
others around based on where they want to go. Unlike the shadow
teleportation, this doesn't allow as much variety in where they
can go, as they can't go to areas like the afterlife since they
are typically not welcome. However, unlike the Hazeldines who
use shadow regeneration, they are able to create specific points
they can travel to at any time, or make demon art connections to
people or places to teleport to at any time without needing to
know where they are or where they are in relation to a certain
place. By using this demon art, this lets them travel around
with demonic magic arts, and some can even customize their art
with special abilities, such as some disappearing in bursts of
hellfire, or some who can burn glyphs into the ground under
them. Depending on how it's used, it's still a method for
teleporting around, and can also be used in battle, though this
is mostly for teleporting around the world when the Hazeldines
have places they want to go. Like before, Hazeldines have to
know where they're going, unless it's to a bonded person or
place, then they can just teleport straight to it. While the
Hazeldine's old ways has more options for travel, demon art
teleportation has it's advantages in that it's much harder for a
Hazeldine to get lost, in which some old ways traveling
Hazeldines have gotten lost when they are teleported to a place
they don't know, as their travel becomes difficult if they don't
know where they are.
- Black Magic/Dark Arts: Thanks to the clan's natural talent
for darkness and the dark arts they learned from Vobu long ago,
they also found a talent for black magic, also known as dark
magic or dark arts. Both the old ways and the ritual binding
path both use these dark arts the same way. Each Hazeldine has a
talent for something, and usually Hazeldines talents fall into
one of three categories that they will then study for: dark
buff/healing magic (sometimes referred to as dark
support/defense magic), dark attack/shadow magic (offensive
magic that uses shadows and dark energy to attack people), or
dark elemental magic (dark arts element-based magic). Each
Hazeldine's black magic abilities are different and some can
even develop new black magic abilities as they practice dark
magic, and, as they grow, they are able to learn more advanced
magics. For the most part, the clan is trained in black magic,
and while higher level spells are draining, the clan doesn't
suffer physical injury from using black magic like some races do
when they use it. However, these spells, while powerful, are
also more draining than normal magic and still counterable by
holy magic. Most Hazeldines specialize in one of the three main
categories, though some have developed their own dark magic or
use other magic options. Most usually stick with the family's
dark art spell-books, and/or modify known spells into their own
unique twists, such as adding a demonic element to an earth
spell, or adding demonic darkness (if they can use it) to a dark
attack spell. Some rare cases of Hazeldines are able to learn
neutral magic or even demonic magic instead of dark magic
depending on their affinities, though most of the time this
magic usually falls into elemental magic or buff/healing/support
magic as shadow/attack magic is solely dark magic.
- Dark Alchemy: This is an art developed by the Hazeldines
solely to fight the Darkfires. To battle the Darkfire's
elemental abilities, the Hazeldines practiced and developed a
dark magic alchemic art, one that is based in manipulating the
elements around them using a powerful dark arts based alchemy by
using darkness to take control of the elements around them. This
is a basic elemental alchemy, but just uses darkness to use the
alchemy abilities. With this, they can change the form of things
around them, from creating weapons out of objects, changing the
form of elementals (AKA freezing fire solid and turning it into
an ice attack) or using it to change something into something
else like changing elements around. For the most part, this
power focuses on it's ability to change elements, in which many
people familiar with alchemy know that this art can change the
forms of things around them. This art is also developed in
darkness, and the Hazeldines are able to combine dark power with
this art to grant their alchemy a darkness element as well.
However, this art is only as strong as the Hazeldine's knowledge
of the natural world and how creative they can be with changing
elements. For the most part, this also has the same rules as
normal alchemy, such as it being impossible to convert
non-living matter into living matter, as well as certain taboos
like not creating gold using this alchemy. The abilities gained
and used often depend on the Hazeldine, their knowledge, and
their affinities. For example, a Hazeldine with enough knowledge
could use their knowledge of demonic presence of their sulfur
into elements they can use in battle, which was something that
they learned from watching Vobu fight. This is another power
that is used the same way no matter what training path the
Hazeldine takes.
- Alchemic Matter Conversion: Hazeldine elemental users are able
to convert matter through dark elemental alchemy, changing
matter as they see fit. This can be as simple as turning lead to
gold, or dispelling elemental energies or converting them. An
alchemist, if they know their environment and composition of
what they're manipulating, can use it to convert matter. This is
the main ability of alchemy that is used by the Hazeldines.
While this does cover elementals to some extent, this is far
more than just converting elementals, but includes general
changing of matter, such as changing the form of a metal to make
a stronger metal, or weakening certain materials if they are
trying to weaken armor or weapons (though certain types of
weapons and armor might be immune to this ability if the
Hazeldine doesn't know how the power of the weapon or
armor/shield works). There are two aspects to this power, and
that is change of form and change of shape. Changing the shape
can simply change the shape of something, and changing the form
changes the matter into something else. However, they do have to
know not only what they're manipulating, but also what they're
manipulating it into. This means that if they try to manipulate
a substance they don't understand, or don't know what the thing
they're trying to convert is made of, this power doesn't work
properly, and often completely fails or rebounds on the user.
- Demon Summoning/Demon Taming: The Hazeldines are able to
summon lesser demons and call them to help them in battle. These
demons are summoned from hell, and are made to serve the
Hazeldine through special demon taming arts. The demons that
show up are dependent on what the Hazeldines want, as they can
summon fire demons, darkness demons, and even a few ice demons.
Usually, they can find certain types of demons if they know
where certain demons are, such as many ice demons hanging around
in the 9th circle where everything is frozen. Depending on the
demon summoned, the demons will all have unique abilities and
their own stats in combat. Some animalistic demons like
hell-hounds and hellcats can even be tamed and made loyal to the
Hazeldines, to be used similar to familiars. Though the one
thing almost all demons have in common is that since they are
demons, they can be killed by holy power or anything that kills
demons. The Hazeldines also cannot summon demons stronger than
their own demon, who is the one that controls the demons, or
they cannot tame stronger demons than they can control unless
the demon is willing to be tamed. This means the Hazeldines are
limited to only summoning demons at their demon's level or below
(most of the time), and, usually, stronger demons summoned can
resist their influence and fight back.
- Demon Healing and Power Replenishment: All of the Hazeldines
with ritual bindings are able to replenish the power of their
demon and help their demon recover by letting the demon weapon
absorb negative emotions from those around them. For the most
part, this involves fear, anger, hatred and blood lust from
those around them. When they absorb this, they are able to
replenish the power of their demon and heal them if they have
taken damage. This is the main way to quickly heal their demon
and help them recover from battles if they have to recover in a
hurry. This works on anyone who has negative emotions. Most
Hazeldines, when they need to do this, often go to prisons where
blood lust, anger and hatred are usually pretty high from the
inmates, making prisons a resource for the Hazeldines. However,
while this does replenish a demon's power and helps them heal
from battles, they don't recover as quickly as the soul steal
dark arts used by the old ways, since (usually) both the demon
and the Hazeldine have to replenish their power, making it where
they need twice as much energy to recover. This doesn't hurt
those this power is absorbed from, as it only absorbs what is
released from people and not any energy from within their
bodies. However, this also cannot be used to make a demon more
powerful on it's own, with this just being for replenishing
their power and nothing else. Once they are at full power, the
Hazeldine gains nothing from absorbing additional energy.
(For Dark Arts Abilities, see the Olympus Hazeldine post. To
save space, I'm not going to list them here since they'd just be
copy and pasted.)
Hazeldine Blood Arts: (Usable by both training paths, though
each path has unique blood)
- Blood Art #1 Dark Blood Wave: This is a combat ability in
which the Hazeldine harnesses their dark spirit energy in order
to fire a blast of slashing waves of dark energy at an opponent.
They first cut into their wrist or part of their body with their
weapon or their body, then slash while harnessing their dark
spirit power. Depending on the blood used, this can have unique
effects, such as the demonic enhancement blood being able to use
demonically charged blood to power this with demonic power, or a
ritual binding ability using this to fire a more powerful
darkness wave thanks to the demon's amplification. This ability
is designed to be fired at opponents using the blood, which
causes the attack to be fired from the blood used once the blood
art is fused with dark magic. When used, some more advanced
users can even throw the blood at people and delay the attack so
the darkness is fired as close to an opponent as possible,
making it harder to avoid usually to catch an opponent off
guard. This ability can be avoided, or blocked assuming the
opponent has the power to counter the number of slashing waves.
This can be strengthened by now much blood is on the sword or on
the part of the body attacking. So a weaker attack means the
attack can be used more often while stronger attacks can't be
used as it takes more blood. This attack is also one that
usually only works once or twice before the opponent figures it
out.
- Blood Art #2 Power Strike: This uses the blood of the user to
enhance their weapon's striking capability in order to cut
through armor and shields. With enough blood, the weapon can
pierce almost anything it slashes, with the elders of the clan
being able to cut through adamantium if they put enough power
into it. When used, this is usually used for one power strike,
and depending on the blood used, some can modify the effects.
For example, one could use demonically charged blood to grant
this technique a demonic damage element to the blood, or one
could use black blood empowered shadows to add a darkness
element to this power. For the most part, this is designed to be
a one-strike move, and designed to be used in close proximity to
an opponent. There aren't many ways to modify this skill, as
it's abilities are mostly about piercing and cutting through
objects rather than things like increasing the speed of the
strike or adding other damage to the attack. This only increases
the power though, and not the speed or defense. This doesn't
reduce any stats either, and the strength increase is
proportional to the amount of blood used in the technique.
- Blood Art #3 Blinding Slash: This power boosts the speed of
the user for one combat round, in which they release a slash so
fast, that the light from the weapon actually causes more damage
if the attack connects, or the user can also do this using
physical attacks as well. Most opponents only see a flash of
light when this attack happens, due to the blinding speed of
this skill's movement which is how the technique gets it's name.
Depending on the user, demonically charged blood or black blood
can also be used to enhance this skill, where they can add
special effects based on the power used to amplify this attack's
damage. However, this can only be used once every five rounds
due tot he stamina needed, and the power sacrificed for this
strike means this is a speed move, not a power move so it can't
cut an opponent's armor or do severe damage to strong opponents.
This technique is useful for attacking with speed and strength,
but is difficult to master, especially with the light being
dangerous to a Hazeldine, making this technique slightly
dangerous for users who don't have strong enough darkness
protection. This is hard to dodge once the attack is initiated,
but if an opponent who knows it is coming moves before the
attack is initiated, they can dodge this. It is also possible to
block this, since this typically cannot pierce defenses.
- Blood Art #4 Aura Breaker: This lets the Hazeldine negate
energy attacks with their weapon or with a physical defense for
up to two rounds. This move is designed for cutting through
energy attacks to get close to an opponent so the attacker can
close a gap or negate special techniques they can't counter
normally. This technique can be extended with more blood used,
and can be used to negate almost any energy type attack, whether
elemental, or any of the body's energy attacks or armor created
by energy while this is in effect. This can also be empowered by
the blood used, such as demonic blood granting temporary
immunity to demon power or black blood granting temporary
immunity to normal darkness abilities. Though while this is
useful for breaking defenses, this technique can still be
blocked by physical attacks, and those that use simple physical
attacks cannot be countered with this ability unless the
physical attack is amped with supernatural power, such as a
punch enhanced with fire abilities. For the most part though,
this can be a double edged sword, since the Hazeldine also
cannot use energy attacks when this power is active, since this
also negates the Hazeldine's own energy including their darkness
manipulation and their demonic energy manipulation. Usually, any
energy generated is instantly negated when this is used.
- Blood Art # 5 Super Sonic Slash: This lets the attacker fire
waves of high frequency waves at an opponent during a slash or
physical attack using the blood to trigger this blood art. This
is a single slash attack which can disorient a person if they
are too close to it by scrambling sound waves and affecting the
inner ear to disorient someone's equilibrium. This is designed
more to scramble sound waves when they are processed by the
inner ear, making this useful for anyone that can hear sound.
Usually, most beings are vulnerable in some way to this as long
as they have a mortal-esque body that can hear like normal
people can (some with unique bodies may be immune to this, like
those made entirely of things like shadows that have no real
"substance"). The best way to avoid the affects is to counter
with another element wave to cancel the wave, such as another
sound wave. Dodging this attack actually makes the effect on the
one attacked worse, often knocking them down on the ground if
they dodge in the wrong way. Often the best way is to be at the
start of the technique, which is where the effect is minimal.
Though some opponents can still avoid it if they get far enough
away from the area of effect. It is also possible to avoid the
attack completely if one can cut off the sound to their ear and
not let the sound be processed by the inner ear.
- Blood Art #6 Soul Body: This ability creates a solid dark red
blood clone which attacks the opponent according to the
wielder's movements. This lets the attacker strike at the
opponent with the clone, but if the opponent slashes the clone,
the attacker takes no damage. This lasts up to 3 combat rounds.
This is usually used as a way to attack opponents without having
to be close to the opponent, as the red blood clone can solidify
and turn liquid-like as needed, allowing it a degree of
versatility. This power can also be enhanced using the
Hazeldine's blood, with demonically charged or darkness charged
blood granting the clone certain immunities to dark or demonic
power respectively, or be used to empower the clones to be able
to fire demonic or darkness attacks depending on the blood used
to power this skill. The attacker can still take damage, but the
opponent must get around the Soul Body clone. This technique can
be manipulated even when damaged or cut, as the blood clone can
just reform while it's in effect. However, those who can use
water or ice can negate this technique entirely, either freezing
the clone or removing the water from the blood to harden the
clone so it can't move. This also typically requires more blood
than many other blood arts due to how much blood is usually
required to create the clones.
- Blood Art #7 Blood Mist Prison: This ability requires the
attacker to take a fatal injury, while their weapon or a part of
their body is coated in blood (The attacker has to hit the
Hazeldine and do actual damage). When the opponent hits with the
attack, the attacker does a replacement skill where they
disappear and leave behind a blood clone of themselves from the
blood spilled during the attack's hit. The blood explodes from
the body and then solidifies in the area with the opponent still
up close to the Hazeldine. The blood solidifies in spikes, which
can cause damage at almost point blank range where they strike
the target. This skill can also be empowered by black blood or
demonic blood, depending on the skill of the Hazeldine, usually
for additional effects, such as darkness damage or demonic
presence damage. This skill is very effective for if a user
needs a quick escape, since this can be used to escape a battle
should a Hazeldine be in a dangerous spot. However, this is a
one time use power because of how much blood it takes and is
only recommended to avoid a fatal slash. Most consider this a
last resort, due to the condition usually requiring enough blood
that most users would pass out after using this skill.
- Blood Art #8: Dark Blood Familiar: This art lets the user
create a blood familiar from their weapon or from their body
made of their blood. This can be as small as a rat, or as big as
a tiger. The amount of blood to make this is proportional to
it's size, so larger and more powerful familiars require more
blood, while smaller familiars can be created with less blood,
or users can use more blood to make the familiar more potent,
thus making it stronger. When this is created, it will attack
the opponent, and when close, it will explode into blood spikes
to injure the opponent before it dispels, or can be used to
attack opponents with special blood abilities, such as demonic
blood being able to use demonic presence abilities, or black
blood being able to concentrate darkness abilities to battle
opponents. This technique is similar to elemental familiars used
by the Darkfires, but this simply requires blood instead of
elemental power. Beating these familiars are as simple as water
users removing the water from the blood to harden them, or
freezing them. Some can even dispel them with the right powers
that can dispel blood. Sometimes, some can even use things like
hydrogen peroxide, or anything that can wash away blood to
dispel this since the familiars are purely designed to be used
using blood. If not exploding on an opponent, these familiars
can also be called back to the Hazeldine, and refused into their
blood to keep them fighting longer.
- Blood Art #9 Blood Lock: This lets the attacker lock their
position and harden themselves until they become so solid using
the blood that they are almost impervious to damage temporarily.
When used, the user is completely still, and uses this to stay
in one place temporarily, usually to avoid an attack. However,
this requires completely standing still, and while the skill is
active, the user cannot move as all the blood in the body
hardens while this is in use. The user can use this to lock in
place and avoid being damaged by almost any attack as long as
it's not an attack that passes through physical matter.
Depending on the user's blood, this can grant complete immunity
to either demonic or darkness based on what kind of blood is
used, where each training path has it's own use for this power.
Each can also have certain effects, such as demonically charged
blood having a demon presence combining to create iron sulfide
which can dispel spirit beings on contact, and darkness being
able to use black blood to create an acidic darkness to damage
opponents who try to physically attack the user. However, the
user can't stay in this for long, or they may leave themselves
open when they come out of it. They also won't be able to breath
as none of their organs will work while it's in effect,
including their lungs. Usually this can't be used for more than
two combat rounds before the user needs to come out of this or
risk damage. This is purely defensive in nature, and cannot be
used to attack at all.
- Blood Art #10 Poisoned Blood: This attack poisons their blade
with their blood, and if they are able to land the slash on
their opponent, the blood on the blade enters the opponent's
system and poisons them from the inside. This is a dangerous
power that poisons the opponent for a short time until the blood
of the opponent manages to get the blood to counter it with
white blood cells. This can weaken or stop opponents for one to
two combat rounds depending on their resistance to the
technique. Depending on the blood used, this can have additional
effects, with the two main ones being demonically charged blood
and darkness style black blood. Demonic blood can cause demonic
damage within the body if the blood makes it into the body,
which works great against angelic opponents and other holy
opponents. Darkness users can use black blood to infect
opponents, causing darkness damage with does more damage to
light users and can be used to blacken blood in the opponent to
turn it against their body Opponents can avoid this simply by
not getting hit by the attack, or if they are hit, they can
purify the blood out of their system or bleed it out manually
through cutting a vein so it can be removed. Opponents can also
purify it out of their systems using certain things like holy
water to purify demonic blood or purifying light against
darkness-infused blood. Depending on the powers that the user
can fuse into the blood, this can have many different effects,
such as plant users being able to poison their own blood and use
it in the attack, or other energy users being able to charge
their blood with other skills like lightning charged blood or
other skills based on the blood they use. This is dependent on
the Hazeldine, though even on it's own, this can be dangerous
since introducing foreign blood into someone else can be a
problem if they are different blood types.
Elemental-Based Combat Styles: (Up to 3 per character unless
granted special permission. This isn't elemental power, but just
harnessed styles that harness different combat potentials. Only
elder users or Kings of the clan can combine certain styles with
special permission)
- Combat Style: Nine Rings of Fire Style: This style is based
around fire, in which the opponent uses the heat from their
bodies to enhance their physical strength and ability. Users
become powerhouses, with this style being based around strength.
While users can learn to attack quickly, this style is meant to
be strong and defensive. Not only are users enhanced by this
power tough to damage, but advanced users of this become hot to
the touch, being able to burn opponents through physical contact
with this style. This style's weakness is speed, as fast enough
opponents won't be able to be hit by this style unless the user
is sufficiently skilled to fight with speed as well as strength.
Those who use this style are often seen as leaving burning rings
of fire when they hit an opponent, which got it's name due to
some Hazeldines attacking all nine vitals and leaving nine rings
of fire on all nine vitals. This style's weakness is usually
speed, as those who use this are usually focused in speed.
- Combat Style: Ice of Fortitude Style: This style is purely
defensive, in which the user is taught to use the moisture in
their bodies for two things. This style focuses on defense and
stamina more than anything. Users of this style are able to keep
oxygen flowing through their bodies using water in the blood,
making their stamina able to last far longer. The second main
use of this style, is that the moisture can harden the body
immensely, increasing defense even above that of a dragon's
skin. This is a great defensive style, in which users often
become tanks for damage when using this style in battle.
However, those who use this style have reduced mobility due to
the hardening, though the hardening can be turned on and off.
This style is weaker to fire styles, and while the defense is
strong, stronger opponents can still break through it or just
dodge the attacks. While users can be strong, speed and mobility
are sacrificed with this style. Though advanced users of this
style are able to freeze opponents who hit them, making this
able to attack opponents through defense. Those who use this
become like a wall of ice, and are hard to break through.
- Combat Style: Lightning Scaled Serpent Style: This style uses
the electrical flow of the body, using it to amplify the bodies
physical abilities similar to lightning users who use lightning
to amp their bodies. This style amps all physical stats, not
just a few unlike some other styles. This is a balanced style,
amping strength, speed, stamina and defense, though not as much
as some other styles since this style doesn't have a main focus.
This style is very useful in fighting all kinds of opponents, as
the stat boosts in all categories make it useful for keeping up
and fighting all matters of opponents. Those who are skilled
enough with this are able to use it even against more skilled
opponents, reducing hits and chances for an enemy to attack.
However, while this is an even stat boost, it doesn't boost as
much as other styles, being designed for boosting more than one
or two stats. Those who see this style compare the attacks to a
snake's strike, and some advanced users of this style can
electrocute their opponents with this style. This style's main
weakness is that it distributes it's stats evenly, meaning the
increases aren't as high, but as a trade-off, the user is able
to increase all of their stats instead of just a few stats.
- Combat Style: Soaring Dragon Style: This style is based solely
around speed and using the air around the user to reduce their
weight, being useful for fast strikes. In addition, it gives a
slight boost to stamina, but it suffers a bit in strength due to
the light weight. This style is designed for Hazeldines able to
make themselves as light as possible, and focuses on less
friction and wind resistance so the Hazeldine can attack with
great speed. Some have even been able to appear to fly with this
technique, using the light weight to stay in the air in jumps
longer than most could without flying. However, as stated,
strength suffers with this, and most who use this are forced to
rely on attacking vital points to do more damage to compensate
due to the reduced weight also pulling a lot of power out of
this fighting style. It is also possible that with a shock-wave
type power or strong enough wind abilities, users of this style
can be knocked back more easily as the light weight of the users
using this style make it far easier to be blown back due to the
style's reduced weight and friction. Advanced users of this are
even able to slash their opponents with their attacks, and their
style is said to be like the claws of a wind dragon when they
attack an opponent. As stated, the main problem with this is
speed, though most users compensate by learning to slash using
the air around them using this style, or focus on attacking
vitals.
- Combat Style: Headhunter Golem Style: This style is very
changeable, usually amping defense and speed. Those who use this
can manipulate the elements in their body, making their bodies
elements stronger or weaker depending on what they want to do.
Opponents who use this are able to vary, such as using the
carbon in their body to harden their body slightly so they can
have higher defense, or reducing some of their weight by making
certain elements weaker, which makes them faster. Depending on
how it's used, it can be made to amp certain stats. Though while
some can be amped, usually others suffer, such as amping defense
may reduce mobility. Though the main use of this style is to
strengthen the carbon slightly, while weakening certain elements
that slow the body down, and thus increase speed and defense.
Though those that use this still have to worry about strength,
unless they strengthen parts of their body like the iron in
their body, but doing so also reduces their speed, but ups
defense. This style is very adaptable, and those seen using it
are often compared to golems, being able to take hits without
going down and still hit opponents. Some who use this can hit
the earth around them and transfer their blows through the
earth, such as hitting a rock and transferring the force of the
blow to the person on the other side of the rock.
- Combat Style: Darkstream of the Night Style: This style is
designed for mobility and stealth, using the darkness around the
Hazeldine to keep them hidden and hard to see. This style is
meant to be used in darker areas, where users are able to blend
into the shadows easily, where they are able to increase their
mobility in the shadows. This, in turn, makes them harder to
hit, as they become far more flexible in the darkness, making
them harder to keep track of. Advanced users of this style can
actually shadow meld into the darkness and transport between
shadows using their shadow control. This style is weak to light,
and lighting up an area often makes this style useless if
there's no shadows to hide in. However, advanced users of this
can use their shadow control to darken an area, blotting out
light. This style also scrambles abilities to sense presences,
as those who use it are harder to sense as even their presence
blends into the darkness around them. This is a favorite of most
Hazeldines, as almost all of the Hazeldines use darkness in some
form. Those who see this often compare the Hazeldines to streams
of shadows moving through the night. The main weakness of this
style is those who are equally as stealthy, like death wraiths
who can use similar attack styles, which often conflict with the
Hazeldine unless the Hazeldine is better at the style than the
person they are fighting.
- Stepping Method: Flamestep: The flame step technique creates a
generated heat at the feet through intense friction, which
increases their kicking power and up their movement speed. This
puts immense power to the legs, and can be used not only for
enhanced strength kicks, but also can be used to jump immense
distance, with some even being able to do power special jump
kick moves to hit an opponent extremely hard. This stepping
method is easy enough for fast opponents to keep track of, but
they must be careful of the amped leg speed due to the friction
enhancement of their leg strength. This style is designed around
power more than speed, and this shows in the movement of the
Hazeldine, especially in their running where they are able to
run much faster due to the amped leg strength. Those that use
this style often use styles that focus on kicks, since the kicks
are so highly amped. More advanced users of this often leave
rings of fire on the ground when they step, often melting the
ground where they step if they're not careful. The main weakness
of this style is that the speed doesn't increase as much as
other styles, so speed isn't usually enough to catch up to
faster opponents.
- Stepping Method: Icestep: This stepping method goes with the
ice combat style and reduces friction for users, letting the
user slide around as the bottoms of their feet appear to freeze.
This lets users of this style avoid attacks a little more
easily, and tries to make up for this style's lack of mobility
by allowing the user to slide around and increase movement.
Advanced users of this style can cause frostbite to opponents by
kicking them with their feet, as their legs grow extremely cold
using this method and sometimes even freeze the area they kick.
This doesn't amp speed though, though this does slightly amp
power, using the solid freezing aspect to add more substance to
the legs so that they are able to hit much harder. This is a
good training style, as adding more substance using this ice
power can help a Hazeldine train by increasing their weight.
This is more defensive than offensive though, and users can
sometimes even freeze the ground when using this which can cause
problems if they aren't careful. Usually, the biggest weakness
of this is speed, even though the strength and defense often
turn people into tanks for damage, but at the cost of mobility
and speed. Those that use this usually have to train harder to
be faster in order to use this style effectively, especially
training their stepping method so they move faster than normal.
- Stepping Method: Lightningstep: This style amps the user's
stats slightly, being an even mix of amped speed and strength.
This still lets users attack fast, while still keeping their
attacks strong. This is meant, like it's main combat style, to
evenly amp all physical stats and allow a user to fight against
a bigger variety of opponents using evenly distributed stats
instead of focusing on one or two stats like some styles. When
used, this style can amp the legs so they can move faster and
attack harder. Unlike the flamestep, this evenly amps strength
and speed so that users can still attack using a very balanced
fighting style. Advanced users of this generate static
electricity when they use this, and in some situations can
actually electrocute opponents through their physical attacks
with the electrical energy generated by the static of this
stepping method. Those that use this can not only run faster and
jump farther due to the enhanced leg strength, but the speed at
which they can move can compare to some faster supernaturals as
well. Of course, like it's parent style, the main weakness is
that one sacrifices powering up specific stats more in order to
be able to fight a bigger variety of opponents, but certain
people who specialize in certain stats might overpower them in
battle if they are a higher level.
- Stepping Method: Windstep: This reduces the weight of the user
immensely, designed for speed over strength. Those who use this,
use the stepping method so that they appear lighter, and can
move more freely and with more mobility as this focuses on
flexibility. When used, this style can make users almost
disappear with it's speed while in motion, and advanced users of
this style can actually attack with this by slicing the very air
with their attacks, creating a slash attack out of the air
around them when they kick an opponent. Some have even been able
to use the air itself as stepping stones, jumping off of what
appears to be normal air if they are advanced enough users to be
able to use this style effectively enough. However, like the
main style, this stepping method sacrifices strength as even
though they hit with great speed, the speed reduces the power of
their attacks as their attacks cause more recoil, forcing the
user back. Users of this style often leave scraps and slices on
the ground from the wind, and use this aspect to attack
opponents. Usually, either using slicing attacks or attacking
vitals for more damage compensates for the lack of power, with
low strength being the biggest weakness of this style.
- Stepping Method: Earthstep: Like it's main style, the earth
stepping method is adaptable, being able to be used depending on
what the user wants. The user can reduce the moisture in the
ground, making stepping easier through a harder ground if they
want to go for more powerful stepping method, or they can
increase moisture in the ground so that they slide more easily
and can move more quickly based on the earth under them. They
can also make their legs more lightweight to increase speed, or
increase certain elements to amp strength or even move more of
their heavier elements to the top of their body to make movement
easier, though this might come with certain side affects if
misused. This is the more adaptable style that focuses on
whatever the user wants to focus on and how they want to use it.
Like it's parent style, the user can often choose how they want
to focus this, whether it's for speed, strength, or defense
depending on how they use the elementals in their legs to amp
this style. The main weakness of this style, like it's parent
style, is that usually as one stat increases, another decreases,
such as speed reducing strength or defense decreasing mobility.
Depending on how it's used, this is a versatile style though.
- Stepping Method: Darkstep: This stepping method essentially is
designed to be used in the shadows, and can help the user step
between shadows more easily. This stepping method is designed
for stealth, making users able to hide in the shadows, often
becoming dark blurs in the shadows as they are able to focus on
speed and jumping from shadow to shadow. More advanced users of
this combat stepping method can actually blot light around their
feet, reducing the light as they pull up the shadows from the
ground around them. Some can even used darkness as a stepping
stone, or as a way to propel themselves, using the shadows to
boost them like one would use a bouncy surface. Some users of
this specifically battle using darkness around them, with the
more darkness being around them, the more they are able to do
with this skill. Some have even been able to kick darkness at
people, much like someone kicking dust at someone, except some
can actually kick slashing waves of darkness or shockwaves of
darkness using the darkness under their feet if it's potent
enough. This style's main weakness is light, as one might guess,
since the style requires shadows to work. Users can be forced
out of this style when bright lights remove the shadows from an
area, or some more skilled users might be able to push the
Hazeldine out of the darkness (with such creatures like death
wraiths being more skilled darkness users).
Combat Abilities: (Usable by both training paths)
- Kenjutsu Weapon's Training: All Hazeldines are trained in
Kenjutsu, a base weapon style that would eventually be taught to
samurai and would eventually spawn disciplines like Kendo, which
was the preferred style of the Hazeldines since the clan was
founded. This is a basic weapon style that is very bare bones,
mostly just covering the basics and allowing most people to come
up with their own style, or allowing people to learn this and
then move on to learn more complicated weapon styles. Since each
Hazeldine some form of weapon, no matter the training path, the
Hazeldines having weapons they use in battle, it is important
for them to learn this, and many often learn other styles in
addition to this depending on their weapon of choice. People can
learn all sorts of styles branching off of this, because this
style is so adaptable and has spawned so many variations as it's
seen as the basic sword style. Usually the three main categories
of weapon styles are: Technique styles (styles where the main
focus is weapon techniques that focus power different ways like
the Shingetsu style or the Gatotsu style), weapon draw styles
(styles that focus on things like sword draw, some styles like
laijutsu, battojutsu and laido that focus on sword draws), and
supernatural styles (These are usually individual styles that
incorporate supernatural styles into the mix, usually a result
of someone making their own style with their own power.).
- Hazeldine Jujitsu Base Combat: The Hazeldines developed their
own style of jujitsu, a style based around empty handed combat
or with small weapon and specializes in throws, locks, chokes
and submission holds that are used in Japanese jujitsu. This
combat style is designed to defeat the strengths of armor which
made striking ineffective in physical combat, with the style
also having different countries using different versions of this
style. Aside from their elemental combat styles, this is also a
style in which all Hazeldines are trained before learning their
elemental combat styles as this helps them take on opponents in
armor, and is the base hand to hand combat taught. Some
Hazeldines are also able to learn other styles based on this
style, learning similar styles fairly easily once they master
this style. This style focuses on grapples and holds, and
advanced users can do things like dislocating joints, breaking
bones, using an opponent's center of gravity against them, and
even being able to knock opponents off-guard and throw them with
the momentum of their own attacks. This style is usually
defensive in nature, specializing in turning an opponent's
attack into an advantage for the user. Users of this style can
turn defense into offense without having to shift stances like
certain other styles, since this style fluidly uses both at the
same time.
- Celerity Art: Projectile: This is a basic vampire celerity art
skill which most vampire clans teach, and is pretty easy to
learn by vampires with a speed-based skillset. This combat
technique speeds up something thrown at opponents, letting
vampires transfer their celerity combat speed to projectiles.
This speeds up an attack or weapon thrown using this training,
essentially making a thrown knife into a speed akin to a bullet.
In addition to increased speed, the increased speed also does
more damage, as not only does whatever projectile hit the
target, but the impact damage of the increased speed also does
more damage as well. Fast opponents can still dodge this, and
the attacks can still be blocked. This is designed for opponents
fast enough to dodge normal projectiles, as this technique is
designed solely for speeding up projectile techniques and making
them harder to dodge.
- Celerity Art: Flower of Death: This is a vampire celerity art
combat technique where a vampire transfers their speed with
their celerity training and applies it to their combat tactics.
This gives them a huge boost in hand to hand combat, letting
them move extremely fast in their combat and making it so they
are extremely hard to keep track of in a fight. Combined with an
already fast opponent, this art can be deadly in close combat if
the opponent can't keep up with the user. Users of this are
taught to fight in close combat at incredible speeds, enhancing
their speed, and at times, their strength as well due to the
increased speed. Those who use this are dangerous in close
combat, and when combined with techniques like Sonido and other
martial arts, this technique can make a deadly fighting style
even deadlier.
- Celerity Art: Zephyr: This celerity art is akin to comic
book-style uses of enhanced speed, where the user moves so fast
they can do things like running across water, running up walls,
and in some faster cases, running across a ceiling. This
technique requires precision control though, as one can easily
flatten themselves into a wall if they can't keep up with their
own speed. And for the most part, most vampires can only move
this fast while in motion, as when they slow down, they will go
back to their usual speed. This particular ability acts like a
high speed amp, amping the speed of vampires. However, if one
wants to train this, their best bet is to train their own speed,
as their base speed increases more with this than trying to
train the technique itself.
- Celerity Art: Dark Sonic Step: This is a variation of Sonido,
which Dovelthain and Elsa Hazeldine developed as a modified
version of the Darkfire art, that was adapted to teach other
celerity users as a supplement. This is a high speed stepping
method, where the user disappears from view with extremely fast
foot movement, requiring very fast footwork as well as strong
legs. While in motion, the user is usually invisible except by
faster opponents or users of similar stepping methods, and when
they slow down, they become visible again. Advanced users of
this art are even able to use the very air as stepping stones,
being able to walk on air with powerful enough steps. Though
this takes highly advanced users. The Hazeldine version is
varied slightly, and when used, the Hazeldine's feet light up
with a slight green light.
- Supernatural Strengths and Weaknesses Expert: Since the
Hazeldines have fought for so long and fought so many
supernaturals, they have learned everything they can about other
races and have become experts in almost every kind of creature,
even knowing a lot of creatures that have been forgotten and
knowing most creatures in the world. In Japan and among the
Hazeldines, they mostly specialize in Voodoo power (Due to their
original connection to the voodoo arts demon, Vobu), and spirit
"deities" of the Shinto religion (one based around nature
spirits, or "kamis", not true gods) which is a national religion
of Japan that the Hazeldines also acknowledge. The Hazeldines
have entire libraries on all manners of supernatural lore and
creatures, and they know the strengths and weaknesses of almost
every race, including spells, exorcisms and traps used against
almost all manners of supernaturals. For the most part, they not
only have knowledge of everything that has happened since the
Heaven/Hell war thanks to Vobu originally training them as well
as additional knowledge from Satan and other sources, but they
have had a lot of time since the earlier days of man to learn
all they can about supernaturals, humans and even heaven and
ell. Though the Hazeldines are not a supernatural hunter family
in the traditional sense, they aren't afraid to fight
supernaturals who cross them, or stopping people who become a
threat to their forces. For the most part though, they mostly
use their supernatural knowledge and their knowledge of
supernatural hunting techniques to kill supernatural hunters
that become a threat to the family, which does happen from time
to time.
- Supernatural Hunting and Tracking: Though not supernatural
hunters, the Hazeldines know a lot of the tricks supernatural
hunters use through research into supernatural hunting
techniques, and picked up a lot of tricks to track people down
partially through experience of hunting down supernatural
threats, but also through the knowledge the clan has gained
since they were established. This has left them with not only a
great sense for hunting down opponents they need to hunt down,
but also left them with an innate ability to track opponents.
They are 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.
They usually have a sense of when opponents are near, as well as
usually knowing which way an opponent is going. And thanks to
supernatural senses as well as enhanced normal senses, almost
all Hazeldines have a great sense of where things are around
them.
- Supernatural Hunter Training: Exorcism, Weakness and Trap
Knowledge: All Hazeldines are trained in how to use demonic
exorcisms and traps for a multitude of creatures and
mythologies, due to their loyalty to hell. During their time
working for Satan and another dark arts user, they were taught
demonic style exorcisms and traps in order to take advantage of
other races weaknesses. For example, the Hazeldines know that
holy oil works well for trapping angels, and even know demonic
exorcisms to exorcise angels back to Heaven. For the most part,
they also know how demons operate, in case they should find
themselves up against other demons. The Hazeldines are fully
trained on every recorded way hell has to exorcise and trap
other beings, since the Hazeldines have their own library of
knowledge based on the time they spent in demonic libraries. As
such, the Hazeldines have had plenty of time to gain the
knowledge they need. While many of them are vulnerable to things
like demon traps and exorcising demonic presences, they also use
knowledge of these things to avoid their weaknesses thanks to
knowing how those exorcisms work. The Hazeldines are trained as
much as possible in this art so that they can learn everything
they need to know to survive.
- Hazeldine Assassination/Interrogation Training: As part of
their training as warriors, many Hazeldines are trained for not
only assassination, but interrogation as well. With their
stealth training, assassination missions usually come fairly
easy if the user is skilled enough at keeping hidden, which
Hazeldines typically are great at hiding in the shadows, often
keeping themselves as secretive from people as possible. Most
usually have their own ways of doing assassinations, though most
usually use some sort of weapon to stealthily kill their target,
or use the shadows to hide to surprise opponents. Those trained
in assassination are usually also trained in interrogation
techniques, usually used on those that try to infiltrate their
villages so they can figure out who sends them, or interrogating
enemies on the battlefield. This is very useful, with many
specialists in interrogation and assassination usually being
very good at intimidation and killing people. These don't always
go hand in hand, but many learn both since they are necessary
for Hazeldines who might have to do things like making deals
that involve stealing something or killing someone. However, not
every Hazeldine is as good at one as the other, and since
assassinations and interrogations don't always go the way they
want, This requires them to be very adaptable when situations
change, or unexpected complications come up in certain
situations.
- Murderous Intent Sense: This lets those with this sense when
an attack is coming. This is a skill the Hazeldines got by
fighting constantly for many years, learning how to sense
someone's murderous intent. This technique lets the user read
his 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
him is following him.
Passive Abilities Old Ways Demonic Enhancement:
- Demonic Vampire Wings: All of the Hazeldines have demonic
vampire wings which they can summon from their backs at any
time. These wings can let them fly, or be used to help protect
them from projectiles. The wings usually depend on the
Hazeldine, as those based in the old ways often have unique
wings, or some with specific demons might also gain unique wings
based on their abilities. Usually, these wings are almost always
demonic in nature, radiating a demonic vampire energy from them.
Some can use these as defense to block attacks, if their wings
are strong enough, and depending on the wings, some may even
gain special abilities based on the wings they gain, such as
water-based wings being able to fire water attacks. This depends
mostly on the Hazeldine and their demon/demonic enhancement. The
wings can also provide some defense against light, since the
wings don't burn as quickly as their skin does. These wings can
also use vampire generation like the Hazeldines, and many can
use specific demon abilities to regenerate as well, such as some
using demonic energy to regenerate, or using a demon/demonic
enhancement's special ability to repair itself if damaged.
- Dark-Barrier Shadow Defense: Most Hazeldines have weaknesses
to light, in which they take more damage, and sunlight can burn
them more easily than most people no matter which training path
the Hazeldine uses. However, the Hazeldines adapted to this by
creating shadows on the outer layer of their body, which blot
out the light and keeps it from damaging them. While this is in
effect, this is a passive skill in which the Hazeldines
passively protect themselves from light, reducing damage and
protecting them from the sunlight. This skill is strong enough
that it can even resist a flashbang, as the darkness is
concentrated to be strong enough to bend light around them, even
if a flashbang tries to pierce it. However, while a passive
skill, this only reduces the effect of light, and only really
removes the effect of sunlight burning a Hazeldine more easily
as long as the Hazeldine has energy to maintain this, similar to
the rules of things like aura defense except this only defends
against light. This protection also relies solely on using
darkness around the Hazeldine, usually drawing in darkness from
their shadows or the shadows around them. Most Hazeldines don't
look any different while this is in effect, and just appear
themselves, but are actually blotting light from ever reaching
their bodies. It is possible though that concentrated light can
break through this more easily, and if broken, normal light can
burn a Hazeldine much more quickly than normal people.
- Affinity for Physical Combat/Natural Combat Talent: From a
young age, the Hazeldines are all trained to be natural
combatants, with them all being trained in fighting to grow
stronger through battles. From a young age, the Hazeldines are
taught to be adaptable in fights, training them to be highly
concentrated on fighting and learning to adapt their fighting
style as they fight strong opponents. Even after they grow up,
they are taught to seek strong opponents, to which they usually
seek strong opponents in the Darkfire clan to challenge for fun
in order to have battles that can help them grow as warriors.
Each Hazeldine is usually trained in this, and while some have
more battle potential than others, almost all Hazeldines have
some talent for learning. Usually, every Hazeldine is able to
learn from fights they're in, whether it's learning how a
certain fighting style works, or finding ways to make their
styles more effectively, such as using a fight to test ways to
make their attacks more accurate, or trying out new combat
technique ideas. This is partially why each Hazeldine is taught
to seek battle from a young age, so that they can make the most
out of this, and become even better warriors as they get older
than they normally would be.
- Affinity for the Dark Arts and/or Demonic Power: The
Hazeldines are stepped in darkness, having learned dark arts
from a demon named Vobu, and demonic power from Satan and/or the
person who taught them ritual bindings depending on the training
path they choose. Regardless of their path, darkness and demonic
power are the two main things that the Hazeldines specialize in.
The dark arts is usually through their dark magic and their
darkness abilities, since the Hazeldines are very good at using
these types of powers, and even have years of knowledge of how
to use dark arts, demonic abilities and can even teach
Hazeldines how to create their own unique dark arts or teach
them unique ways to use general demonic abilities. As time goes
on, the clan learns new dark arts, developing new ways to use
their darkness and dark magic, which can help the clan grow
stronger in their dark power. Whether it's by demonic
enhancement or ritual bindings, Hazeldines are able to gain a
natural talent for demonic power through their training path,
which grants them the ability to grow more easily as they adapt
to using their demonic power more and come up with new ways to
use their powers. Some can even come up with very unique ways to
use their powers depending on their skills, with the clan having
many ways to train these abilities, and them having a natural
talent for it.
- Demonic Physiology Adaption: Unlike the ritual bindings
Hazeldines, the demonic enhancement Hazeldines use their power
specifically through their demonic power, which changes their
physiology to match whatever type of demon they gain the power
of. For example, if a Hazeldine gained the power of a wolf
demon, they would gain the abilities of a wolf, including
enhanced senses of a wolf, and even gain a physiology resembling
a wolf demon such as wolf-like ears and claws/teeth. This
particular ability influences their passive abilities, in which
they may gain other passive abilities through this physiology
adaption, such as a water type demonic enhancement allowing it's
user to adapt and live underwater. This is usually dependent on
each Hazeldine and their demonic enhancement, and even those
with the same abilities often have different subtle differences
in their physiology that others might not have, as this mostly
just depends on the individual Hazeldine and how their body
reacts to their demonic enhancement. Unlike ritual bindings, the
Hazeldine puts all their focus into their new physiology and
find ways to use it battle, since this is the main focus of the
demonic enhancement power.
- Demonic Presence: Because the demonic enhancement Hazeldines
are specifically designed to be more demon than vampire, the
demonic enhancement Hazeldine have a specific demonic presence
that they generate, since their entire power is based on demonic
power where they use demonic energy to power their skills. This
leads to them all having a demon presence, which can be unique
to each one depending on the demon. Most usually leave traces of
sulfur in their presence, just like most other demons do, which
is the most common trace of a demonic presence. This is the most
common demonic presence, with some having unique variations of
this as well. For example, a water type demon could leave behind
unusual moisture that has a sulfur type presence to it, or an
ice type demon could freeze an area they are in. Depending on
the demonic enhancement, this can be different for every
Hazeldine, as some might not even generate sulfur depending on
the skills they gain. This presence can also be exploited by
skilled enough demonic users, as those like Vobu have proven by
combining it with certain skills, usually through dark alchemy
or elemental abilities to grant unique demonic presence
abilities.
- Demonic Telepathy/Blood Communication: While the Hazeldines
with ritual bindings have their own special communications, the
demonic enhanced Hazeldines also have their own way of
communicating with the clan and with friends, thanks to their
demonic enhancement. Unlike the ritual bindings, demonically
enhanced Hazeldines use demonic communication, operating on the
same communication as normal demons by using special blood
spells to communicate with people similar to how angels use
angel radio. Just like demons who use this, a demonically
enhanced Hazeldine can use this to communicate, and can even use
this to summon others to them, or let others use specific blood
communication with a specific summoning circle designed for them
so that the family can summon them as needed. The Hazeldine also
has demon telepathy, where they can also communicate through
normal demon telepathy as well, which works similar to vampire
telepathy and allows them to also use normal telepathy to talk
to others.
- Demonic Limit Reduction: After the person who taught them
ritual bindings found out that some wanted to remain using
normal demonic enhancement because they wanted to keep building
the power, the person who powered them up offered them a way to
continue growing as demonic enhanced vampires, since Satan had
limited them. While the person wasn't able to completely (It's
not known if this was an intentional move by the person who
powered them up in order to keep the old ways limited) remove
the limits placed, he was able to decrease the limits on them so
that they could gain more power as a result. Due to this, the
person who powered them up tried to help those that stuck to the
old ways, and offered that he would give them some extra power
that would help them grow, even if they wouldn't be able to grow
much. However, this limit reduction allows the Hazeldines to
continue gaining power (at least for now), and has reduced the
limits Satan placed on them. This allows the Hazeldines with
demonic enhancements to grow in supernatural power, something
they couldn't do once they reached the max their power would
allow. As a result, the Hazeldines were able to rely on this
training path again to a degree, even though this path doesn't
grant as much of a power gain as the ritual bindings path.
However, most Hazeldines usually adapted to this by their own
training, covered in the next demonic enhancement passive skill.
- Demonic Enhancement Combat Adaption and Technique Adaption: In
order to grow as supernaturals, those that stuck in the demonic
enhancement abilities chose to find new ways to train to grow
their abilities, rather than trying to gain more supernatural
power. While the Hazeldines previously used soul devouring to
grow their demonic power, the Hazeldines that use this now find
new ways to train. Instead of supernatural power, they focus on
combat training and technique development, focusing on finding
new ways to defeat opponents rather than just trying to find
more supernatural power. Most demonic enhancement users that
still use this have found ways to train their body so they are
intensely powerful physical fighters and can keep up with the
ritual bindings Hazeldines. There are two main aspects to this.
The first is physical training, where they focus on training
their body to become stronger, often training their demonic
bodies to be able to fight harder, such as a wolf demon focusing
on their claw attacks and training to use claw slashes to
concentrate their power more, or a beast-like demon training to
increase their mobility and speed to outmaneuver opponents at
higher levels. This can be done through intense physical
training and physical adaption as they train. The second method
is technique training. As the Hazeldine develops their demonic
power, they will often figure out new techniques and new ways to
use their abilities, such as a fire user finding new ways to
make their attacks explosive, or finding new combinations of
skills like learning to combining demon abilities to create new
abilities. The technique training is designed to allow a
Hazeldine to adapt to combat by coming up with new techniques in
battle to find new ways to battle stronger opponents. As a
result, this grants them unique ways to grow that don't require
increasing their supernatural power, or their energy output.
- Demonic Hazeldine Soul Devouring: This was the main method of
expanding the demonic enhancement Hazeldine power, where they
devoured souls to power up their demonic abilities. Similar to
how the ritual bindings demons can grow their demons on demonic
deals, the old ways used soul devouring to power up their
demonic abilities, even going as far as to use the power gain of
soul devouring to gain new abilities similar to the Hazeldine,
such as a fire type Hazeldine gaining new fire types by
devouring souls of other fire users. For the most part, this
method is the Hazeldine's main way of growing the demonic
enhancement power, with the demonic enhancement power able to
use this far more effectively than the ritual bindings path. For
the most part, this works the same way, in which the Hazeldine
needs only devour a soul and the soul will amplify their
abilities. However, as a Hazeldine in the old ways does this,
they get diminished power increases with each soul, since the
Hazeldines stopped using this due to the power limitations
placed by Satan when he granted the power originally. However,
this is a good way to grow their demonic power, even if the
Hazeldines that use the old ways focus on other methods of
growing their abilities. Of course, as one might expect with any
soul devouring, any powers gained will also gain the weaknesses
of the power, with some power gains having to change their
physiology.
- Enhanced Vampire Blood Absorption: Thanks to their blood
manipulation, the Hazeldines are able to feed on people much
more easily than they would otherwise. Unlike normal vampires
who have to usually bite an artery or vein in order to easily
drink their blood, the Hazeldines are able to use their bite,
combining blood manipulation with their bite to more easily draw
blood from opponents. When they bite an opponent, they are able
to use their blood manipulation to draw the blood to them and
can absorb the blood from someone far faster than a normal
vampire could. Usually, biting an opponent and draining them
takes far less time, allowing them to optimize their feeding
using their blood manipulation to speed up the process
considerably. As a result, they are able to drink blood much
faster than other vampires, which helps them immensely if they
are fighting someone and drinking their blood. For the most
part, as long as they are in physical contact with the opponent
and have bitten them, they can use this to draw blood from the
opponent, with the best use of this being biting the neck and
drawing the blood to them, though they can bite another part of
the body even if the effect won't be as fast. As such, opponents
bitten by a Hazeldine have to remove the Hazeldine quickly from
drinking their blood, or else their blood will drain far faster
than with other vampire, causing massive blood loss within one
round, and being able to drain a body completely of blood in two
rounds. This is a very dangerous enhancement, and makes the
Hazeldines very dangerous when they feed on others.
- Demonic Vampire Blood Power Gain: When a Hazeldine drinks the
blood of another supernatural, they are able to gain the
abilities of the person they drink blood from as a standard
vampire power. Depending on how much of the supernatural's blood
they drink, they can gain the abilities temporarily or
permanently. Unlike other power gain abilities though, all
powers gained by the Hazeldines with demonic enhancement are
usually converted to demonic equivalents, acting as a sort of
reverse version of a holy vampire's power gain. Hazeldines are
able to gain dark or demonic powers, and any holy powers are
converted to demonic power instead of holy. Depending on the
power, the Hazeldine usually gains the power taken with this
being a good way to gain new abilities for demonic enhanced
Hazeldines. However, while they can gain new powers this way,
they also gain the weaknesses of the power, and some more
advanced powers may change the vampire's anatomy slightly to
compensate. Usually the best way to avoid new weaknesses is to
only absorb powers similar to the user, such as a darkness user
absorbing blood from someone with a unique darkness ability to
gain that darkness ability. For the most part, this is fairly
standard except for the fact that the Hazeldine gains a demonic
equivalent rather than just gaining the power.
- Multilingual and Ancient Language Experts: Just like most
creatures who have been around for thousands of years, the
Hazeldines 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
languages, with most being able to speak and write in almost any
ancient language of humans. Most are very fluent in Enochian,
biblical Hebrew, normal Hebrew, and even most major languages
spoken in major countries. 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 Hazeldines 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 Japanese or English, the
official languages spoken in Japan, but most can switch
languages for almost any occasion. A Hazeldine is able to speak
most major languages in the world, including English, French,
Spanish, Portuguese, Italian, German, Russian, Chinese,
Mongolian, Mandarin, and Japanese. A Hazeldine also knows
forgotten, or "dead" languages (languages not used with no new
words being added), including Sanskrit, biblical Hebrew, Latin
and many ancient languages like ancient Egyptian, Mayan, Incan
or even knowing native American languages thanks to knowledge
given to them by Vobu during their early days.
- Attach Item to Self/Weapon Telekinesis: This is a fairly basic
vampire ability that the demon enhancement Hazeldines use since
they don't have bonded demons that take weapon form. Hazeldine
vampires are able to bond weapons to their soul, allowing them
to summon their weapons from anywhere, even being able to store
them in their soul. This power lets them have a special
connection with their weapons, also making their weapons a part
of them, not unlike the Hazeldine's demons that take weapon
form. In doing so, not only can a vampire summon their connected
weapons from anywhere, but they can also control these weapons
on the battlefield, such as calling a weapon back to them, or
using it telekinetically through concentration to attack
opponents. This power lets a vampire interact with their weapons
far more than some vampires would. Depending on the vampire,
some vampires have different arts for this, but many use this
type of connection in some form for their weapons.
- Demonic Supernatural Life Span: Whether it's through the
regeneration of the ritual bindings demons, or the shadow
regeneration of the demonic enhancement Hazeldines, the
Hazeldines all live an indefinite lifespan. It isn't known how
long the Hazeldines will continue to live, as the clan's
founding members haven't died of old age, but the regeneration
of the Hazeldines has essentially slowed down their aging to a
stop. Many of them are able to reach their prime and then they
stop aging, with their regeneration negating most aspects of the
aging process. While many older Hazeldines still show some signs
of age over time, most Hazeldines are still in their prime,
which could also be partly due to the clan's heavy combat
training and toughening using physical training to keep the body
in it's prime condition for far longer than most mortal beings.
It's not known how long a Hazeldine can live, but the older
members of the clan have been around for almost 2,000 years if
one looks at their history to include their time when they were
just "The Miura Family". Currently, it's believed that the
Hazeldines will continue to live on to have indefinite life
spans, with them only dying of old age if their regeneration
stops working when they reach a certain age, similar to how
death wraiths eventually age and die once they reach a certain
point in their life. Because no Hazeldine has died of old age
yet, no one is sure how long a Hazeldine will live, but it is
estimated that a Hazeldine could probably live for thousands of
years, if not tens of thousands of years granted their
regeneration doesn't give out on them before then.
- Enhanced Supernatural Senses: Every Hazeldine has enhanced
senses, like many supernaturals, and gain a passive enhancement
thanks to their supernatural nature. Each Hazeldine, depending
on their skills and their demonic abilities (Whether it's
through demonic enhancement or ritual bindings), they gain
enhanced senses. All of their senses enhance in some way, with
most of them gaining specific senses depending on their skill
set. For example, a Hazeldine based in a wolf demon power could
gain a highly enhanced sense of smell, or a bird-based demonic
power could grant highly enhanced hearing and sight. All
Hazeldines usually also gain the ability to see, hear and smell
things that most humans cannot, with some gaining specialties in
this based on their abilities, such as a wolf smell being able
to smell things humans cannot, or certain animal-demonic senses
that sense frequencies and sounds that humans can't perceive.
- Hazeldine Darkvision: Since the Hazeldine clan is so steeped
in darkness, all Hazeldines are able to see in all levels of
light, being able to perceive what's around them, even if it's
total darkness. This means that all the Hazeldines have the
ability to not be affected by darkness restricting attacks that
attempt to blind opponents since they can see even in total
darkness no matter how powerful the darkness. For the most part,
this is a pretty simple power that comes from the clan's natural
ability to control darkness and having affinities for darkness.
They specialize in darkness, so they have to be able to see in
the dark in order to see, especially withe their darkbarrier
passive ability blocking out light around them. However, things
like flashbangs can blind them, and things like smoke or other
vision obstructions can still blind them as well if it's a
physical obstruction and not just pure darkness. This mostly
only applies to darkness and darkness based attacks that try to
blind them.
- 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.
- Tuned Mind: Just as the Darkfires use disciplined mind, the
Hazeldines have their own version of this art. Through
meditation and communication with their demons, they are able to
control their minds completely, allowing them to access and
control their minds inner world. Each inner world is unique to
the user, and solely dependent on the user. They are able to do
things like controlling their emotions, filtering out psychic
powers that affect the mind, or even strengthening their bonds
with their demons (if they have a demon). If the Hazeldine isn't
strong enough to handle the art alone, such as a psychic power
overwhelming them or the Hazeldine can't concentrate, the demon
can act as the tuning for the mind as well (if they have one),
which is often done so the Hazeldine can fight through psychic
powers without having to draw the Hazeldine's focus inward.
Unlike Darkfires, the Hazeldines also have their demons and the
bonds of the demons to manage (for ritual bindings Hazeldines),
making this slightly more difficult in ritual bindings
Hazeldines, but easier in the fact the demons can help them
manage their mind, assuming the demon doesn't try to take over.
The demonic enhancement Hazeldines usually don't have that
limitation, and can focus their minds more easily without having
to worry about their bonds getting in the way, but they don't
gain a second presence that can protect their mind.
- Vampire and Combat Trained Enhanced Physical Stats: Each
Hazeldine is specifically trained in combat and demonic power
depending on their training path, and comes with enhanced
abilities depending on their physical training, their abilities,
and their focuses in their training. Depending on the Hazeldine,
each may have different stats in terms of enhanced abilities,
with some being strong and fast, some being fast and defensive,
or some focusing solely on defense, durability and stamina. This
depends on the training and how the Hazeldine chooses to fight,
in which each Hazeldine learns differently. Depending on the
Hazeldine, it's hard to predict their specific stats since each
one is different, but since every clan member is trained from a
young age for combat, they quickly gain an affinity for it, and,
by the time they are full grown, are usually very effective
warriors. The one thing they all have in common though, is that
the Hazeldines are not fighters to be taken lightly in battle,
because they are specially trained for combat against strong
opponents.
Passive Abilities: Ritual Bindings:
- Demonic Vampire Wings: All of the Hazeldines have demonic
vampire wings which they can summon from their backs at any
time. These wings can let them fly, or be used to help protect
them from projectiles. The wings usually depend on the
Hazeldine, as those based in the old ways often have unique
wings, or some with specific demons might also gain unique wings
based on their abilities. Usually, these wings are almost always
demonic in nature, radiating a demonic vampire energy from them.
Some can use these as defense to block attacks, if their wings
are strong enough, and depending on the wings, some may even
gain special abilities based on the wings they gain, such as
water-based wings being able to fire water attacks. This depends
mostly on the Hazeldine and their demon/demonic enhancement. The
wings can also provide some defense against light, since the
wings don't burn as quickly as their skin does. These wings can
also use vampire generation like the Hazeldines, and many can
use specific demon abilities to regenerate as well, such as some
using demonic energy to regenerate, or using a demon/demonic
enhancement's special ability to repair itself if damaged.
- Dark-Barrier Shadow Defense: Most Hazeldines have weaknesses
to light, in which they take more damage, and sunlight can burn
them more easily than most people no matter which training path
the Hazeldine uses. However, the Hazeldines adapted to this by
creating shadows on the outer layer of their body, which blot
out the light and keeps it from damaging them. While this is in
effect, this is a passive skill in which the Hazeldines
passively protect themselves from light, reducing damage and
protecting them from the sunlight. This skill is strong enough
that it can even resist a flashbang, as the darkness is
concentrated to be strong enough to bend light around them, even
if a flashbang tries to pierce it. However, while a passive
skill, this only reduces the effect of light, and only really
removes the effect of sunlight burning a Hazeldine more easily
as long as the Hazeldine has energy to maintain this, similar to
the rules of things like aura defense except this only defends
against light. This protection also relies solely on using
darkness around the Hazeldine, usually drawing in darkness from
their shadows or the shadows around them. Most Hazeldines don't
look any different while this is in effect, and just appear
themselves, but are actually blotting light from ever reaching
their bodies. It is possible though that concentrated light can
break through this more easily, and if broken, normal light can
burn a Hazeldine much more quickly than normal people.
- Affinity for Physical Combat/Natural Combat Talent: From a
young age, the Hazeldines are all trained to be natural
combatants, with them all being trained in fighting to grow
stronger through battles. From a young age, the Hazeldines are
taught to be adaptable in fights, training them to be highly
concentrated on fighting and learning to adapt their fighting
style as they fight strong opponents. Even after they grow up,
they are taught to seek strong opponents, to which they usually
seek strong opponents in the Darkfire clan to challenge for fun
in order to have battles that can help them grow as warriors.
Each Hazeldine is usually trained in this, and while some have
more battle potential than others, almost all Hazeldines have
some talent for learning. Usually, every Hazeldine is able to
learn from fights they're in, whether it's learning how a
certain fighting style works, or finding ways to make their
styles more effectively, such as using a fight to test ways to
make their attacks more accurate, or trying out new combat
technique ideas. This is partially why each Hazeldine is taught
to seek battle from a young age, so that they can make the most
out of this, and become even better warriors as they get older
than they normally would be.
- Affinity for the Dark Arts and/or Demonic Power: The
Hazeldines are stepped in darkness, having learned dark arts
from the demon, Vobu, and demonic power from Satan and the
person who taught them ritual bindings, depending on the
training path they choose. Regardless of their path, darkness
and demonic power are the two main things that the Hazeldines
specialize in. The dark arts is usually through their dark magic
and their darkness abilities, since the Hazeldines are very good
at using these types of powers, and even have years of knowledge
of how to use dark arts, demonic abilities and can even teach
Hazeldines how to create their own unique dark arts or teach
them unique ways to use general demonic abilities. As time goes
on, the clan learns new dark arts, developing new ways to use
their darkness and dark magic, which can help the clan grow
stronger in their dark power. Whether it's by demonic
enhancement or ritual bindings, Hazeldines are able to gain a
natural talent for demonic power through their training path,
which grants them the ability to grow more easily as they adapt
to using their demonic power more and come up with new ways to
use their powers. Some can even come up with very unique ways to
use their powers depending on their skills, with the clan having
many ways to train these abilities, and them having a natural
talent for it.
- Demonic Intangibility: When not in weapon form, all Hazeldine
demons exist on a separate plane from the living world.
Normally, the Hazeldine demons are invisible and can't be
interacted with except among other Hazeldine demons. Though the
Hazeldines can still see the demons, they can't interact with
them beyond speaking to them telepathically or the demon using
their unique communication methods to commune with the outside
world. This means that unless the demon is in weapon form, it
can't be attacked, except by those who can first see the demon,
and second have some sort of dimension cutter attack that can
attack something on another plane. Though seeing the Hazeldine
demons requires training, usually requiring another Hazeldine
since their eyes are tuned to being able to see the plane the
demons exist on. Though the Hazeldines, the demons can tune
someone to see them specifically should they choose to. For the
most part, each demon is different, but they all survive on the
same plane as spirits. The demons are also not intangible when
in weapon form, and this is perhaps one of the few times they
can actually be killed or destroyed by destroying the weapon
form, which is the biggest danger for most Hazeldines.
- Demonic Reflection: While the Hazeldine demons are usually
invisible to the naked eye, the Hazeldine demons are able to be
seen by anyone when they are reflected from a mirror or a
reflective surface. Through mirrors or reflective surfaces, the
Hazeldine demons can be seen by anyone who is looking at their
reflection. This also lets some commune with demons more easily,
since they can often communicate directly with the demons
(granted the demon wants to talk), since they can see the demon,
and the demon can usually communicate telepathically using their
own unique communication ability. This doesn't do anything for
attacking them, but does allow some who would want to see the
demons to see them without having to be trained by the
Hazeldines. This does come with danger if they meet a hostile
force, which usually results in Hazeldines avoiding places with
lots of mirrors or glass if they are trying to stay hidden from
the general public. Unlike what people believe, the Hazeldine is
reflected in the mirror, and Hazeldines can still also be seen
in mirrors or reflective surfaces since they aren't affected by
mirrors.
- Demonic Communication/Telepathy: Each of the Hazeldine demons
have unique communication methods with outside world when they
want to talk to people. While most can use telepathy in some
form, some also want to be able to talk to others more easily
without using telepathy. This usually involves an item which the
demon can channel their telepathy through, or some can use their
mirror reflection to communicate with the outside world. This is
specific to the demon, as all demons have their own way of doing
so. Some may use an amulet, or possess an item to talk, but it
is usually designed so that the demon usually gains some way to
talk to people without having to use telepathy so they can have
conversations with people if they desire. Though the Hazeldine
demons also have telepathy, they are able to communicate with
those around them should they desire to in this way. Of course,
this is more for the talkative demons, as not all Hazeldine
demons are that talkative. Many only get talkative to people
they like, and some don't usually like talking.
- Soul Devourer: This is the main focus of the demonic contract,
in which the demon grows in power by feeding on souls absorbed
by the Hazeldine. Usually, the Hazeldine feeds on the blood of
someone, while the demon takes the soul, essentially making each
feeding a double feeding so both the Hazeldine and demon feed at
the same time. This lets the demon grow in power, and gain new
abilities through devouring souls. Because this is how the
demons survive, they require these souls in order to not just
gain power, but to sustain their power. If they are not fed
souls, the demon can grow weaker, and eventually the demon's
power will reflect in the Hazeldine becoming weaker as well,
assuming the demon doesn't break the contract and leave if they
are starved enough for souls. Though most Hazeldines don't
starve their demons if they can help it, since the Hazeldines
and demons are like a symbiotic relationship in which both sides
grow stronger as one grows stronger. However, it can be just as
dangerous to feed them too many souls, since over-feeding will
make them stronger faster, but will make the demon's power
eventually run out of control if the user overloads their demon
with soul energy, and could cause the demon to take over due to
the intense power increase which would cause the Hazeldine to
lose control.
- Enhanced Vampire Blood Absorption: Thanks to their blood
manipulation, the Hazeldines are able to feed on people much
more easily than they would otherwise. Unlike normal vampires
who have to usually bite an artery or vein in order to easily
drink their blood, the Hazeldines are able to use their bite,
combining blood manipulation with their bite to more easily draw
blood from opponents. When they bite an opponent, they are able
to use their blood manipulation to draw the blood to them and
can absorb the blood from someone far faster than a normal
vampire could. Usually, biting an opponent and draining them
takes far less time, allowing them to optimize their feeding
using their blood manipulation to speed up the process
considerably. As a result, they are able to drink blood much
faster than other vampires, which helps them immensely if they
are fighting someone and drinking their blood. For the most
part, as long as they are in physical contact with the opponent
and have bitten them, they can use this to draw blood from the
opponent, with the best use of this being biting the neck and
drawing the blood to them, though they can bite another part of
the body even if the effect won't be as fast. As such, opponents
bitten by a Hazeldine have to remove the Hazeldine quickly from
drinking their blood, or else their blood will drain far faster
than with other vampire, causing massive blood loss within one
round, and being able to drain a body completely of blood in two
rounds. This is a very dangerous enhancement, and makes the
Hazeldines very dangerous when they feed on others.
- Dark Vampire Blood Power Gain: When a Hazeldine drinks the
blood of another supernatural, they are able to gain the
abilities of the person they drink blood from as a standard
vampire power. Depending on how much of the supernatural's blood
they drink, they can gain the abilities temporarily or
permanently. Unlike other power gain abilities though, all
powers gained by the Hazeldines with ritual bindings are usually
converted to dark arts equivalents, acting as a sort of reverse
version of a holy vampire's power gain. Hazeldines are able to
gain neutral or dark powers, and any holy powers are converted
to dark power instead of holy. Depending on the power, the
Hazeldine usually gains the power taken, but the demons can also
gain powers through soul devouring. However, while they can gain
new powers this way, they also gain the weaknesses of the power,
and some more advanced powers may change the vampire's anatomy
slightly to compensate. Usually the best way to avoid new
weaknesses is to only absorb powers similar to the user, such as
a darkness user absorbing blood from someone with a unique
darkness ability to gain that darkness ability for themselves.
For the most part, this is fairly standard except for the fact
that the Hazeldine gains a dark equivalent rather than just
gaining the power.
- Multilingual and Ancient Language Experts: Just like most
creatures who have been around for thousands of years, the
Hazeldines 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
languages, with most being able to speak and write in almost any
ancient language of humans. Most are very fluent in Enochian,
biblical Hebrew, normal Hebrew, and even most major languages
spoken in major countries. 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 Hazeldines 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 Japanese or English, the
official languages spoken in Japan, but most can switch
languages for almost any occasion. A Hazeldine is able to speak
most major languages in the world, including English, French,
Spanish, Portuguese, Italian, German, Russian, Chinese,
Mongolian, Mandarin, and Japanese. A Hazeldine also knows
forgotten, or "dead" languages (languages not used with no new
words being added), including Sanskrit, biblical Hebrew, Latin
and many ancient languages like ancient Egyptian, Mayan, Incan
or even knowing native American languages thanks to knowledge
given to them by Vobu during their early days.
- Weapon Form Telekinesis/ Weapon Bond: When the Hazeldine
demons are in weapon form, their bond to the Hazeldine lets them
interact even when they are not in contact with each other. This
lets the Hazeldine and demon fight as one, but also gives both
an awareness of what the other is doing even if they are
separated in a fight thanks to their bond. And through this, a
Hazeldine can control their demon in weapon form to summon it
back or have it attack without being in the Hazeldine's
possession. The demon can also be called back, with it moving
it's weapon form on it's own similar to weapon telekinesis.
Since the Hazeldine and their demons are bonded through their
minds, they are able to interact in ways most people can't with
their weapons and allow much better coordination with attacks
during offensive moments and much better recovery during
defensive moments. This is similar to advanced supernatural
abilities to bond their items to themselves, making this a
similar power, but using the bond of the Hazeldine and their
demon.
- Demonic Supernatural Life Span: Whether it's through the
regeneration of the ritual bindings demons, or the shadow
regeneration of the demonic enhancement Hazeldines, the
Hazeldines all live an indefinite lifespan. It isn't known how
long the Hazeldines will continue to live, as the clan's
founding members haven't died of old age, but the regeneration
of the Hazeldines has essentially slowed down their aging to a
stop. Many of them are able to reach their prime and then they
stop aging, with their regeneration negating most aspects of the
aging process. While many older Hazeldines still show some signs
of age over time, most Hazeldines are still in their prime,
which could also be partly due to the clan's heavy combat
training and toughening using physical training to keep the body
in it's prime condition for far longer than most mortal beings.
It's not known how long a Hazeldine can live, but the older
members of the clan like Dovelthain and Elsa have been around
for almost 2,000 years if one looks at their history to include
their time when they were just "The Miura Family". Currently,
it's believed that the Hazeldines will continue to live on to
have indefinite life spans, with them only dying of old age if
their regeneration stops working when they reach a certain age,
similar to how death wraiths eventually age and die once they
reach a certain point in their life. Because no Hazeldine has
died of old age yet, no one is sure how long a Hazeldine will
live, but it is estimated that a Hazeldine could probably live
for thousands of years, if not tens of thousands of years
granted their regeneration doesn't give out on them before then.
- Enhanced Supernatural Senses: Every Hazeldine has enhanced
senses, like many supernaturals, and gain a passive enhancement
thanks to their supernatural nature. Each Hazeldine, depending
on their skills and their demonic abilities (Whether it's
through demonic enhancement or ritual bindings), they gain
enhanced senses. All of their senses enhance in some way, with
most of them gaining specific senses depending on their skill
set. For example, a Hazeldine based in a wolf demon power could
gain a highly enhanced sense of smell, or a bird-based demonic
power could grant highly enhanced hearing and sight. All
Hazeldines usually also gain the ability to see, hear and smell
things that most humans cannot, with some gaining specialties in
this based on their abilities, such as a wolf smell being able
to smell things humans cannot, or certain animal-demonic senses
that sense frequencies and sounds that humans can't perceive.
- Hazeldine Darkvision: Since the Hazeldine clan is so steeped
in darkness, all Hazeldines are able to see in all levels of
light, being able to perceive what's around them, even if it's
total darkness. This means that all the Hazeldines have the
ability to not be affected by darkness restricting attacks that
attempt to blind opponents since they can see even in total
darkness no matter how powerful the darkness. For the most part,
this is a pretty simple power that comes from the clan's natural
ability to control darkness and having affinities for darkness.
They specialize in darkness, so they have to be able to see in
the dark in order to see, especially withe their darkbarrier
passive ability blocking out light around them. However, things
like flashbangs can blind them, and things like smoke or other
vision obstructions can still blind them as well if it's a
physical obstruction and not just pure darkness. This mostly
only applies to darkness and darkness based attacks that try to
blind them.
- 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.
- Tuned Mind: Just as the Darkfires use disciplined mind, the
Hazeldines have their own version of this art. Through
meditation and communication with their demons, they are able to
control their minds completely, allowing them to access and
control their minds inner world. Each inner world is unique to
the user, and solely dependent on the user. They are able to do
things like controlling their emotions, filtering out psychic
powers that affect the mind, or even strengthening their bonds
with their demons (if they have a demon). If the Hazeldine isn't
strong enough to handle the art alone, such as a psychic power
overwhelming them or the Hazeldine can't concentrate, the demon
can act as the tuning for the mind as well (if they have one),
which is often done so the Hazeldine can fight through psychic
powers without having to draw the Hazeldine's focus inward.
Unlike Darkfires, the Hazeldines also have their demons and the
bonds of the demons to manage (for ritual bindings Hazeldines),
making this slightly more difficult in ritual bindings
Hazeldines, but easier in the fact the demons can help them
manage their mind, assuming the demon doesn't try to take over.
The demonic enhancement Hazeldines usually don't have that
limitation, and can focus their minds more easily without having
to worry about their bonds getting in the way, but they don't
gain a second presence that can protect their mind.
- Vampire and Combat Trained Enhanced Physical Stats: Each
Hazeldine is specifically trained in combat and demonic power
depending on their training path, and comes with enhanced
abilities depending on their physical training, their abilities,
and their focuses in their training. Depending on the Hazeldine,
each may have different stats in terms of enhanced abilities,
with some being strong and fast, some being fast and defensive,
or some focusing solely on defense, durability and stamina. This
depends on the training and how the Hazeldine chooses to fight,
in which each Hazeldine learns differently. Depending on the
Hazeldine, it's hard to predict their specific stats since each
one is different, but since every clan member is trained from a
young age for combat, they quickly gain an affinity for it, and,
by the time they are full grown, are usually very effective
warriors. The one thing they all have in common though, is that
the Hazeldines are not fighters to be taken lightly in battle,
because they are specially trained for combat against strong
opponents.
Transformations:
- Demonic Vampire Transformation (Demonic Enhancement Hazeldines
Only): For the demonically enhanced Hazeldines, their
transformations are fairly simple, in which they take an
enhanced demon form, usually taking on characteristics of the
type of demon they gain. This is different for each Hazeldine,
with the form depending on their abilities and their demonic
enhancement. When they take their enhanced forms, they often
gain enhanced demonic abilities when in this form, with may
gaining enhanced demon aura when in this form. This is more of a
demonic transformation, which is much more stable than the
ritual bindings transformation, allowing a Hazeldine to stay in
this longer than those that use the ritual bindings power.
However, the trade-off is that this form doesn't grant as much
of a boost when the Hazeldine transforms, since the Hazeldines
that use this art aren't as powered up since their base forms
are usually stronger. While this is still on the same level as
the ritual bindings transformation, the power-up isn't as great,
though this means that adapting to this form is much easier than
the ritual bindings transformation.
- Demon/Hazeldine Fusion Form (Ritual Binding Hazeldines Only):
When the Hazeldines reach their peak of the bonds with their
demon, the two are able to sync themselves and the Hazeldine and
demon fuse temporarily, letting the Hazeldine take a form
similar to their demon and lets the Hazeldine use not only their
powers, but the demon's as well. The two become a representation
of the demon form, and often even can generate their demonic
weapon using the demon blade generation that is unique to the
demon. Though some demons do have different weapons. This form
is a far more powerful form, which powers up the Hazeldine and
demon immensely. However, while this form is very powerful and
on par with many other high level supernatural transformations,
this also drains the Hazeldine and the demon's power immensely
to use, making not useful to use for extended periods of time.
In this form, the power gain puts strain on the body, and
staying in this form too long can drain the demon. Another
problem with this form is that the demon can more easily be
killed since it is a part of the Hazeldine, and in this form,
the Hazeldine/demon are vulnerable to things like angel blades
or other demon killing weapons.
- Possessed Demonic Form (Ritual Bindings Path Only): If the
Hazeldine, for some reason, loses control of their demon, they
go into a unique possessed form, where the Hazeldine becomes
completely possessed by the demon. This often causes the two to
go out of control, even with demons who don't want to possess
their host, and causes a reaction which temporarily makes both
lose control. In this form, they become more like feral
vampires, and lose all sense of self when in this form. The
Hazeldine can still use demonic power and their dark magic, but
they lose all sense of self. This is not as powerful as the
advanced demonic form, but is more powerful than their normal
fusion form. However, this is a very dangerous state for a
Hazeldine to be in, as with enough influence, a Hazeldine could
be taken over by their demon permanently, and this would result
in the demon taking over and erasing the Hazeldine. This could
also result in the demon taking the Hazeldine's soul. Usually,
this only happens if the vampire isn't strong enough to maintain
the bond with their demon, or the demon becomes so enraged that
it's anger-enhanced power overwhelms the Hazeldine.
Basic Hazeldine Weaknesses: (These weaknesses apply to both
training paths)
- All Hazeldines are able to be killed if their heart or brain
is struck by a holy weapon. Both paths have strong regeneration
in that they can regenerate their heart and brain, but if it is
struck by a holy weapon, like an angel blade, demon killing
knife, or a vampire killing holy weapon, the Hazeldine can be
killed. The Hazeldines may be strong, but the Hazeldines are
still prey to this one major weakness. And since the Hazeldines
are also still vampires, they can be affected by things like
poisons and other afflictions that would affect any mortal
beings. While Hazeldines don't age like normal humans do, they
can still be killed, or they can age if they lose their
regeneration for a long period of time. For the most part, they
suffer the same weaknesses in body that many mortals suffer,
such as being vulnerable to poisons or being affected by gravity
(unless otherwise stated). The Hazeldines biggest weakness is
their heart or brain though, which can be killed with almost any
kind of holy weapon. Since angel blades are usually passed
around in supernatural hunting circles, it's very common for
supernatural hunters to have angel blades in some way.
- All Hazeldines, no matter what training path they use, have a
main weakness to light. While they don't burn to ashes like
rumors might suggest, they do take more damage, and strong light
can burn them much more easily than most people due to their
clan being so steeped in darkness and darkness abilities. As a
result, the Hazelines all have this weakness, with very few
light users ever having been reported among Hazeldines, and
attempts to gain the power of light haven't ended well for the
clan. The only successful light user has been Alice Hazeldine,
the current lord of the clan after killing her father. Once one
manages to get past their dark-barrier passive skill, the
Hazeldine will take enhanced damage from light, and still
remains their biggest weakness in battle. While some do have
powers like corrupted light, normal light still does extra
damage, and holy/divine light does even more damage due to it's
holy natures. It doesn't matter which training path the
Hazeldine takes, as this weakness is among both paths as it's
their main vampire weakness.
- All Hazeldines also have a high weakness to holy power.
Because the clan's both training paths focus on demonic power in
it's own way, both sides of the clan are still weak to holy
power. While their demon weapons (whether ritual bindings weapon
form or demonic enhancement demon blades) can kill holy beings
and even angels, that doesn't mean that the opposite isn't true.
Things like angel blades, and demon killing weapons work
extremely well on the Hazeldines, with holy and angelic powers
being their other main weakness other than light. In addition to
demon killing weapons, holy vampire killing weapons also do far
more damage to them, with them having classic holy weapon
weaknesses. Most of the clan can be killed with holy weapons,
but angel blades and demon killing knives are among the easiest
ways to kill the Hazeldines since these weapons can instantly
kill a Hazeldine similar to a demon if they are struck in the
heart or brain. All Hazeldines have this weakness in some form,
no matter which training path they take. As a result, the
Hazeldine has to always keep this weakness in mind since many
opponents they might face might have holy weapons, and
supernatural hunters are usually equipped with such weapons.
- Because of the clan's steeped darkness, and their dedication
to the dark arts, the clan is extremely talented in darkness,
but if they ever come across anyone who uses darkness better
than them and can overpower them, the Hazeldine can find
themselves overwhelmed. One such example is death wraiths, who
are born in the shadow realm. While many Hazeldines can fight
death wraiths, some are more skilled in darkness, and death
wraiths, with their long life spans that span hundreds of
thousands of years, most death wraiths they might encounter are
far more experience. This also applies to deities of darkness,
who can easily overpower the clan. The main deity that the clan
considers their worst enemy is Vobu. Vobu is not only the origin
of the clan and the one that taught the clan the dark arts, but
Vobu is also a much more skilled darkness user that none of the
other Hazeldines have been able to overcome, not even the elders
of the clan. Because a demon like Vobu can take control of all
their darkness techniques and has counters for everything the
Hazeldines have in terms of dark arts, darkness abilities and
even their blood arts, deities of darkness are usually the worst
kinds of enemies a Hazeldine can face.
- All of the Hazeldine's dark arts, blood manipulations and
other supernatural abilities all have their own weaknesses. For
example, their dark arts are all counterable by equivalent holy
arts or holy powers, such as a holy vampire's holy arts, or even
some who have more powerful counters. The blood manipulation
typically is weaker to water manipulation which can usually wash
blood away, or certain earth manipulations can soak up blood.
Things like their dark arts/dark magic are still weak to things
like magic resistances/immunity and magic negation, and their
dark arts alchemy powers tend to be counterable like any alchemy
ability would. For the most part, someone with enough holy power
can counter almost everything a Hazeldine has available, since
almost no Hazeldine has holy power to use, unless it's some form
of corrupted holy power that is unique to them. Most Hazeldines
grow in dark arts, but for every dark art available, there are
usually equivalent holy arts available to others as well. The
clan's main supernatural power is darkness and demonic power,
and if an opponent can counter with equivalent power, they are
usually in good shape to take on a Hazeldine granted they can
overcome the Hazeldine's abilities. Even some higher level dark
users like death wraiths can beat them if they are just higher
level darkness users. One such example is Vobu, who has proven
that strong enough darkness users can counter anything a
Hazeldine can throw at them. The main thing is to have power
strong enough to counter the individual Hazeldine.
- Whether it's a demonically enhanced Hazeldine, or a ritual
bindings Hazeldine, both training paths are able to be stopped
in their tracks by demon wards and demon traps. It is worth
noting that demonically enhanced Hazeldines are more vulnerable
to this than ritual bindings Hazeldines, since demonic
enhancement Hazeldines have no way to "turn off" their demon
power. However, a ritual bindings Hazeldine can essentially turn
off this vulnerability any time their demon is not manifested,
as this only works on a ritual bindings Hazeldine when their
demon is in weapon form (aka the weapon is manifested in the
physical world where it can be contained in a demon trap). This
does work on both training paths, but works far better on the
demonic enhancement Hazeldines than the ritual bindings
Hazeldines. The ritual bindings Hazeldines are able to turn off
their ability to be trapped or warded against like a demon
simply by un-manifesting their demon back into it's intangible
form, to which they are then no longer bound by demon traps or
demon wards as the Hazeldine no longer has a demonic power
manifested that would be contained in a demon trap. However,
demon traps and wards do still work on a Hazeldine when their
demon is manifested, so a demon trap or a ward can work if the
Hazeldine has their demon manifested in weapon form, since even
a weapon form demon is still a demon that can be warded against
or trapped in a demon trap.
Demonic Enhancement Weaknesses:
- The biggest weakness of the demonic enhancement path is that
the Hazeldines have a cap to how strong their demonic power can
grow. While they can devour souls to grow in abilities, they all
have a max power they can reach. Because of this, it has become
important for those trained in the old ways to find other ways
to train their powers, with the two main methods of growth being
physical training and new techniques developed to counter higher
level opponents. Some have even tried to use supernatural blood
to grant higher level abilities, like some trying to gain access
to demon prince blood to enhance their powers further and
possibly reduce limits placed on their power. Even others has
not been able to overcome the limits placed on the power of the
Hazeldines by King Satan, and only Satan himself would be able
to remove the limit completely. Because of this, the Hazeldine
that still use the old ways may not have to share their minds
and have more freedom in how they use their power (since they
don't have to focus a demon to use their demonic abilities), but
their growth is not nearly as strong as those with the ritual
bindings training. This is part of the reason why the clan has
very few people that still use the old ways, and why they're
referred to as "the old ways" of the clan. However, this doesn't
mean the clan member can't be as strong as a ritual bindings
Hazeldine, just that they have to do it differently.
- Because the demonic enhancement Hazeldines have direct demon
power unlike the Hazeldines who have intangible demons, the
demonic enhancement Hazeldines are more vulnerable to demonic
weaknesses than the ritual bindings demons are. Because of this,
things like demonic exorcisms, demon traps and other methods of
trapping demons do work on the Hazeldines with demonic
enhancement. However, this doesn't just apply to traps, as
Hazeldines are able to be exorcised to hell just like a normal
demon can. Because of their direct demonic power, they are more
vulnerable to things like demon killing blades, with their
regeneration being able to be interrupted/negated by things like
angel blades and demon killing knives as a result of their
demonic power. And due to this, salt and blessed salt also works
very well at repelling a demonic enhancement since they are able
to be repelled similarly to a demon. In addition, demonic
enhancement Hazeldine are also not able to walk through demon
wards like the ritual bindings Hazeldines, so opponents can use
demon wards to keep demonic Hazeldines away from a certain area
or person if they have strong enough wards (assuming the
Hazeldine doesn't find a way to burn the wards or break them).
This also means that burning holy oil can kill a demonic
Hazeldine if they are hit with enough of it, similar to how
burning holy oil can kill a demon.
Ritual Bindings Weaknesses:
- The Hazeldine demons are the backbone of the Hazeldines power.
If the Hazeldine demon is killed, the Hazeldine loses all
benefits and powers of the demon until they summon and rebond to
another demon. Once lost, the demon cannot be regained once it
is killed unless somehow brought back to life, though most
demons cannot be brought back after death. There are rare
instances where a demon will leave behind a trace of their
presence that can be come another demon, but usually this
becomes a spawn of the demon and not the original demon itself.
Rebonding to a demon does restore the powers gained for ritual
bindings, but the new demon and Hazeldine must forge their bonds
from scratch as the demon and the Hazeldine are new to each
other. While the demons can't be killed when in their normal
intangible state, they can be killed if they are killed when
fused to the Hazeldine, and dimension cutter attacks or attacks
that can attack on a spiritual plane might be able to attack a
demon. While things like fusion form lets the Hazeldine and
demon fight together as one, it also means that it is the best
time to be able to kill the Hazeldine demon.
- Hazeldines have to be careful of their demons, as most demons
will take any chance they have to take over the Hazeldine's
body. Should the Hazeldine not be strong enough to handle the
demon, the demon can take over temporarily, possessing the
Hazeldine. If the possession lasts long enough, the demon will
slowly replace the Hazeldine's mind with their own, resulting in
the Hazeldine no longer being themselves, but eventually can
become permanently possessed by the demon. Once this happens,
there is no recovery of the Hazeldine as their mind is gone
forever. This means all Hazeldines have to be careful of this.
Over time, this isn't as much of an issue as the demon and
Hazeldine forge their bonds together through meditation and
battle, and more experienced Hazeldines and demons will work
together instead of fight for control during hard times. Should
a Hazeldine be taken over, they are often hunted down and killed
by the clan, and the demons will then serve its own purposes.
This is something that all ritual bindings Hazeldines have to
worry about, because even when this isn't the will of the demon
to replace the Hazeldine, this still happens due to the demon
and Hazeldine sharing one mind, and two minds eventually trying
to overcome the other during times of extreme stress. This is
partially why some prefer the old ways, since some find the
demonic enhancement path a more dependable power even if those
that use it cannot get as strong as the main users.
- For the most part, Hazeldine demons grow through soul
devouring. This means that if a Hazeldine is unwilling to let
the demon devour souls easily, their demon cannot grow. The soul
devour ability is not just for growing a demon's power, but also
for sustaining it's power. Just as the Hazeldines need human
blood to survive, the Hazeldines need the energy from souls to
sustain and grow their demon's power. If the demon doesn't grow
enough, or the growth isn't proportionate to the growth of the
Hazeldine, it can create a lopsided bond between the two and can
lead to the demon turning on the Hazeldine if the Hazeldine
doesn't do what it can to give the demon what it needs. This
also hurts the bond between the Hazeldine and their demon, as
they two have to remain in sync in order to fight effectively,
and a lopsided power bond can cause a lot of problems in a
fight, such as the demon not having the strength to support the
Hazeldine, or if the demon is too strong, the demon can take
over entirely. There is a careful balance, and the Hazeldines
have to make sure they feed the demon enough, but not over-feed
it to the point where the demon will lose control of itself due
to having too much power.
Known Members:
- Alice Hazeldine (Current Head of the Clan): Alice Hazeldine is
perhaps the strongest known member of the Hazeldines to date,
especially after she killed her father, Dovelthain Hazeldine who
had gone crazy with power after killing his wife. Alice
eventually grew in power and is the only known Hazeldine in the
clan's history to master light manipulation as well as darkness
manipulation. Because of this, Alice Hazeldine became the
leader, as defeating Dovelthain and securing her place as the
lord of the clan was essentially her final challenge after she
was imprisoned by Dovelthain. Now, Alice lives in Japan after
having to return, and she runs the Hazeldine clan that is still
in Japan. It is rumored she has a twin sister named Alison
Hazeldine, but no one knows who this person is, since no records
remain of Alison's existence after Dovelthain's death. But Alice
is still considered the lord of the clan.
- Lunae Liberi: Formally one of the kings of the clan, Lunae
used to be known as Rantoul Hazeldine. When he worked his way up
the clan, he eventually became the Dark King, king of the Black
Road which was known for it's path of training in strengthening
one's darkness abilities. For Lunae, his rise to Dark King was
supposed to allow Dovelthain to let him befriend Alice, but by
the time he did, Alice had already defeated and killed her
father. For years, he ruled as the Dark King, until he was
framed for the murder of a Darkfire by someone who wanted his
title, but didn't want to fight him for it. After the incident,
Lunae left the Hazeldine Clan, upset that only Alice Hazeldine
and Jin Darkfire believed his innocence. However, his path in
London has been more notable and he is know known as the head of
the British Men of Letters, and known for heading his own
organization known as the Liberi Group which protects London
from monsters when the Hellsing Organization is focused on
bigger threats. After Alice had to leave London for business in
Japan, she left Lunae in charge of the Hazeldine's taking
residence in London to help Hei build his organization, known as
the Revenants which try to control crime in London.
- The Eight Kings: This title refers to the eight heads of the
clan under Alice. Each of the Eight Kings rule over a section of
the family, and aside from Alice, are the highest authority in
the Hazeldine clan. The Eight Kings are not just born members of
the clan, as some are adopted members of the clan. Each of the
Eight Kings have their own title, such as Sky King or Thunder
King. Despite the name, there are also female members of this
group, as the title of Eight Kings simple refers to the group as
a whole. Not all of them are known, but those that are are among
the most elite of the clan. Each of the Eight Kings has a unique
item, known as a regalia, that is the status of their title. The
regalia takes a form unique to whoever it's assigned to, as some
wear it like a ring that amps their stats, or some have an item
that generates a power for them, such as one who uses the
lightning regalia to generate electrical energy when they fight.
The form is often unique and can have different benefits. Those
of the Eight Kings defeated in fair combat by another Hazeldine
can replace the King they defeat, which makes this position
based not only on leadership, but by power as well. Usually, as
put by Dovelthain, the strongest in the clan rule.
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