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#Post#: 20--------------------------------------------------
Olympus Community Race: The Darkfire Clan
By: Zorbak the Ebil Moglin Date: November 23, 2018, 9:36 pm
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COMMUNITY SPECIAL: The Darkfire Clan
"A Darkfire's greatest ability is not in their attack... But in
their ability to regenerate at high speeds." - Tartaros's Former
Lord Kindron Darkfire
Darkfire Family Theme: Power Up (
HTML https://www.youtube.com/watch?v=OqdqSe5u62M
)
Bio: Many are familiar with the Darkfire Clan, thanks to some
well known members of the clan like the former lord of Tartaros,
Kindron Darkfire, who was a member of the clan, but was a demon,
not a vampire. Of course, there's also other vampires like Heidi
Darkfire, Nightbane (an adopted member of the clan), and the
alternate Kindron and Father Hei. Not many know where the clan's
origins come from however, or much about them other than their
powers are based in the elements and they connected to the Greek
pantheon.
Long ago, Qrow Branwen was once human, until he was turned into
a Greek vampire by Hades through use of a curse after Qrow
protested the fact his sister, Persephone was forced to marry
Hades. Though the curse was meant to be a nuisance and was
supposed to weaken or kill Qrow, Qrow eventually overcame this
curse and was able to become the first Greek vampire. At some
point, Qrow started the Darkfire Clan, building the techniques
of the Darkfire Clan as he traveled the world and eventually
built up the clan. The two biggest groups of Darkfires ended up
starting up in Greece, and then another group started in Japan,
which would eventually go on to compete against the Hazeldines.
Now, the Darkfires try to remain secretive, not wanting too many
people to figure out who they are, with many of them being
assassins, thieves, and other groups that stay in the shadows.
Qrow would eventually perfect his skills, developing new skills
to counter the Hazeldine Clan as they also grew stronger,
continuing to train. Now, the Darkfires and Hazeldines still
compete, but they do so through friendly rivalry, rather than
through war like during the Meiji revolution, which was during
the time of the last Darkfire vs Hazeldine war, something not
many know about as they used the human war as a cover for their
own war. Today, the Darkfires mostly continue their training,
and thanks to Qrow, the Darkfires have evolved to be more like
demi-gods than actual demonic vampires after Qrow developed an
advanced Darkfire skill-set that now shows the top of the
Darkfire Clan's advanced power going beyond just elemental
power.
Havens: For the most part, there are Darkfires all over the
world, some having traveled and some being born in other
countries. Of course, the main congregation of Darkfires happens
to be in Japan, opposite of the Hazeldine Clan. A large part of
the clan resides in Japan to this day, with many full Darkfire
members being Japanese. Though the Darkfires do also have a
Greek heritage thanks to Qrow who is Greek. Those that live in
Japan are just one group though, as there are other groups, like
a small group that stays with Qrow, or a small group that lives
near Olympus. As the clan grew, some Darkfires started
traveling, starting groups in other countries. Another example
are the Darkfires allied with Heidi in New Orleans.
Race: Vampires born into the clan or adopted by the clan with
one of the elder Darkfire's approval. For the most part, most
members of the clan may be vampires, but as they get higher into
the clan, most of the higher members are more like demi-gods in
their abilities than simply just vampires. Many eventually
evolve to the point where they are more demi-gods than vampires
due to their Greek heritage and the clan's advanced training.
Darkfire Vampire Training: Darkfires choose one of two paths to
take their base Darkfire training in either complete elemental
mastery or aura mastery, and one cannot use both (except for
very rare cases), as the two paths tend to contradict each
other, such as aura defense negating the need for elemental
regeneration (And both using the same source of energy), or aura
amplification and elemental amplification contradicting each
other. This also determines which advanced set of skills the
user will take, which the user can only take one path for
balancing purposes, however, the advanced path taken cannot be
combined with the opposite initial path due to the contradictory
nature of both sets of skills. Once they master their basic
training in their path, they can then move on to developing the
advanced skills should they choose to, as well as optional
additional training. Usually, the optional second release
elemental or aura spirit bonding training usually happens in
between their basic and advanced training, where they will gain
a spirit to bond to them depending on the path chosen. However,
not all Darkfires like the spirit training, as it requires
sharing their body with a spirit, and not all Darkfires enjoy
sharing their power and going through the effort of having to
put power into growing spirits. Once they reach the advanced
training, they learn to combine whatever path they use with the
power of demonic and divine energy, learning to use advanced
skills once they learn to generate divine and demonic energy.
This leads to the advanced skills, which are centered around
fighting high level demon kings/gods and high level dieties.
Often times, the elemental path is called the Darkfire Path,
while the aura path is often called the Branwen Path.
- Elemental Mastery: This path includes abilities like the
Darkfire's signature elemental regeneration, used by many
Darkfires, as well as using elemental power for plenty of
special abilities. This path is designed all around using the
power of elements combined with either positive or negative
spirit energy depending on the person's affinity, which Qrow
designed after the former Tartaros Lord Kindron Darkfire's
elemental abilities he had since he was a child. Qrow developed
advanced elemental techniques to add to the training, coming up
with many ways to use elemental power. Depending on the Darkfire
and the elements used, this grants a lot more variation in
skills, as specific elemental abilities are usually dependant on
the combination of elemental and positive/negative spirit power,
though it isn't as defensive as his own aura training, as this
is designed more around durability and attack abilities than
being around complete defense, though that doesn't mean the
power is not defensive as well. Most of the higher level
advanced Darkfire training was developed by Heidi, who developed
a lot of her advanced elemental powers to counter high level
opponents. Elemental skills are a bit harder to master than
aura, for the simple fact that each element combination the
Darkfire uses, they have to master their own element their own
way, meaning that no two Darkfires will ever be exactly the same
in their elemental training, though this is one of the big
advantages to this training is that each Darkfire has much more
freedom to develop their own skills and elemental abilities.
- Aura Mastery: This is Qrow's specific set of skills, which he
had before he was cursed. Since Qrow was trained in the use of
aura, he developed a path of training for Darkfires that
included aura mastery, and developed advanced aura skills. Those
who use aura specialize in defense and possess the ability to
develop their own semblances which are unique to everyone, which
is the aura abilities' own unique power (as the elemental
power's unique ability is whatever elemental combination the
Darkfire uses). Aura abilities are balanced in nature, as even
though they specialize in defense, it still has body
amplification, letting users amplify their strength and
abilities through aura, similar to how ki users amp their own
abilities. Though the main reason Darkfires use this is for aura
defense, as even though all Darkfires have basic vampire
regeneration, this skill follows the reasoning of "no one needs
regeneration if they don't take the damage in the first place".
Usually defense vs durability is what influences the decisions
of what path the Darkfire will take. Aura skills are also easier
to learn, since there's less variation between each user, with
the only real difference in most users being their semblance.
Aura users that find this more appealing often find that the
less difference makes training easier, and gives them more time
to refine their aura and train their aura so they can build
their aura up to make it easier to use and increase the flow of
aura in their body for more aura to use in a battle.
- Second Release Elementals (Optional Training for the
Elemental Mastery Path): This training involves bonding a spirit
of elements to the Darkfire, which was designed to help them
fight the Hazeldines and their demon bonding. Some Darkfires
developed this skill to counter them as, at the time, some
couldn't counter the Hazeldine skills on their own. This skill
lets the Darkfire create a symbiotic bond with a spirit of
elements (which they call a spirit of an element they control),
and feed some of their elemental power to the spirit so the
spirit will lend them power to use against their opponents. When
used in battle, the spirit acts as a second level elemental
power (with advanced training being sort of a third level in
some aspects) and is referred to as a second release elemental.
Unlike the Hazeldines who risk being taken over if not properly
using their demons, the Darkfire art was meant to strengthen
spirits of the world through this bond, making the world itself
stronger once the spirit is eventually released back into the
world. In return, the spirit grants the Darkfire new skills and
special spirit arts. Darkfires only hold their bonds with the
spirit until the spirit has been fully powered up as much as it
can, and then the spirit is released back into the world and the
Darkfire bonds to another spirit. As such, depending on how fast
a Darkfire can grow their elemental spirits, they can be
changing quite a bit, or not much at all. Usually this takes
hundreds of years to fully grow a spirit, so the two often have
plenty of time together before the spirit grows.
- Aura Spirit Bonding (Optional Training for the Aura Mastery
Path): Just like the elemental spirits, aura users developed
their own way. Instead of taking an elemental spirit, they take
a spirit based from the aura of the planet itself, often called
the life stream. When the spirit is bonded, the spirit
strengthens the user's aura immensely, and the Darkfire, instead
of feeding elemental power, feeds their aura into the spirit to
make the spirit stronger and feed the spirit the power it needs.
Like the second release elementals, this was designed after the
Hazeldines demon bonding, but instead designed to be used in a
symbiotic relationship, rather than as a contract style
relationship like the Hazeldines. And like the second release
elemental spirits, this training is meant to strengthen the
world itself, also being used to strengthen spirits that can be
released back into the aura of the world to strengthen the world
itself. Unlike the elemental power, this power is based in aura,
and strengthens things like aura defense, and can even manifest
itself using the aura of it's host. Like one would expect, the
aura used is dependent on the user, and thanks to the Darkfire
and spirit bond, the spirit can also strengthen a Darkfire's
aura semblance as well.
Darkfire Training Path 1: Elemental Mastery:
- Vampire Positive/Negative Spirit Energy: This power makes up
the basis of all Darkfire elemental training. This is the first
component of a Darkfire's training where they must learn to
focus their own spirit energy. With exceptions of things like
holy vampires or other exceptions that only have one side of
their soul, all Darkfire vampires learn to channel their
negative and positive spirit energy. This lets them use either
side depending on their balance and what they have affinities
for, with positive spirit energy creating "holy" elementals and
negative spirit power creating "dark" elementals. Depending on
the unique balance of the vampire's soul, some may have more
negative than positive spirit energy or some might have more
positive than negative. This depends solely on the vampire, as
each soul is balanced differently and uniquely. This eventually
reflects in their training, as depending on what they have a
balance for, usually determines the elementals they are able to
learn, such as those with more negative spirit energy having
more dark elementals than holy elementals and vice versa.
Darkfires mostly only use this in their elemental training.
- Dark/Holy Elemental Training: This is the second basis of a
Darkfire's power, their training in elementals. Once the vampire
has learned how to use positive and negative spirit energy, they
are able to learn elementals based on what they have an affinity
for creating "dark" or "holy" elementals based on what they can
use for elements and their unique balance of spirit energy. The
Darkfires power is centered completely around elemental
abilities, with it being the main focus of almost all of their
abilities. Each Darkfire is able to use 2-3 elementals
combinations depending on their abilities, though some very rare
cases can use four different combinations (With exception of
certain elements being connected, like wind users being able to
generate lightning with the right training). Each vampire has
different capabilities in elements. The main element used by the
clan is dark flames, in which many members of clan start with
dark flames as their first element, though there are many
exceptions to this rule, especially in adopted members who may
not start with dark flames. Each element is weak to a counter
element, such as fire and ice being counters to each other,
earth and wind countering each other, or water and lightning
countering each other. More creative users can find ways to
counter even other elements that aren't normally countered, such
as advanced wind users being able to dispel lightning, ice, and
flames. However, this takes a lot of training and
experimentation with their abilities. And depending on the
vampire's element, some vampires can only manipulate specific
parts of an element, such as some earth users only being able to
use plant manipulation or others only being able to use sand
manipulation. It is possible to have an elemental manipulation
and not be able to use all aspects of the element. It is also
possible for a Darkfire to have a shadow or light elemental,
however, this is extremely rare despite shadow and light being
elementals, they are rarely used by the clan as they usually
aren't really needed due to the positive/negative spirit energy,
and the light and darkness power is just redundant when used
with the positive or negative spirit energy respectively until
the advanced stages where divine light and demonic darkness
become usable.
- Specific Elemental Manipulation Variations: Depending on the
Darkfire and their elements used, some can use other versions of
their elements, depending on the element they use. This is most
common in earth and wind users, as earth users could specialize
in many different types of earth, with some earth users being
able to use plants, some specializing in metal, some in crystals
or some in sand manipulation. Each element has it's own specific
uses, depending on what the user wants to learn, as each element
can be broken down and may have unique manipulations based on
the element. For example, some lightning users can use their
lightning to influence magnetism, giving them magnetic
manipulation, or earth users being able to generate specific
types of earth. However, one has to still remember that there
are specific counters to these types of elemental manipulations,
and there are plenty of people who have developed counters to
elemental manipulation in general.
- Combined Elemental Manipulation: And this also includes some
who can combine their elemental powers together to create a new,
more powerful elemental combination, such as a dark flame and
dark earth user combining the two to create a dark lava
manipulation. Depending on the combination there may be more
ways to combine a power than one simple way, like combining
lightning and fire doesn't just create one type of combined
element, but one could create lightning enhanced flames, or
create heat-based lightning. This is particularly true of earth
and wind manipulation. It is also possible to combine a holy and
dark element to create a combined elemental, most of the time,
this ends up being a twilight elemental, though some Darkfires
to do have unique ways of combining dark and holy elementals,
such as Kendrix Darkfire who uses a crimson energy with some of
his elementals that is more demonic than holy but still combines
the two.. Each user simply has to experience what they can do
and develop their own variations. While this is more powerful
than standard manipulation, it does cost twice as much power to
do.
- Specific Elemental Techniques: Each Darkfire, as they develop
their own specific abilities, are able to use their power to
create new techniques using their elements, or they can also
learn techniques the clan can teach, such as lightning users in
the clan having a variation of the ninja technique, chidori that
some lightning users use. This depends solely on each user and
what elementals they possess. This also depends on what kind of
abilities each Darkfire wants to use, such earth users may use
plant manipulation in their attacks, or flame users may prefer
burning things. This is dependent solely on the Darkfire, and
how they choose to use their own powers. Of course, since these
are elemental techniques, each element is still counterable by
it's counter element, such as water shorting out electricity.
*Players with specific techniques must list the weaknesses to
the techniques so that players will know how to counter them if
they encounter the technique.*
- Elemental Aura: This is a modification of the Darkfire's
vampire aura, in which instead of a normal vampire aura, they
chose an element which they use to power their aura. This
elemental aura then becomes the basis of defense, in which they
use an elemental aura to up their ability to block attacks and
can dampen blows they take from attacks. This elemental aura can
also be used to amp a vampire's regeneration, in which they can
regenerate faster when the aura is at it's strongest. There are
two modes of this power, the first is the standard aura in which
the element of the aura isn't visible but still present in power
around the vampire, in which they don't have the full aura
active, but this always grants a slight defense boost. However,
in battle, this can be activated to full power, where the aura
becomes visible and charged, and amps defense and regeneration
to it's max power. When used, this aura can even grant the user
special abilities depending on the element, such as earth users
being able to use earth to create elemental armors around
themselves or lightning users being able to push away magnetic
objects away from their aura depending on the advanced level of
the Darkfire. However, counter elements can more easily break
this defense, and aura breaker abilities and weapons can
instantly break through this defense. This also requires
elemental power to use, and the more energy being put out, the
more quickly a Darkfire uses up their elemental power, meaning
that using this at full power is not useful using all the time,
but most Darkfires only use it to block or dampen attacks rather
than keeping it active all the time.
- Elemental Rebirth: This is the main purpose of the elementals
used by the Darkfire Clan. The clan specializes specifically in
elemental regeneration, using a specifical elemental as a
catalyst. Each Darkfire choses a specific element, in which they
use to power their regeneration. As long as the Darkfire has
elemental power, they can regenerate almost any injury, with
certain exceptions. Most Darkfires cannot regenerate their brain
or heart, which makes that their weak point. However, some
Darkfires may be different (usually adopted Darkfires) and might
be able to regenerate their heart and/or brain, but this is very
rare (and must be stated by the player). This makes a Darkfire's
greatest attribute usually being defense and durability. This
also helps their stamina, as the regeneration helps them recover
stamina in a battle. When using their own elemental, they use up
power to do this, which means that their power can be worn down.
However, a Darkfire can minimize this by absorbing elementals
around them, such as an earth user absorbing power from the
earth. Most Darkfires have their own unique ways to gather
elementals, such as a fire user setting fire to an area in hopes
the flames will generate more flames for them to absorb. Once a
Darkfire runs out of elemental power, they lose their ability to
regenerate, and are also vulnerable to regeneration negation
through powers and metals like varanium, though power negation
usually doesn't interrupt their regeneration since their
regeneration is a passive ability. Most Darkfires often opt for
using their dark flames for their regeneration, as it's the
signature of the clan, though some use more useful manipulations
for it, such as earth users using earth regeneration solely
because there's always earth to absorb to minimize their
regeneration power usage. *Note each Darkfire can only use one
element for their regeneration, and this is not something that
can be easily changed as it requires retraining to switch their
elemental regeneration and cannot be done in the middle of
battle no matter how skilled the Darkfire.*
- Elemental Form: Similar to how some vampires use
intangibility, the Darkfires use their elemental form similarly,
which lets them avoid attacks. Not only does it help avoid
attacks, but also helps them regenerate without needing to use
their power if they can consciously turn into elemental form.
This form lets the Darkfire change into any element they
control, such as most of them being able to turn into dark
flames, as it's a major elemental among most Darkfires. When in
this form, a Darkfire can also regenerate by reforming
themselves using their element, but this doesn't use any less
power than normal regeneration, so the only real benefit to
using this is to use this to avoid attacks while regenerating.
While in this form though, while most of the time they can't
really be hurt, they can be forced back to normal by counter
elements, such as dark flame forms being forced back to normal
against ice powers. Opponents who also use form negation attack
powers can also counter this power through abilities like haki
form negation, and other skills that developed ways to counter
this, as well as aura breaker weapons also working to the same
effect. While in this form though, a Darkfire cannot attack
opponents, as they aren't physical enough to attack, though if
an opponent touches them, they can use their elemental touch
power depending on the element to damage an opponent, such as
using the flames to burn an opponent if they try to attack and
end up passing through the flames.
- Elemental Teleportation: Another technique the Darkfires use,
this time using elements for getting around. Similar to how
shadow users can shadow meld and use it to travel places, the
Darkfires can use their elements to teleport, using their
elementals as a catalyst to teleport. A Darkfire can teleport
anywhere in the world with this technique, as long as they know
where they're going. And a Darkfire teleport can cost less power
if the Darkfire's elemental is present in the place they're
teleporting to, such as wind users using wind to teleport and
always being able to reduce their power usage, due to the fact
that they can teleport wherever there is air. Though some like
lightning and fire users can still use this teleportation, it
just costs slightly more power to use. This is mostly used
outside of battle, used for getting around as the Darkfires
developed this so that they could go from place to place. Each
Darkfire, again, only uses one element to teleport, and once
chosen, cannot be changed without retraining their
teleportation.
- Elemental Familiars: This is another advanced technique of the
Darkfires, in which they are able to use any of their elements
to create elemental familiars to help them in battle. When used,
they use their elemental and a portion of their spirit energy to
connect themselves to the familiar, letting them process what
the familiar percieves, which makes the elementals very useful
for things like spying on people or scouting out an area. When
used in battle, these familiars can be used to fight opponents,
in which, depending on the element, can use special abilities on
opponents, such as flame familiars being able to burn opponents
or shoot fireballs, or ice familiars being able to freeze
opponents and fire ice attacks. Each elemental familiar is made
up purely of an element, and can take whatever form the Darkfire
wants. This means that each elemental familiar technique could
be different, depending on what the type of familiar the
Darkfire wants to make. Depending on the familiar, the familiars
can also have attributes from what they're made as, such as bird
familiars being able to fly, and wolf-like or tiger-like
familars having claws, or snakes that specialize in using their
elemental touch (Such as electrocution, burning or freezing
respectively) to damage opponents through constriction. Of
course, as one might expect, the counters to the elements
remains the same, such as ice freezing a fire familiar or water
shorting out a lightning familiar. And the more familiars made,
the less power that each familiar has, as having multiple
familiars reduces the power since having more means more energy
has to be put out to maintain the familiars.
- Elemental Shapeshift: This was a power that was passed to the
Darkfires through Qrow, who possessed a shapeshifting power
before he was turned into a vampire. This modified art allows
the Darkfire to use their elemental form to transform, turning
into something akin to an elemental familiar, but the Darkfire
themselves take this form instead. Many use this as a means to
travel, or can use it to scout out areas. Whatever they turn
into is up to the original Darkfire, though all Darkfires gain
one main form they take that is their alternate form. As an
example, Qrow can turn into a crow made of lightning which is
his main form. This is very similar to the elemental shapeshift
form, but instead focuses the Darkfire to take a specific form
instead of just being an element. Depending on what they
transform into, they may gain certain attributes, with some even
being able to change into a mythological creature depending on
their power and elemental. For example, Father Hei is able to
change into a holy lightning impundulu, a creature that is
mythological in nature. Some choose birdlike forms so they can
fly around, being useful for scouting and flying around, while
some prefer battle forms, like wolves, tigers, and bears. While
the Darkfire can change into anything, changing into anything
other than their main form costs more power than normal, but
changing into their main shapeshift form requires little energy,
and lets them conserve energy as they take a smaller form and
put out less energy, making this form good for different things
depending on the form. Though it does have the same drawbacks as
the elemental form, as one who uses form negation, aura breaker
weapons/powers, and counter elements can still force them back
to normal. Once they reach the advanced training, not much
changes for this, as they simply use the same element but with
divine/demonic enhancement and can use the effects of the
advanced training.
- Elemental Touch: This ability is dependant on the elementals
used by the Darkfires. This lets a Darkfire use their touch to
use their elemental power on someone. This is more useful with
some elements than others, and depending on the element used,
some elements can do different things. Fire users are able to
burn and melt things through physical touch, ice users are able
to freeze things on physical touch, lightning users are able to
electrocute things using physical touch, wind users are able to
slice through things with their attacks, and earth users are
able to manipulate earthly elements through touch, like
absorbing metal and other elements from touching an object or
change the form of an object through touch. Some who use this
are able to do different things depending on the element, with
more advanced users having more techniques using this power. Of
course, the vampire can only use the touch powers of their own
elements, and depending on how skilled they are, certain
vampires may be able to do more with their elemental touch
ability. However, this does require physical touch to use, and
some users can only use this on certain things (like earth users
only being able to influence physical objects and not really do
anything to people through touch). Some have even built combat
styles around this power.
- Elemental Amplification: The Darkfires are able to use their
elementals to power themselves up, being able to use elements to
passively enhance their ability by absorbing a specific element
into themselves to amplify their physical abilities and
elemental abilities. This ability was designed originally to
replicate aura amplification, but instead of using aura, a
Darkfire users their element to enhance their powers
temporarily. However, a unique thing Darkfire can do that aura
users can't is that a Darkfire can absorb elements outside of
their body that aren't theirs, being able to absorb elemental
attacks if it's made of an element they control. This includes
being able to absorb special elementals, such as a lightning or
flame user being able to absorb heat lightning or lightning
flames used by an opponent. Depending on the elemental absorbed,
the Darkfire can gain temporary abilities based on the element
absorbed and what properties it has. For example, a Darkfire
absorbing holy flames could gain temporary holy power as the
flames empower them. However, this is only temporary, as this
requires the element in order to power up, and this is only
really useable in short bursts unless one is absorbing outside
elements.
- Elemental Sense: A technique developed in the Darkfire
elemental training that lets the user sense all the elements
around them. This was designed to be the same as the aura sense,
but ended up being a bit more unique. This lets the user sense
the elements around them, which not only include their elements,
but other elementals as well. This includes letting them sense
their opponents because mortals are all made up of earthly
elements. And by studying how mortals channel different actions,
they can use this elemental sense to not only sense where and
what mortals are by their elemental makeup, but also lets them
predict their opponents by reading how their elements move when
they attack. This essentially reads how the body operates,
letting the user have a sense of what attacks their opponent is
going to use. Though unlike the aura sense which reads the
spirit, this is a little less reliable in terms of predicting
combat attacks, but easily lets the user sense supernatural
abilities and attacks as they're created in the body or outside
the body, giving this a better edge against supernatural
abilities than a normal aura sense.
- Elemental Armor Defense Skill: This technique replaces the
aura armor skill, instead replaced by an elemental variation
that uses an elemental power to condense and defend against
attacks. This acts as a defense, but also can be used to attack
people depending on the element used. Things like flames and
lightning can do damage to opponents if they hit the defense
through either burning or electrocuting respectively. This skill
is designed for defense, but like the aura armor skill, this
does require a lot of power to keep in place for extended
periods. While it does amp defense, it's not practical to use to
cover the whole body, as if it's used that way, it takes far to
much energy to hold in place. This means that it's only meant to
be used as a reaction to an attack that can't be dodged, and the
user should only use what they need for the defense and not
waste extra power defending parts of the body not being
attacked. And just like aura armor defense, this can be
instantly broken by stronger uses of similar skills, stronger
attacks that are stronger than the defense, and through use of
aura breaker weapons. However, as this is an elemental power, it
also has a weakness to uridium, a supernatural hunting metal
designed to dispel elementals.
- Elemental Armor Offense Skill (Attack Deflection and Form
Negation): This is the offensive aspect of the elemental armor
skill, one which uses it's offensive properties. There are two
main uses of this skill. The first is to use it to hit attacks
away, including exploding attacks, using their elemental armor
defense to simply reflect the momentum of the attack. This
technique is designed to hit attacks either safely away, or to
hit them back at an opponent. The second is a special technique
known as form negation, where the user can focus their elemental
power into their attacks to damage opponents no matter what form
they are in by focusing the spirit energy portion of their
Darkfire elemental power. This hurts them no matter what form
they're in as if they were solid, not requiring a counter power.
However, it is possible for those with stronger energy defense
to block this technique if they have a similar defense skill
like haki, Pai Zhua or certain types of chi training. And just
like the defensive skill, this techniques effects can be
instantly dispelled by energy dispelling or aura breaker weapons
and powers. And of course, as an elemental power, uridium is
also something that can be used on this power to dispel it.
Darkfire Training Path 2: Aura Mastery:
- Spirit Power: Aura: Unlike the Darkfires who use elementals,
Darkfires who train in the power of aura are able to use their
spirit for a different purpose: generating aura to use for their
aura skillset. This skillset is much more energy based than
elemental power, as even though elemental power uses
positive/negative spirit energy, aura use specifically is
tailored to the use of energy specifically, even granting
special energy usage. In order to keep up with the elemental
users, other skills were also added to this skillset, since this
skillset was meant to be equal to the elemental training
skillset. The main focus of this path though is aura, and it's
abilities. For the most part, the two main things about this
path that draw people to it are it's aura defense and aura
amplification. Though some do also enjoy semblances, as
semblances were designed to draw from and add a unique power to
each aura user. This aura is more energy based than elemental
training, and can only be used as long as the user has energy to
use it. Elemental users can replenish their power through the
elements, but aura users don't replenish their power, and
instead use less energy as they build up their aura and
eventually build their body's ability to generate more aura as
they train, making their powers able to last as long as a
Darkfire even with their ability to gain power from the
elements. Aura can be any color depending on the person, with
nothing in particular being a determining factor. Despite
popular believe, blue aura is not angelic and red aura is not
demonic even if they are the most common colors. No one really
knows what determines aura color, as everyone seems to have
different auras depending on a variety of factors.
- Darkfire Dark/Light Energy Manipulation: Though aura training,
this was an ability that Qrow developed to replicate the
Darkfire's positive/negative spirit power training. But instead
of using spirit energy, the Darkfire draws from dark and light
energies, drawing the energy from the two elements to attack
opponents. Unlike Darkfires who use elements, Darkfires use this
energy by drawing it from existing sources, with which at least
one will always be present. The Darkfire is able to draw on both
energies, being able to use them in their attacks. This is just
base energy, so it bypasses normal light and dark immunities,
being just energy drawn from light and dark rather than being
light and dark power. This is used as a specific attack energy,
being used to attack opponents without them needing to use their
own aura expect to control the energy, requiring very little of
their own power to do. Of course, being energy, this is more
easily countered by almost any other energy, but as an
advantage, the energy used bypasses any dark/light immunities,
making it much better for more ranges of opponents than some
elemental trainings do.
- Elemental Energy Manipulation: Another skill of the Darkfire
family aura training. In order to come up with something akin to
the elemental skills to give aura users an attack power, Qrow
developed this skill for aura users. This is somewhat similar to
the Darkfire's elemental manipulation, but instead of focusing
the elements themselves, they focus the energies that make up
the elements rather than the elements themselves. This lets them
bypass elemental immunities, but aren't as powerful as some
special elementals manipulations and don't really work at using
combined elemental energies since all the elemental energies
mostly work the same way. This can be dodged and blocked like
normal energy. Usually, this energy has to either be drawn from
an element or from the dust crystals made by the Darkfires or
other sources, being made to do things like create construct
attacks, or be used in conjunction with physical attacks. The
energy can be countered like any other normal energy like chi or
mana, and the attacks dodged. It is also possible to dispel this
energy with weapons and powers that dispel energy. Since every
elemental energy is slightly different in how it's gathered,
just like the elemental training, each Darkfire using this can
use up to three. Though for the most part, most opt for either
earth or wind since they are everywhere around them. It also
isn't possible to convert these energies since they are simple
energies and not the actual elements, so they don't work the
same way. However, this has much more variety in the amounts of
opponents the user can use this on, since this bypasses all
elemental immunities.
- Aura Semblance: Every aura user (not just the Darkfires) has
their own aura semblance they can unlock through aura training.
Each semblance is unique to the user, with some gaining physical
powers, some gaining animalistic powers, some gaining stat
boosts, some gaining elemental abilities or some gaining special
abilities. This is solely dependant on the individual, and to a
small extent, their genetics, as some semblances can be passed
down from parent to child. The semblance one gains is unique to
them, and they must train their own semblance up their own way.
This makes every semblance different for everyone, as even some
who have the same semblance use theirs in different ways. Each
semblance is unique to the person, and cannot be transferred
over to others, though some with similar semblances may learn
semblance techniques. Each semblance is usually trained by the
individual user, as the user often comes up with techniques
centered around their semblance. Such examples include Adam
Taurus's ability to absorb energy or Natsu Tanimoto's ability to
use kinetic energy. And depending on the semblance, some
Darkfires gain advanced divine and demonic versions of their
semblance when they reach the advanced stages, though most
usually stay the same in terms of how they work. *Each semblance
must have weaknesses listed so other players will know how to
avoid the attack or block it if the have to face it.*
- Elemental Energy Portals: This is a technique that lets a
Darkfire vampire create portals to where they want to go,
creating a distortion in time and space to teleport where they
want to go using elemental energy. This is a technique Qrow
developed long ago, that is also a technique that was designed
after elemental teleportation, but instead of simply
teleporting, this creates portals using elemental energy.. In
order to use this, the user does need to know where they're
going, or they could end up in a random location. This technique
requires elemental energy to use, requiring the user to transfer
their elemental energy to another location to connect the
through through a portal. This cannot travel other dimensions
and through time, though Darkfire vampires can set waypoints to
certain people whenever they want, like having the ability to
teleport to a family member no matter where they are, and this
is the one time they don't need to know where their target
location is. The biggest advantage to this over elemental
teleportation is it's ability to connect to people and create
permanent connections to others for emergencies.
- Dark/Light, Elemental Energy, and Aura Familiars: Just like
the elemental familiar technique, this creates energy familiars
out of any of their energies. While this doesn't necessarily
grant special abilities to the familiars like the elemental
familiar technique, these familiars can still get past elemental
and energy immunities thanks to being made of energy, and can be
used to attack opponents with energy attacks. These familiars
can be made of any energy the Darkfire controls, though the one
downside is that, while this avoids the weaknesses of normal
elements like elemental familiars, these familiars are mostly
all the same in terms of what they can do, mostly just being
made from any available energy the Darkfire has at their
disposal. While this can be an advantage since they can rely
solely on things like dark and light energy familiars since
there's almost always one of the two energies around, it does
leave a little less variation in how these familiars can be
used. Though they do have more attack abilities using energy
than elemental familiars and can use energy defense skills.
- Branwen Shapeshift: Before Qrow became a vampire, he had the
ability to shapeshift, which was passed on to the Darkfire
family through him. This ability is similar to the Darkfire
developed elemental variation, except that Qrow changes into
physical creatures. This more or less works the same way, but
has a few advantages. While elemental transformations are like
elemental form and can't be hurt traditionally which is an
advantage to them, this shapeshift lets the Darkfire take a
physical form, which not only lets the Darkfire pass as a real
animal or creature, but also lets them use their aura defense,
and their aura defense can defend against more than Darkfire
elementals, as some can ues counter elements against elemental
shapeshifting. However, aura breaker weapons are still a danger
to both techniques, so that weakness is the same for both
techniques. This ability is the same for both the basic training
and normal training, as the only difference is that once the
Darkfire gets advanced training, they are able to grant their
transformed states divine or demonic aura. Most Darkfires who
use this specialize in one specific form, in which they are able
to natural change into that form. Some chose birds for their
ability to fly and scout areas, and some choose things like
lions and wolves for their combat ability. This depends solely
on the Darkfire, and what form appeals to them.
- Aura Defense: This is a passive power used by all aura users
in which they focus their aura as a defensive barrier around
themselves. This protects them from damage while they have aura
to power this ability, and aside from aura breaker weapons, the
only way to break through is usually through impact damage, or
through simply hitting them enough times they run out of aura to
keep up their defense. While in affect, someone can still be
damaged, like through impact abilities, but the aura defense
protects them from most damage from physical and other energy
attacks. However, once they run out, they have to recover their
energy before they can use this power again. How much aura they
have usually depends on the person and how much spirit they
have. While they don't take physical damage till their aura is
depleted though, they can still be knocked around by attacks and
every hit on their aura reduces their aura till it's depleted
enough this can't be used anymore.
- Aura Lock: This is a technique where an aura user locks
themselves in place, designed purely for defense. By using their
aura and hardening their aura, they are able to up their defense
considerably, making it so nothing can move them at all or
damage them aside from aura breaker weapons. However, this
technique, while useful, locks the user in place, and as such,
one cannot attack in any way while their aura is locked. As
they're locked in place, they can't even move while this is in
effect. So while a great defensive move, staying in it too long
can give the opponent time to get close enough so that when they
come out of the attack, they can be at a disadvantage. This
technique is mostly meant to block strong attacks, though a
strong enough attack, or an aura breaker weapon can still break
through this technique.
- Aura Physical and Supernatural Amplification: Thanks to the
power of aura, those who use it also have amplified supernatural
power and physical abilities. Aura allows them to passive
empower themselves, and with enough practice, many aura users
can train till they are able to passively use aura as a source
of power for supernatural abilities instead of things like chi
or mana. Aura is a powerful energy in it's amplification, and
used in a manner similar to ki. Those who use this power can
train it by training their aura, and making it stronger over
time. They can also use this to power themselves up consciously
by focusing more aura to their bodies, but this consumes more
aura to use. However, while this amp is useful, it only amps
passively while the user has aura to power this ability. Once
that aura is run out, this ability can't be used till the user
recovers their energy. Those who amp themselves beyond what the
passive amp can do must be careful, as if they aren't careful,
they might actually amp themselves too much and run out of aura.
- Aura Bullet/Weapons: This is a technique by aura users in
which they create aura attacks to fire like bullets. This
depends solely on the user, as some prefer to fire small bullets
using finger flicks, some like to fire blasts of aura like
bullets, and some prefer to just fire it from the aura around
them to fire spears or something at an opponent. This technique
is very common among aura users, and lets them use this to
create attacks of all kinds. This also lets the user create
weapons and other items out of aura, such as swords or
gauntlets. This is purely dependent on the mind of the user and
how they want to manifest this power. However, all aura attacks
mostly are the same in nature in that they are aura energy that
is fired at the opponents or formed into a weapon in some way.
Which means that no matter how the technique is used, it's still
dodgeable and blockable as any other energy type. As one would
expect, aura breaker weapons can dispel these kinds of attacks.
- Aura Sense: Those who use aura can eventually develop an aura
sense where they are able to sense the aura of others, which
involves sensing a mix of their spirit energy and their bodies
energies. The main use of this skill is that one can sense the
aura of others around them, giving them a sense that they can
use to identify people around them and sense those around them.
However, this also goes beyond simply sensing the people around
them, and gives them a sense that lets them feel the movement
around them. This gives them a sense that lets them almost
predict their opponents. By reading the movement around them,
they can respond to the aura and sense attacks coming at them
without seeing or hearing them directly. This gives the user an
attack sense that helps them in a fight and lets them know when
they need to dodge. Though this doesn't mean they can't be hit,
as they still have to perceive the attack before they can dodge
it.
- Aura Armor Defensive Skill: Similar to the Aura Lock skill,
the aura armor defense skill amps the defense of the user, but
only to the parts of their body that they choose. This technique
has both defensive and offensive applications. Unlike the aura
lock, stronger aura attack skills can still break this defense,
as this is just adding a little extra defense, and works to
defend more specifically against energy attacks in general. This
costs aura to use though, as one has to use aura to keep this
defense in place, and while it's useful for amped defense, using
it to cover more of the body than what is needed is just
wasteful unless an attack is meant to damage more of the body.
Those who use this have to be careful to only use what's
necessary to block an attack. This affect can also be
transferred to other items like weapons to improve their defense
against attacks. However, even with the defense, they can still
be hit by the attack if the attack is stronger than their aura.
And even as strong as the defense can be, aura breaker or energy
dispelling weapons or powers can instantly break this defense.
- Aura Armor Offensive Skill (Attack Deflection and Form
Negation): This is an offensive aspect of the aura armor skill,
in which one uses this in their attack. There are two main uses
of this skill. The first is to use it to hit attacks away,
including exploding attacks, using their aura to simple reflect
the momentum of the attack. This technique is designed to hit
attacks either safely away, or to hit them back at an opponent.
The second is a special technique known as form negation, where
the user can focus their aura into their attacks to damage
opponents no matter what form they are in by attacking them with
their aura specifically. This hurts them no matter what form
they're in as if they were solid. However, it is possible for
those with stronger energy defense to block this technique if
they have a similar defense skill like haki, Pai Zhua or certain
types of chi training. And just like the defensive skill, this
techniques effects can be instantly dispelled by energy
dispelling or aura breaker weapons and powers.
Advanced Darkfire Training Path 1: Divine/Demonic Elemental
Mastery:
- Divine/Demonic Energy Soul Change: When the time comes for
advanced elemental mastery, the Darkfire must first learn to
convert their positive and negative soul energy into divine or
demonic power, something taught by the clan once they reach this
stage. When they do so, this becomes the stepping stone for the
advanced elemental skills, which use divine and demonic power
instead of positive or negative soul energy, making the advanced
abilities far stronger. Though they do use more power, the power
output is far stronger. Essentially, the user simply replaces
their souls energy with divine and demonic power to start their
advanced elemental training. For the most part, converting
divine and demonic power is not as easy as one might think, as
it's easier to use with aura mastery than with elemental power.
However, the good thing is that users can use both demonic and
divine elementals at the same time, though they are limited to
the same elementals they had before, such as dark flames
becoming demonic flames and not being able to convert to divine
flames unless the user also has holy flames as one of their
elementals. However, this is still a great skill to use in that
one can still use divine and demonic elementals at the same
time, and sometimes can be a bit easier to combine elementals if
they're the same alignment (such as demonic flames with demonic
earth to create demonic lava manipulation). It is also possible
for a Darkfire to permanently change their soul to producing
advanced divine and demonic energy instead of normal energy if
they want to go the route of being closer to a demi-god than a
vampire, but unless one has plenty of power to spare (or a great
elemental aura) it's usually not recommended, as having the
normal elementals to fall back on means having a way to use less
power and manage stamina more easily. Though aside from the
enhancement, the elements used with these can still be countered
the same way or with similar holy or unholy power.
- Divine/Demonic Elemental Manipulation: As an advanced Darkfire
art, Darkfires are able to combine their elemental powers with
their divine/demonic power, with their divine and demonic power,
simply using divine/demonic energy instead of their usual
dark/positive spirit energy. This in turn creates more powerful
elemental abilities. Of course, as one might expect, this also
uses more power since the elementals are more powerful. This is
more a stepping stone to get the Darkfire used to using divine
and demonic power, learning to combine it with their elementals
to create more powerful elementals to use against higher level
demonic and divine opponents. This works just like their normal
elements, with powers like elemental touch still being usable,
though the advanced skills are meant to be used with the
advanced skills. The Darkfire still uses the same elemental
combinations as their base training, and can still use their
special elemental variations and combinations, except instead of
holy/dark elementals, they use divine/demonic elementals instead
of the normal elementals. When this training is being used, all
of their elements become enhanced. Unlike the aura training,
elementals are able to be used of different types at the same
time (assuming the Darkfire has a divine and demonic elemental
as some may only have one), like divine lightning and demonic
flames, avoiding the drawback of having to constantly switch.
However, it is very common that Darkfires may not have both
divine and demonic alignments, since this is based in elements
rather than energy like aura training. It is also worth noting
that the elements used are the same as the original training, so
it is possible a Darkfire may only have divine or demonic energy
depending on the elemental powers they have. This depends on the
Darkfire and what elements they had, such as dark flames
becoming demonic flames, or holy lightning becoming divine
lightning. Since Darkfires are usually based in darkness, it is
common for Darkfires to only have access to demonic elements,
sometimes only having one divine elemental.
- Elemental Vampire Semblance (Optional as power is still
experimental): This was designed to be able to awaken semblances
through elemental power similar to semblances aura users
develop. However, this power is still experimental in nature, as
it isn't always usable since it's much harder to awaken
semblances through elemental power. However, those that do in
their advanced training are able to gain special abilities,
usually an enhancement to their elements. This is unique to
anyone who gains this power, as just like semblances, everyone
is different. This could result in an amped elemental, a new
elemental combination, transformation skills using elements, or
elements with unique abilities. Just like area semblances, there
are a wide variety of semblances and unique ways to use them,
making everyone's unique use of even the same semblances
different. Though those should be aware that each semblance
should have weaknesses for the power listed since, depending on
the semblance, many different variations of semblances can
exist. Only those who have gone through advanced elemental
training can even attempt this, and this power is currently
50/50 at best in the Darkfire clan on whether or not it works.
- Divine/Demonic Elemental Aura: Just like the normal elemental
aura, this essentially amps the aura using divine or demonic
power depending on the element that makes up the Darkfire's
elemental aura. When using the advanced training, the same
elemental that powers their normal elemental aura becomes a
divine or demonic elemental depending on what is used. This
means that the aura cannot be changed between divine and demonic
power like advanced aura mastery, but some find it easier to not
have to constantly switch modes, and find ways to use their
divine or demonic elemental to combat or defend against those
that could break their aura. This, like the original power, acts
as a defense and amps regeneration when active. It works the
same way, having the same two modes of standard aura and active
aura. The only difference is that the enhanced elemental is far
more powerful granting higher defense, and depending on the
divine/demonic power used, can grant the user enhanced
abilities. This does still have the same weakness as the basic
training, in that counter elements and counters to the
divine/demonic element can more easily break this aura, and aura
breaker weapons can instantly break it.
- Divine/Demonic Elemental Rebirth: Just like the basic
training, the Darkfires who base in elemental power are still
able to use Darkfire Clan regeneration. Though when used in
their advanced training, their elemental used is also an
advanced elemental. When in this advanced state, they use more
power, but Darkfires using advanced training can regenerate as
long as there is something of them left, which includes
regenerating their hearts and brains. This is the only training
that surpasses the limits of the normal Darkfires regeneration,
as since it uses more power, it has to have advanced abilities
to compensate for the increase in power used. This regeneration
is only active when using their advanced training though, and
since it uses more power than normal, it is easier to run the
Darkfire out of regenerative power, which is why it's usually a
good idea for Darkfires to come up with ways to generate their
element in the environment around them in a fight so they don't
use so much power when regenerating. And just like normal
regeneration, Darkfires are still vulnerable to varanium and
regeneration negation abilities/items as well. It is also worth
noting that the same elemental for their normal regeneration is
used for their advanced regeneration, except it gains a divine
or demonic enhancement depending on the element.
- Divine/Demonic Elemental Form and Elemental Shapeshift: Just
like their normal basic training counterparts, Darkfires are
able to use elemental form and elemental shapeshift using
advanced training, in which their elementals become divine or
demonic depending on the elemental used. They are still able to
use this similar to other vampires who use intangibility and
similar abilities, except that the Darkfires use divine/demonic
elementals instead of normal holy/dark elementals. Though this
does grant a slight advantage, as using divine/demonic
elementals can grant the user special abilities, such as using a
divine elemental form to heal someone, or using a demonic
elemental form to grant demonic power. For Darkfires, elemental
form and elemental shapeshift abilities granted usually depend
on the elemental and divine or demonic power used, as some can
grant other abilities depending on the training and skill of the
Darkfire. Of course, the same limitations apply to the advanced
elemental form and shapeshift, in that counter elements can
return them to normal and attack them as though they were solid,
as well as form negation abilities like haki, Pai Zhua training
or even Darkfire training equivalents.
- Divine/Demonic Elemental Teleportation: Another technique the
Darkfires use that transfers to the advanced training, this time
using divine or demonic elementals to replace their normal
elemental teleportation. Just like before, the Darkfires who use
this use divine/demonic power to teleport around. This doesn't
really change much, as it just changes the elemental used to
teleport, and not how the teleportation itself works. For the
most part, this teleportation isn't used much in battle anyway,
due to it not really being useful to waste power to teleport
around a battlefield with skills like Sonido available to the
Darkfire. Though this is still useful outside of battle, though
most Darkfires have turned off their advanced training by the
time the battle ends, unless they are in permanent advanced
mode, in which case they will solely rely on this. When used, it
works the same way, not being able to teleport through time or
dimensions, but can teleport anywhere in the world. There is one
difference, in that divine or demonic elementals can be used to
transport to heavenly or demonic realms respectively in the
world, such as demonic elementals being able to transport to
places like Hell and Tartaros and divine elementals going to
places like Heaven or other pantheons heavens. Though depending
on the patheon teleported to, the Darkfire may have to follow
the local deities rules, such as going to hell, they'd have to
follow Crowley's rules, or going to Tartaros, they'd have to
follow Death's rules.
- Divine/Demonic Elemental Familiars: Just like one would
expect, elemental familiars are still used by Darkfires in their
advanced training, where they are able to still generate
elementals, though advanced training uses divine/demonic
elementals, replacing the normal elementals. This more or less
works the same way, in which the elemental is connected to the
Darkfire's senses, and the elemental familiar can still use
their divine/demonic elemental to attack opponents, and using
their elemental to attack opponents through touch. However, the
main difference is that divine and demonic do advanced damage,
such as divine flames being able to purify unholy creatures or
heal allies, and demonic flames being able to burn people with
demonic power or use demonic power to cause demonic energy
damage to someone. These elementals can also still use their
elementals normally, such as flame familiars burning people or
lightning familiars electrocuting people, but instead just gain
extra effects based on the divine/demonic power used. These
elementals still have the same weakness, which include counter
elements, aura breaker weapons, and divine/demonic energy
counters depending on the elemental used.
- Divine/Demonic Advanced Elemental Touch: Just like their
normal elemental touch, Darkfires are able to use the advanced
skills for their elemental touch power, being able to use their
elements to affect opponents through touch. This more or less
works the same way, except that depending on the elemental, some
divine/demonic abilities grant other abilities as well. This can
vary depending on the Darkfire, though most commonly, divine or
demonic power can be used to purify/taint objects and people, be
used to heal allies/weaken opponents, or be used to grant others
amped abilities using the divine/demonic elemental power. Though
this does still allow things like demonic flames burning people
or divine lightning electrocuting people, Darkfires gain
advanced skills with their elemental touch, being able to
influence the world around them depending on how they use this
power. More highly trained Darkfires can use this to do other
things as well, and each Darkfire simply needs to get creative
with this power and figure out their own unique ways to use it.
Though most Darkfires can do basic things like healing allies,
weakening opponents, and using it to purify with divine power or
taint using demonic power.
- Divine/Demonic Elemental Amplification: Just like normal
amplification as one would expect, Darkfires gain advanced
divine/demonic amplification. Instead of being used to simply
use elements to power an amplification (which they can still
do), this is meant to be used to power themselves up using their
own elements, and grant them divine/demonic enhancement similar
to how advanced aura training grants the aura training divine or
demonic power. This ability uses the elemental to enhance the
body, not just with elemental power, but grant them divine or
demonic power when using. They are able to use the advanced
elemental touch abilities with almost no cost when this power is
in effect, as their touch uses this power naturally. Though the
main focus of this power still focuses on combat and
supernatural ability. This power grants combat and supernatural
ability enhancement, letting the user do demonic or divine
damage to opponents through physical or supernatural abilities
depending on the elemental they use to power themselves up. Each
elemental has different affects on the body, such as flames
enhancing power, lightning increasing speed and strength, or ice
increasing defense. This also depends on how the Darkfire uses
this skill, as some elementals can be used different ways
depending on the ability, such as ice being able to enhance
power if used creatively.
- Divine/Demonic Sense: As an advanced sense, this skill lets a
Darkfire sense divine and demonic energy in everything around
them, seeing the balance and seeing how divine/holy and
demonic/unholy energy interact with each other. The Darkfire
still has their normal elemental sense, but they are also able
to use this sense to sense both normal holy/dark energy as well
as divine/demonic energy. This lets the Darkfire sense the
balance of the world around them, as well as the balance of the
people around them, seeing things like when someone is poisoned
with divine or demonic energy, or allowing users to sense when
someone's balance of positive and negative power is off, usually
caused by inner turmoil. They are also able to sense levels of
negative/positive spirit energy and divine/demonic power, being
able to more easily sense what's around them. For the most part,
this is a passive sense similar to normal elemental sense, but
simply adds manners of positive and negative energies to the
Darkfire's sixth senses.
- Divine/Demonic Armor Defense/Offense Skill: The last skills of
the Darkfire advanced training, where the Darkfire is able to
use advanced elementals to defend themselves from attacks and
attack opponents. Similar to the basic training, this does work
slightly differently from normal. Instead of just using
elemental power the same way, the Darkfire condenses power from
their elemental aura to create armor around them, allowing them
to create elemental armor on their bodies rather than just
acting like an armored skin. When using divine/demonic
elementals, this can also be used to more easily defend or
attack depending on the elemental and divine/demonic power, such
as divine elemental armor being useful for defending against
holy attacks, but being useful for attacking demonic opponents.
However, as one might expect, this has slight drawbacks, such as
opposite elemental and opposite demonic/divine powers being able
to more easily break this armor, and divine/demonic power not
being too useful for attacking the same alignment. Though the
user can still use the form negation part of the armor
defense/offense, in which, while active, this can allow a
Darkfire to use form negation on those that use things like
intangibility and elemental forms (including those who use these
powers through things like plasmites and unnatural means). The
Darkfires are able to do this with any elemental they have,
though they can't overlap two elementals without using twice as
much elemental power. The Darkfire is able to armor their whole
body depending on the Darkfire and their power, though most
prefer to armor main parts of their body, leaving more room for
mobility. The armor depends on the divine/demonic element and
Darkfire's preference. The user can, however, use different
elements, such as covering their arms and legs in one element,
and their main body in another element, though this has both
advantages and disadvantages. Though just like before, aura
breaker weapons and counter element/divine and demonic powers
can also be more easily used to break this armor.
Darkfire Advanced Training Path 2: Advanced Divine/Demonic Aura
Mastery:
- Divine/Demonic Energy Manipulation: Just like the Darkfire
elemental mastery, Darkfires who choose the aura training can
gain advanced divine and demonic energy the same way as the
elemental mastery path where they are able to convert their
positive/negative spirit energy into divine and demonic energy
respectively. Though instead of using elemental energy in this
stage, the Darkfire simply uses divine and demonic energy for
their attacks while using their advanced training. These
energies are the basis of all the skills of the advanced aura
training, as the Darkfire learns to use both energies. Instead
of elemental energy skills, the Darkfire learns how to simply
use divine and demonic energy in place of them, even replacing
the elemental energy familiar and elemental energy portal
technique while the Darkfire is using their advanced training.
And just like the elemental mastery path, it is possible for a
Darkfire to permanently push their souls into this state of
generating divine and demonic energy if they choose to, though
this does cost more power to use, only really being beneficial
to those who have a lot of energy to spare or having immense
auras. And unlike the normal training, this doesn't use
unnecessary energies, as divine and demonic energies have their
own specific alignments and uses, unlike normal elemental
energy.
- Divine/Demonic Aura: Instead of normal aura, advanced
Darkfires use divine and demonic powered aura instead of using
their normal energy. This still works like normal aura, but
instead of being based in elemental power like the elemental
mastery path, this ability changes their aura into demonic or
divine energy, depending on what the Darkfire is using. The
Darkfire is able to switch between divine and demonic energy at
will, in which they are able to use one or the other. This lets
them use their aura for defense, acting as a first line of
defense and dampening attacks. Depending on the aura used, the
Darkfire will be stuck using that side while the aura is active,
as this determines which power the Darkfire is using at any
time, since only the elders of the clan can use both or combine
the two (Though specially gifted Darkfires can combine the two,
but this is very rare). While active, whichever aura is active
grants the Darkfire more defense against that power, such as
divine aura being very useful at dulling damage from holy
attacks, or demonic aura being used to dull damage from demonic
power. This is used as a defense, but the problem with this
power is that one cannot use both, such as using divine power
while their demonic aura is active. Because of this, they switch
back and forth between this, often having to switch to attack,
such as using demonic aura for defense, then switching to divine
aura to attack. This requires the Darkfire to know how to use
their power effectively, as they have to know when to switch
from defense to attack and know when the best time is to switch
their auras. Of course, as one might expect, each aura is
counterable by the opposite, such as divine power counting
demonic aura and vice versa. Usually, the Darkfire is most
vulnerable to attack when they switch modes (usually from
defense to attack or vice versa), as most Darkfires have to
switch divine and demonic aura constantly. Of course, one can
avoid this altogether if they have an aura breaker weapon or
power, since that can easily break both auras regardless of
which aura is used. This is far better for using against demonic
and divine opponents than advanced elemental power, despite it's
slight weakness, but most Darkfires learn how to use this
effectively enough that they keep their guard up when they
switch as most will expect attacks when they switch.
- Divine Light/Demonic Darkness Manipulation: Instead of using
normal light energy and darkness energy, Qrow developed an
advanced light and dark manipulation specifically for the
advanced aura training. While it's often rare for elemental
mastery to use light or dark, this was made to give the aura
users something to use in their advanced aura training to give
them an advantage on elemental mastery. This lets the Darkfire
manipulate light and darkness, but combine it with divine or
demonic energy respectively. Divine light is designed to take on
high level demon kings and demon gods, while demonic darkness is
designed to take on high level deities and holy users. Both are
opposites, and can be used to counter each other. Though the
power used is solely dependant on what mode their in, as using
their divine aura forces them to use divine light, while being
in demonic aura mode forces them to use demonic darkness. This
was also partially designed so that those using this might have
something to use to attack similar elements, as divine light was
designed to attack gods and high level holy users with light,
and demonic darkness used to fight demons with darkness. Thoguh
some are immune to the skills, it still grants a bit more
variety in how the Darkfire can fight their enemies.
- Divine/Demonic Energy Portals: This is a technique that lets a
Darkfire vampire create portals to where they want to go,
creating a distortion in time and space to teleport where they
want to go using divine/demonic energy. This is an advanced
version of the original portal technique, but instead of using
elemental energy, this uses divine/demonic energy depending on
what the user has active when using this. Like the original
technique, this creates portals using divine/demonic energy
rather than simple teleportation. In order to use this, the user
does need to know where they're going, or they could end up in a
random location. This technique requires divine or demonic
energy to use (it doesn't matter which, making this usable in
either aura mode and used the same way regardless of the mode
since this is often not a battle technique), requiring the user
to transfer their divine/demonic energy to another location to
connect the through through a portal. This cannot travel other
dimensions and through time, though Darkfire vampires can set
waypoints to certain people whenever they want, like having the
ability to teleport to a family member no matter where they are,
and this is the one time they don't need to know where their
target location is. The biggest advantage to this over elemental
teleportation is it's ability to connect to people and create
permanent connections to others for emergencies.
- Divine/Demonic Energy/Aura Familiars: Just like the base aura
familiar technique, this creates energy familiars out of any of
the Darkfire's energies. Unlike the standard energy familiars,
the user is able to create divine and demonic energy and aura
familiars. The familiars are also able to be made of divine
light and demonic darkness. The familiars created are dependant
on the mode that the Darkfire is in, as the familiars become
whichever alignment the Darkfire is. When used, the familiars
are able to attack just like one would think, being the same as
all the other familiar techniques. However, the divine light and
demonic darkness familiars are able to use light and darkness
abilities respectively, being able to use special abilities such
as light familiars using light beams to attack, or darkness
familiars being able to use acidic darkness. Of course, if the
Darkfire just wants normal divine/demonic energy, they can also
use just normal energy familiars, which can use aura defense as
well thanks to their divine/demonic aura. The biggest advantage
to this technique in the advanced stage is that the Darkfire can
create familiars of one energy and change modes without the
familiars changing too, making this a very good skill for those
who don't want to change modes constantly. Though the energy
familiars can still be destroyed by taking enough hits.
- Divine/Demonic Enhanced Semblance Abilities: As the Darkfire
gains their semblance, when they manage to make it to advanced
training, they are usually able to combine demonic and divine
energy with their semblance (Though some semblances may not
allow this energy to be fused with it). How they make this work
usually depends on the technique, as some are easier than
others. Usually semblances that use energy or elemental powers
are very simple, as they can just be combined with the
semblance's energy, though some are more difficult. For example,
semblances based around transformations require fusing the
transformation with divine or demonic energy respectively, or
semblances based around luck are very difficult to influence as
divine and demonic energy may be used a few different ways, but
are difficult to control. Usually, the semblance itself
determines how the energy has to be worked into the semblance,
and this is another ability that's unique to everyone, as some
may find other ways to make this work uniquely to their power.
This requires training and experimentation to figure out the
best ways to make it work, and just like all the advanced aura
skills, the divine and demonic powerup applies depending on the
mode that the Darkfire is in.
- Divine/Demonic Aura Defense: Just like normal aura defense,
this uses divine/demonic aura, depending on the mode the
Darkfire is in, for an advanced aura defense. Like the standard
aura, this is a passive ability in which the Darkfire uses
advanced aura to create a shield over their bodies in order to
protect them from attacks. Just as one might expect, one either
uses demonic or divine energy depending on the mode they're in,
and depending on what mode they're in, they can defend
themselves more effectively if they're using defense against
similar alignments (IE demonic aura being more effective at
blocking demonic attacks). While this also locks them into using
the same power to attack, this can grant them more defense
against certain types of powers if they use the specific power
to block attacks. This essentially lets a Darkfire use this
skill to fight higher level opponents than the normal training
would allow, using stronger aura. However, just like standard
aura, if the Darkfire runs out of energy, this aura defense is
no longer usable, and aura breaker weapons and powers can still
break through aura use easily. This is the main reason most use
the aura training, for this particular ability and also for the
aura amplification. Those who don't have weaknesses can wear out
this defense, as if the Darkfire takes enough hits, this defense
can be broken, and it is possible to hurt a Darkfire with this
active through things like impact damage or attacks that pass
through solid matter.
- Divine/Demonic Aura Barrier: Instead of the normal aura lock
power, this ability was developed for the advanced users, where
they use their divine or demonic aura to create a barrier around
them to protect them from attacks. This is meant to be a
defensive move, where the user uses this to protect themselves
from all manners of attacks. This does work similar to the aura
lock power, where the barrier locks the aura in place,
preventing opponents from breaking through. Though this still
does require staying still to maintain the aura lock of the
barrier, this technique is just as good for aura lock users,
since it still works the same way, but gives the user some
breathing room. Aside from aura breaker weapons, little can
break this barrier except high level abilities that can break
the aura lock (which takes far more power than one would
probably want to put out). Though this is normally a defensive
move, it is possible to use this on enemies, focusing a barrier
around an enemy to trap them in a barrier. Often times, the best
reason for using the power this way is to trap an opponent in a
hazardous area, or trap them in a barrier with their own attack
if the attack could damage them. However, this does still lock
the user in place to use it, as if they move, the aura barrier
dispels. And using this on an opponent doesn't mean the opponent
can't teleport out of the barrier.
- Divine/Demonic Aura Physical and Supernatural Augmentation:
Those who are trained in the Darkfire advanced aura can use aura
amplification of their physical and supernatural abilities,
being able to amp their physical and supernatural abilities with
divine or demonic aura depending on what mode they're in. This
not only amps their abilities however, as it also amps their
physical and supernatural abilities with whatever power of the
mode their in. This makes their physical and any of their
augmented attacks do either divine or demonic damage depending
on the mode they're in. This grants them advantages in defense
and attack in not just their aura and semblance abilities, but
also allows their physical combat abilities to do divine or
demonic damage through aura amplification. This is an advanced
version of aura amplification, and essentially does the same
thing, but adds the amplification and effects of demonic or
divine power respectively. Of course, as one might expect, the
Darkfire can only use one mode at a time, and usually defense vs
offense used for this skill is usually determined by the type of
opponent and what mode the Darkfire is in.
- Divine/Demonic Aura Enhanced Projectiles and Constructs:
Darkfires are still able to use their aura techniques in their
advanced training, combining divine or demonic energy to their
aura projectiles and constructs. However, depending on the
energy used, the constructs and projectiles may be given special
properties based on the energy used, or the construct may mutate
due to the energy used. This often times results in the
projectiles and constructs gaining enhanced abilities, such as
aura swords becoming stronger or gaining holy or demonic
abilities based on the weapon. For example, holy swords may be
used to purify or heal others, or demonic weapons might be able
to be used to poison others with unholy power. For the most
part, this depends on how the Darkfire uses their enhanced
divine/demonic abilities, and how creative they get with how
they use their power. For the most part, this is used the same
way as the aura bullet/weapon power, but simply gets enhanced
abilities as the aura is fused with divine or demonic energy.
This means that the same limitations apply, aka aura breaker
weapons can break these constructs and projectiles and other
energy weapons can be used to counter or block depending on the
technique.
- Divine/Demonic Aura Influence: This is an advanced skill that
uses the aura sense, but allows more use in it's abilities when
combined with divine and demonic power. Those who use this are
not only able to still sense aura and sense people's balance of
positive and negative spirit power, but this also allows them to
influence others and the environment with demonic or divine
power depending on the mode they're in. For example, through
physical touch, someone in divine aura mode could heal someone
using their aura, purify someone of negative influences, or
even, should the person choose, be purified of any negative
power and granted holy power. Using demonic power can do things
like poisoning someone with demonic influence, granting someone
demonic power, or be used to enhance unholy powers. Using this
on the environment also has effects, such as divine energy
influencing life, allowing things like plants to grow or animals
to heal or enhance based on this skill. The most useful ability
is it's ability to amp others, in combination with the
supernatural amplification aura ability. They can also use this
to weaken opponents through touch, such as using divine energy
to weaken unholy opponents or vice versa.
- Divine/Demonic Aura Armor Defense/Offense: This skill more or
less works the same way as the normal aura, but works with
divine and demonic power to enhance it's effectiveness.
Depending on the divine or demonic power used, the user can
still do the same thing in using this to defend specific parts
of their body, with divine energy creating a white energy around
the part of the body being defended, or orange energy for
demonic instead of the usual unique color of aura the normal
armor skill would use. This is the only skill that can be used
no matter the mode, as a Darkfire in divine power can use the
demonic version of this. However, doing so causes the defense to
be weaker than normal, but being in the same mode grants
enhanced defense when combined with the advanced aura defense if
the same power is being used. This also still grants the same
offensive skills, in which those who use this can use the form
negation ability and use this to attack people. However, aside
from having an easier time breaking demonic or divine auras,
this really has no real benefit when using this power, as the
demonic/divine enhancement used isn't the same as the
amplification or construct enhancement and is more spirit power
than divine/demonic power. Though this can be used to more
easily counter divine or demonic powers depending on the defense
used or be used to weaken attacks used against them if the
attack is holy or unholy and depending on the defense used.
Second Release Elementals:
- Second Release Elementals: When the Hazeldines gained their
enhanced demon contracts through their deal with Crowley,
Darkfires tried to figure out how to counter them. Though the
war with the Hazeldines ended before the Darkfires perfected
this art, this was used by some Darkfires afterward, as some
Darkfires learned to use this art to gain second release
elementals through the use of bonding to a spirit of the
elements. Instead of making a deal with a demon though, they
made deals with spirits of the elements, in which they make a
deal with the spirits to feed them elemental energy, in return
for a second release elemental where the spirit inhabits the
second release elemental and acts as their companion in battle.
Like the Hazeldine demons, this creates a bond between the
Darkfires and their elemental spirits, with each spirit being
different (Though each spirit only has one elemental
combination). Depending on the elements used, it is possible to
have more than one, however, it is not recommended, as having to
feed multiple spirits elemental energy can be quite draining.
These second release elementals are summoned by using the
Darkfire's spirit energy (dark or positive spirit energy,
depending on the elemental), and using it to influence the
elements around them, depending on the elements of the
elementals. These spirits can stay summoned as long as they have
elemental energy to keep them manifested. If they don't have
enough, the spirit is drawn back to the host. Some Darkfires
like this art, while some don't like sharing their body. Though
this was designed after the Darkfire/Hazeldine war to help the
spirits of the world grow more powerful, thus strengthening the
world itself and their connection to the elements, using a
symbiosis type bond to strengthen both Darkfire and spirit.
- Advanced Second Release Elementals: When the Darkfire gains
their advanced elemental powers, the Darkfire and their
elemental spirit are also able to use advanced elementals, in
which the Darkfire, through changing their soul, is able to
enhance their spirit's power using this ability where the spirit
becomes a divine/demonic elemental spirit while the Darkfire is
using their advanced training. This grants the spirit enhanced
abilities, as well as granting them divine or demonic power.
However, since the spirit only uses one element, this means the
spirit is only able to use one or the other in terms of
divine/demonic energies depending on what elemental combination
the basic training uses for the spirit. However, when used, the
spirit is enhanced, such as holy lightning becoming divine
lightning, allowing the spirit to not only use enhanced power,
but also grant it special abilities like purifying/tainting,
healing/weakening, or other abilities used by demonic and divine
power. This usually corresponds to their advanced training,
where Darkfires are able to transfer any abilities through that
training to their spirits through their bond and training
together.
- Second Release Elemental Host Connection: All of the spirits
who become second release elementals have a special connection
to their hosts, as the spirits run through the body and become a
part of their host. The spirits also act as a second entity
running through them, who can communicate with their host.
However, being spirits, the spirits don't communicate through
words, but more, they communicate their thoughts when they want
to. Not only are they connected to the host when manifested, but
they are also connected to the mind of the host, in which,
similar to the elemental familiar technique, the host can
process everything the spirit processes, being able to share
their senses. The connection makes it so the two can fight as
one, but still both think and act separately enough that the two
are not necessarily the same in mind. This gives a variety to
attacking, as the spirits can come up with their own strategies
and combat tactics. Each spirit has it's own name which the
Darkfire must learn, and has their own set of abilities.
- Second Release Elemental Spirit Arts: Because the second
release elementals have the power of spirits, this means they
are able to use elemental spirit arts, using elemental power for
different things, such as a earth spirit using earth to change
the earth from stone to metal or a fire type creating lava from
melting the earth around them. Each second release has it's own
spirit arts, depending on it's element and what it can do with
it's element. Since each one is different, each has powers it
can develop on it's own and powers it can develop with it's
host. For Kurenai, she mostly relies on her screams/wails using
sound manipulation, but can also fire dark flame spears from her
wings. She can also amp her wails/screams using spirit arts
instead of normal power, as her screams can be used to fire
impact waves which do physical damage to opponents, hitting an
opponent similar to a physical attack, but the wails/screams can
hit with immense force, enough to break bones on impact.
- Spirit Sage Energy Manipulation: One of the abilities of the
second release elemental spirits is that they are able to use
the spirit energy in the air around them, making them able to
use sage power by drawing in the spirit energy around them and
manipulating it to their own ends. Not only are they able to do
this when manifested, but they are able to do this while in the
hosts body, drawing in spirit sage energy which can be used to
empower them or empower their host, amplifying their elemental
abilities immensely. This power can be used a variety of ways to
enhance elemental power, and is the spirits main mode of attack.
They are also able to fuse their spirit sage power to the
elementals around them, such as a dark flame spirit being able
to fuse their spirit sage power to the heat around them and
create dark sage flames. The sage flames are the same as normal,
except they don't rely on the hosts or spirit's power, since it
is drawn from the air around them. Though this is a fairly
simply enhancement, making the elemental powers stronger. The
enhanced elements can still be countered like normal, as there's
no real difference to this besides the enhanced elemental power
or enhanced host abilities. This is best used for the spirits to
boost their hosts in battle when they can't boost themselves.
This can only be drawn in by the spirits themselves, not by the
host.
- Elemental Spirit Item Charge: One of the second release
elementals abilities is that they are able to empower objects
with their power, often giving them special properties. This
fuses a bit of the spirits spirit energy as well as the hosts
elemental power, and empowers an object so that it can be
granted enhanced power. This can be as simple as empowering a
weapon with the host and spirit's power, or this can be used for
things like holy flame making an object be able to use holy
flames to heal someone. This is dependant solely on the host and
spirit, and the elementals they possess. They are also able to
make charms which can blast opponents with elemental attacks,
such as a dark flame empowered object being able to fire dark
flame blasts due to the empowering. This is of course most
useful when empowering weapons, granting a weapon the spirit's
power as well as the host's elemental power.
- Elemental Spirit Element Feeding: When a second release
elemental spirit is not summoned, it is able to feed on
elemental power of the Darkfire, being able to feed on their
extra elemental energy which would normally be released and
wasted. This lets the spirit make use of this energy to not only
replenish and maintain their own energy, but can be used to grow
the power of the spirit over time. As the spirit feeds on this
energy, it will eventually start growing stronger and be able to
gain new abilities over time. The spirit can also feed on energy
to regenerate itself if it's damaged during a battle. Normally a
spirit doesn't need regeneration, so damage to spirits usually
requires help to regenerate, in which the Darkfire can supply
the elemental power to regenerate the spirit at the cost of some
of their elemental power. This not only helps maintain the
elemental spirit, but also helps them grow stronger and
strengthen the bond of the two as the spirit and host are able
to grow stronger together, as the spirit devouring energy also
helps make the host stronger, since the Darkfire has to produce
more elemental energy in order to keep the elemental spirit feed
and up to strength, which in turn makes the Darkfire stronger
since their main powers are in elementals.
- Elemental Spirit Absorption: When those who use second release
elementals defeat someone else who uses these, the Darkfire can
use a forbidden technique to absorb the spirit before it's
released after the users death. This is a forbidden technique
among the Darkfires, in that it's possible for a Darkfire to
steal another's spirit elemental upon death. This lets someone
absorb and then bond the spirit to themselves, giving them new
abilities and sometimes giving them new elements. This makes the
user stronger the more spirits they absorb, but also has a side
effect of the Darkfire needing to possess more elemental energy
to make use of it. For this, elemental dust is a great way to
keep up with the spirits, but overdoing it and absorbing spirits
can be more draining than helpful due to the cost of keeping the
spirits maintained with elemental energies. The main use is
usually either strengthening an element the spirit specializes
in, or gaining a new element. However, these elementals still
work the same way, in that they can still be countered like
normal elementals.
- Spirit Possession: When the Darkfire host is in trouble or
unconscious in a battle, the spirit or spirits in their body can
possess them, controlling them so the spirit can take over the
fight, or escape so the Darkfire won't get killed. Unlike
Hazeldine demons, the spirit possessing isn't trying to take
over, but takes over only when it's mutually beneficial. The
spirit mostly just helps when it's needed, such as taking on
other spirits or things on other planes that the Darkfire
wouldn't be able to fight normally. Of course, this is also
useful in the fact that the spirit or spirits can also possess
objects, such as possessing armors and statues to fight with.
This is mostly useful when it comes to possessing demon armors
and angel armors with nothing in them, as the spirit can use it
as a substitute body.
Aura Spirit Bond:
- Aura Spirit Bond: When the Darkfires using elementals
perfected the second elemental release, those using aura
training also tried to replicate their success. Through much
trial and error, they developed their own in which they
developed an art for bonding spirits to themselves through aura,
in which they summon spirits from the energies of the world in
order to gain a spirit that they can bond to that can use
energies rather than elements, which they refer to as aura
spirits since the spirits are from the aura of the world itself.
Just like the second release elementals, this skill was
developed to strengthen the world itself through strenghtening
the spirits that control the flow of energies in the world.
Because they govern energies of the world, the spirits used in
this method are different from the elemental spirits, in which
the Darkfire uses specific energies to power the spirit.
Depending on the spirit, this could be mana, chi, spirit energy,
or even their aura energy. This is useful in that some Darkfires
can more easily give the spirit energies they don't use, or
strenghten them more if the spirit uses aura since the Darkfire
relies on aura more. While other energies don't let the spirit
grow as fast, it does free the Darkfire to give the spirit
energies the Darkfire doesn't use. Though the opposite is also
preferrable, as spirits grow faster with aura as their food
source, though it uses more aura to do so. This is dependant
more on the spirit. These spirits can also be summoned like
elemental spirits, manifested from aura instead of elements.
- Advanced Aura Spirit Training: When the Darkfire uses advanced
aura, the abilities transfer to their spirit, where the spirit
is able to use divine and demonic aura/energy with it's own
energies. This could be aura, or any other energy the spirit
uses, being able to be amped by divine or demonic energy
depending on the spirit. Spirits use their connection to switch
divine/demonic influence as their host does, in which the
Darkfire and spirit stay in the same mode as the Darkfire. This
is very useful in that the spirit can switch modes as well,
attacking and defending depending on the mode it's in. This also
lets the spirit use the advanced aura techniques, such as
divine/demonic influence or amplification. And when using the
advanced power, the spirits can be fed power to grow more than
normal, though the spirits have to be careful that they don't
overwhelm themselves on the increased flow of energy. Once in
the advanced stage, the spirit is able to modify itself using
demonic and divine energy, allowing it to fight using the same
strategies as advanced aura users when the user is in the
advanced training. However, the spirit cannot go into advanced
aura mode on it's own, requiring the Darkfire to go into the
mode first, and then the aura spirit changes modes with the
Darkfire. The two are constantly in the same modes, regardless
of whether they are in basic or advanced training mode, or in
demonic/divine mode.
- Aura Spirit Host Connection: Just like the elemental spirits,
aura spirits have a special connection to their host, not
talking specifically, but communicating thoughts to the host.
And just like elemental spirits, the spirit runs through the
Darkfire, essentially being not just connected in spirit, but in
mind and body as well. However, not only are they connected, but
aura spirits have a special ability where they are able to
manage the flow of energy in their host, fighting energy
influences through things like energy poisoning, or those who
try to influence someone's energy flow. Aura spirits are able to
more easily manage this, allowing the Darkfire more time and
power to focus on fighting so that the aura spirit can grow
faster as the Darkfire puts out more energy so they can grow.
These spirits are also always connected to their host, and are
able to maintain this connection even when manifested. This
includes sharing senses with the host, similar to techniques
like the aura familiar.
- Aura and Energy Arts/Amplifications: Unlike elemental spirit
who specialize in elemental spirit arts, aura spirits specialize
in energy arts and energy amplifications. Each spirit has it's
own unique set of skills, and depending on it's energies, it can
amplify the body of the user, amping the host's physical and
supernatural abilities. This ability is energy based rather than
elemental based, where the spirit specializes in energy. In
addition to being able to amp their host, the spirit is also
able to generate energies it controls, such as aura spirits
specializing in mana having mana user abilities and powers. This
is dependant solely on the spirit and how they choose to
manifest their powers, as well as the Darkfire and how they
handle the energies used. Each spirit has it's own abilities, as
well as each Darkfire having different ways to utilize these
abilities, making each spirit/host skill set unique. Of course,
as one might expect, this is based in energy, and only in the
energies the host and spirit control. So a mana spirit can use
mana or the Darkfire's aura, but cannot do things like
controlling chi or chakra. Though the spirit has more ability to
use their energies in new ways, such as using aura to more
easily heal the host.
- Spirit Energy Change Manipulation: Instead of the elemental
spirit sage energy, aura spirits are able to modify their
energy, being able to tailor it to fighting specific enemies.
This allows a spirit to specifically grant the user temporary
energy abilities from it's energies to fight specific opponents,
such as a mana spirit amping the host with dragon hunter powered
mana. This has to be changed depending on the opponent, and if
fighting a group, the spirit may not be able to change
effectively if having to change constantly. Though once the
Darkfire reaches the advanced aura training, this becomes much
easier as the spirit is able to switch between demonic and
divine energy far easier, and can use them to more effect.
Though depending on the opponent, the spirit can still modify
it's energy, such as using corrupted divine energy on divine
energy users. This is dependant mostly on the spirit and what it
knows it can do, and how the spirit can modify it's energies.
Though most of the time, the spirit has to have had access to
weapons or powers that can hurt specific creatures, such as
using dragon hunter energies requires either having had access
to a dragon hunter weapon, or seen or absorbed dragon hunter
energy.
- Aura/Energy Spirit Item Charge: Depending on the spirit, they
are able to empower objects with their power, granting them
special abilities. This fuses some of the spirit's energy with
an object, enhancing it's ability and allowing the item to
generate power similar to what the spirit gives it. This can be
also be used to grant a specific attribute to an object or
weapon, such as using divine energy to make an object a holy
object or granting a weapon dragon hunter aura as a specific
attribute. This is dependant on the spirit and what the spirit
does or what energy it decides to empower the object. This is
most useful for making weapons, as the spirit can grant weapons
power without needing to bond a soul, essence or spirit to a
weapon to grant it power. However, once an object is empowered,
the empowerment cannot be changed except through a long and
tedious process of removing the power and adding new power,
which cannot be done in battle. This means that if objects
empowered are sent into battle, it isn't able to be changed
during the fight and the user has to simply use the item
regardless of if it works well or not. Often times, it's easier
to empower another object rather than change the power of one
object.
- Aura Spirit Energy Feeding: As mentioned earlier, aura spirits
require energy to sustain themselves and to grow. And as also
mentioned, the spirit requires a specific energy to feed on.
This is very easy for the Darkfire, as they just need to allow
the spirit to access the energy in the Darkfire's body. Compared
to elemental power feeding, this method is far easier to use,
especially in energies that the Darkfire doesn't use, which
allow the spirit to take what it needs. Though most spirits
would never endanger their host, as it would hurt them too, so
they usually only take as much power as they need and don't take
enough energy to endanger the hosts life. Through this, the
spirit becomes stronger as they feed on energy, and as they
grow, can gain new abilities using their energy as they become
more powerful. This can also make the Darkfire stronger through
the spirit's bond, allowing the Darkfire to produce more energy.
As the two grow, the Darkfire also grows in the energy the
Darkfire can put out, such as mana spirits causing a Darkfire to
generate more and stronger mana that they can eventually learn
to use without the spirit.
- Spirit Power Copy: Unlike elemental spirits who absorb other
elemental spirits, aura spirits befriend and bond with other
spirits temporarily, being a much safer power than elemental
spirit absorption. This allows an aura spirit to bond with other
spirits, usually through befriending the spirit, as aura spirits
have stronger bonds with each other than elemental spirits do.
This allows a spirit to gain new powers, often copying powers to
each other, such as a mana spirit and chi spirit copying their
powers to each other once they've befriended each other. Because
of this, aura spirits are able to gain new powers more easily,
though just as one would expect, doing so requires more power
from the host in order to maintain these powers. For example, an
aura spirit with both mana and chi abilities requires both chi
and mana to grow rather than just mana. Unlike elemental
spirits, the aura spirits can do this without too much risk,
with this being very useful for gaining new abilities, but the
downside is that the spirit may require increased energy flow in
order to maintain these powers and the spirit may need more
energy types to maintain different types of energies. As a
result, most spirits don't transfer different energy types, and
usually just teach other techniques, such as a mana and chi
spirit teaching each other new amplification techniques that can
be used with their own energy types, such as mana spirits
gaining new mana amplification equivalent to chi amplification.
Though the most useful method is same level spirits trading
powers, such as two mana spirits trading energy powers and
techniques, which essentially makes both spirits much stronger
and only requires a little more mana to feed on rather than two
energy types.
- Aura Possession: When the Darkfire is in trouble or
unconscious, the aura spirit can possess their host and take
temporary control. By controlling their aura, the spirit gains a
special control in which the spirit controls the energies in the
body to control the body. Just like elemental spirits, this
isn't meant to take over like Hazeldine demons might try to do,
but is meant to be used in emergencies to save the host, usually
only when it's mutually beneficial. Though there is another
reason to use this, as when the spirit takes over, the spirit is
able to use the host's spirit to move the body faster than the
host can, and can move a host even when their limbs are disabled
unlike elemental spirits. Unlike elemental spirits, aura spirits
don't have a fighting style, being non-violent in nature, and
usually have to rely on using the host's fighting style, but the
amped speed and strength as well as being able to move disabled
limbs still makes this worth it since aura trained Darkfires
don't specialize in regeneration like elemental training does.
*Demonic Armor Familiars (usable by either training path):*
- Demon/Holy Armor Familiar Bond: Using an art developed by the
Darkfire family to punish the souls of their enemies in
servitude, this technique lets a Darkfire take a soul and bond
it to a demon armor or holy armor as a familiar. The soul's bond
transfers the same abilities as the soul did in life, and can be
summoned at will similar to how other vampires summon familiars.
This was designed to make use and punish enemies of the
Darkfires and is the only time that the Darkfires (usually) will
take souls as they feel it's barbaric to take souls for power
gain. These souls can be summoned at any time, and the armors
can are connected to the host. These are also protected from
soul devouring weapons and abilities as the souls are already
bound to the Darkfire. If one destroys the soul mark on the
armor, these will lose their power and have to be rebonded to
another armor with the soul returning to the Darkfire. The soul
mark can be placed anywhere in the armor, and Darkfires often
change up where they put the mark to keep their opponent's
guessing. Though when active, these familiars are connected to
the Darkfire, and like the elemental familiar technique, the
Darkfire can process what the familiar sees and hears. Each
familiar is unique depending on the demon or holy armor used,
and the soul bonded. Depending on the familiar, some may be
better using a demon armor, or some might be better using a holy
armor depending on the person.
- The Pursuers: These are armors which are basic demon armors
with no soul, used by the Darkfires to practice the demon armor
familiar technique. Almost every Darkfire has a collection of
these, which have basic dark flame abilities and have a sword
and shield. These are balanced fighters, but are designed to
basically be cannon fodder as the pursuers are just mass
produced familiars, and not designed to be that strong. Though
that doesn't mean one should underestimate them, as they are
still very capable warriors. Most Darkfires can have anywhere
between 5-10 of these, as they are designed to train Darkfires
in the familiar technique and teach Darkfires to create other
familiars as they desire. Thanks to this universal design, the
pursuers are used by almost every Darkfire as their first
familiars before they gain specific familiars. These are also
designed to show Darkfires how to create familiars without using
souls, as some can use this method to make their own familiars.
These familiars are not affected by divine and demonic modes of
the Darkfire, and can be used as is no matter what training the
Darkfire has.
- The Paladins: These are basic holy armors, designed by the
Darkfires to be the holy armor equivalent to the pursuers. The
paladins are holy armors without a soul, equipped with a sword
and shield, but have holy fire instead of dark flames. These are
designed to get the Darkfire used to handling holy armor
familiars, using them the same way the pursuers are used.
However, these are holy in nature, teaching the Darkfire how to
handle holy familiars. And just like the pursuers, these are
designed to be mass produced, so they're not the strongest
familiars, but they are still very capable of whatever the
Darkfire needs them to do. And just like the pursuers, their
weapons are similar, having a sword and shield which are holy
weapons. Like the pursuers, Darkfires can have between 5-10 of
these familiars, with them being a basic familiar with not a lot
of special abilities. These are also designed to show Darkfires
how to bond souls to armors and turn them to familiars, though
these are designed to be used with holy armors instead of demon
armors. Since most Darkfires use both holy and unholy power
(though some elemental training doesn't always allow the use of
both), they are also taught to use both demonic and holy armors.
Combat Training (Used by both paths):
- Chinese Kenpo: This is the Darkfire's preferred combat style,
being a favorite of a majority of the family for those that
don't decide to learn a different style or develop their own.
This style has many variations, with each Darkfire being able to
learn two or three sub-styles or higher trained elders being
able to use 4-5 sub-styles depending on the Darkfire. This style
specializes in open palmed attacks, and usually requires calm
and concentrated minds. Those trained in this are trained to use
this style are trained heavily in the basics of the style more
than advanced techniques, slowly developing their combat skills
as this is a style meant to be learned slowly. But those who do
master this style find that concentrating on the basics of the
style makes harder styles easier to learn, and new techniques
easier to master. This style, depending on the substyles chosen,
vary in how they're used, such as some used more for defense and
some more for offense. However, the one thing to note is that
this style's focus on open palm attacks does not make it weak by
any means, as this style can be used to deadly effect on
opponents depending on the user's mastery.
- Chinese Kenpo Substyle: Taichi/Taijiquan: This substyle is a
defensive style of Chinese Kenpo, the most simple substyle to
learn. This technique is often called Tai Chi in English usage,
and focuses more on defense and health more than actual
fighting, as it's meant for self defense. This style focuses
more on health and meditation, which not only helps the body
healthy and in good condition, but also helps relieve the
effects of physical stress on the body, as those who use this
style believe a healthy body is incredibly important to martial
arts and self defense as a whole. Most know the slow moving
style which is taught as a meditation technique, but this is
only one part of the style. The second part is the art of
self-defense, which focuses on dodging and redirecting attacks,
rather than trying to meet the opposing force head on. This
style is far more defensive and is meant more for redirecting
attacks, opening up opponents, or can be used simply to outlast
opponents through good stamina management and relieving the body
of stress from combat. This is usually the most basic style,
focusing on defense and well-being above anything else.
- Chinese Kenpo Substyle: Baguazhang: This style is a substyle
of Chinese Kenpo, in which the user is more balanced. Whereas
some focus on specific technique styles or specific stats, this
one is more of a balanced style, simply balancing offense and
defense rather than focusing on one or the other. This style
uses both defense and offense, and uses defense, speed and
strength, all to an even degree. This is perhaps the second most
simple substyle to learn, and while most masters of this style
may not seem like much compared to techniques like Hikaken which
have complex moves, but this style tends to be more simple,
though not as simple as the Taijiquan style, and focuses on a
balance of attacks and defensive moves to focus on both. Those
who use this technique are not weak by any means, even if this
style is very simple to use for the most part. This is mostly
for people who don't want to get too fancy, focusing on
functionality over special techniques and flashy styles. This
style is a pretty balanced style, which is good for those who
wan to remain balanced in terms of combat stats.
- Chinese Kenpo Substyle: Hikaken/Piquaquan: This is a substyle
of Chinese Kenpo, which goes by the name Hikaken, or is also
known as Piquaquan (chop-hanging fists). This sub-style focuses
on striking power, relying on the rotations of the arms and it's
open palmed techniques. This style lets the user use their arms
and legs like whips to build up incredible force in their
attacks, which lets them not only hit harder and faster, but
makes their techniques even harder to dodge. This sub-style is
incredibly powerful, in which those who master it can even
strike through certain metals with the right focus and strike.
This style is best used at medium to long range, and is capable
of producing massive damage against opponents when used
properly. This style is a much more offensive style, focusing
more on offense than on defense, though this still uses movement
to great effect, as this style focuses on not wasting a single
move, as every move in this style has a purpose, whether it's to
dodge an attack, or build momentum. Though those who use this
style often find ways to use dodging to build momentum for
attacks.
- Chinese Kenpo Substyle: Hakkyokuken/Bajiquan: This is another
substyle of Chinese Kenpo, one which relies more on the hips and
emphasized with strong striking power. This style is also called
Bajiquan (Eight Extreme Fists). This uses the hips instead of
rotating arms, and is meant to be a much more close range
fighting style. Most martial artists cannot strike properly when
they are too close to an opponent, something this style takes
advantage of. This style lets the user use it's close range
fighting style, specializing in 8 special techniques, known as
the "Eight Punches" that are designed solely for close range,
and designed solely for attacking at a range close to the
opponent where most opponents wouldn't be able to hit properly.
This style has a number of special techniques, and requires
mastery of close combat more than most martial artists to use
effectively. This style is also much more offensive, and
specializes in close combat more than longer range combat.
- Chinese Kenpo Substyle: Uryuu Banda (Black Dragon Smash): This
is another substyle of Chinese Kenpo, which involves dual stage
attacks. This style is very difficult to master, requiring years
of training to learn effectively even among combat prodigies.
This style attacks using a simple attack, but attacks in a way
that when the user blocks, the user does a second attack, such
as using an elbow attack, which is then blocked, and they extend
the arm and hit the opponent on the side of the neck. This style
often requires experienced opponents to dodge the second attack,
making this very useful against those who don't have enough
martial arts knowledge as this can be used very effectively
against opponents as it was designed to counter most mortal
reflexes as it relies on the opponent blocking the attack so the
user can deliver the second, more brutal attack. This style is
meant for the first attack to be predictable, with the second
attack being far less predictable. As this style not only relies
on the first stage being predictable, but also on the opponent
blocking, this style requires not just precise movement and
deception, but also requires the user to predict how his
opponent will block an attack.
- Chinese Kenpo Substyle: Chishoken: This is a very difficult
substyle of the Chinese Kenpo style, in which the user focuses
solely on speed. While this is a strong style, this style
focuses more on speed, and masters of this style are able to
attack with blinding speed. Those who use this specialize in
throwing a flurry of attacks, in which the attacks hit so fast
that it appears like the user is attacking with multiple strikes
at the same time. This style specializes in overwhelming
opponents with speedy attacks, and can be used be more advanced
users to take out groups of opponents extremely quickly. This
style makes the user's fists and/or kicks almost disappear with
how fast they move. This is very effective, but very difficult
to master because of the speed and flexibility needed to use
this style. Many will say this is the most difficult sub-style
of Chinese Kenpo to use, and requires a lot of training even
among naturally talented combatants. This is the most difficult
style in Chinese Kenpo, requiring time and effort to effectively
master.
- Chinese Stepping Method: Kouho Haiho: This is the stepping
method used by those who use Chinese Kenpo, being derived from
the Baguazhang sub-style. This technique is focused on dodging
opponents, and specializes in moving around opponents while
they're attacking. The key to this technique is how the user
moves their feet, as when the user steps forward with the right
foot they can put all their weight on it and that leaves the
left foot free, allowing them to pivot away to the other side of
the opponent. The user leaves their upper body in place until
the very last moment, and by pivoting away, the user can easily
avoid their opponent's attacks. Once mastered, this technique
can be used to catch their opponent's off guard and be used to
take advantage of an opponent's momentum by using the technique
to trip them and throw them, making this stepping method both
defensive and offensive. This makes the user appear to move at
high speeds when moving correctly, as they are able to move
around opponents almost instantly and almost makes the user
disappear from view when used.
- Supernatural Hunter Style Combat and Weapon Style: During his
time traveling, Qrow learned specific supernatural hunter styles
that he teaches among his clan to those who need to learn them.
This style is a very basic combat style, which was designed to
fight supernaturals. This can be a hand to hand combat style, or
be based in a weapon style. Depending on the style used by the
Darkfire, this can either act as a basic style they can use in
combat, being highly customizable, or can be a supplement style,
letting them use this to more effectively use their own combat
styles. For the most part, this style is best used as a weapon
style, since most Darkfires have their own close combat style
they usually stick to, and usually only need this as a weapon
style. The fundamental principles are fairly simple with this
style, as it teaches the strengths and weaknesses of multiple
races, allowing the user to do things like stopping werewolves
arms before they do a claw slash, or striking a human form
dragon's neck to stop their elemental breath. However, the only
downside is that each supernatural has to be fought differently,
as each supernatural race has different strengths and
weaknesses. For example, what works on a vampire might not work
on a werewolf or dragon. Though this is also taught to help
Darkfires protect themselves from supernatural hunters who may
attack the clan.
- Supernatural Expert: Almost everyone trained by the Darkfires
are trained first as supernatural hunters, from being exorcists,
to hunting werewolves and vampires who hunt humans, and even
sometimes casting out fallen angels causing problems if they're
a threat to the clan. Thanks to Qrow's experience and knowledge,
most of the Darkfires are fully trained in battling almost all
manners of supernaturals. More experienced supernatural hunters
can say just how many different types of races and sub-races
there are in one universe, let alone the multi-verse as a whole.
Under the guidance of an elder (usually), Darkfires are taught
how to hunt down threats to the clan, though not for
extermination, the clan tries not to make war with other
supernaturals after the Hazeldine/Darkfire war. Thanks to Qrow,
all Darkfires are trained heavily, and depending on the
Darkfire, some even develop their own experience over time as
supernatural hunters, and all Darkfires are taught strengths and
weaknesses for as many races as they can be taught.
- Tracking and Hunting Expert: One thing Qrow tries to teach as
well among the clan, is that he tries to teach all of his
trainees how to track and hunt supernaturals who are threats,
teaching them the best ways to track down their opponents as
well as how supernatural hunters may track them if they ever
find themselves on the wrong end of a supernatural hunter. Qrow
teaches them very subtle things, like telling whether a foot
print is their target or not by things like the shape of the
boot and how deep the boot-print is, with advanced trackers
being able to identiy people by boot prints, as well as also
being able to tell where opponents go thanks to things like
walking on plants, and animals that are unusually silent in a
direction. Some more experienced trackers and hunters even
develop a sense of when opponents are near, and can often gain a
sense of where their opponents are going while tracking them. Of
course, with a vampire's enhanced senses, this becomes even more
effective as they can do things like find traces of body heat,
traces of presences, or even just telling what's around them
more easily.
- Supernatural Exorcism, Weakness and Trap Knowledge: During his
time with supernatural hunting, and his time fighting wars
against creatures like the titans and against other threats in
the world, Qrow learned everything he needed to know about
beating supernaturals, from exorcising demons and angels, the
weaknesses of almost every type of supernatural, and how to hunt
and lure out most supernaturals and dieties as well as trap
them. Qrow and the elders of the clan are experts in these
fields, having trained and learned almost every way their
training knew to kill supernaturals, even knowing the different
breeds of supernaturals recorded by the clan which helped with
supernatural hunting. With study and training, this would
further help Qrow become one of the best supernatural hunters in
the world, to which he's tried to pass the training down to the
other Darkfires.
Celerity Arts (All Darkfires are taught this basic combat art,
being a basic vampire speed-based art):
- 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: Sonido: This is a unique Darkfire Stepping
method designed to work with their version of the celerity arts,
a technique which Qrow adapted from Kindron Darkfire's
hollowfied Sonido technique 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.
Japan Darkfire Assasin Combat Training (Only used by the Japan
or New Orlean Thieves Guild Darkfires or any that work as
assassins or thieves or are trained by assasins/thieves):
- Stealth and Assassination Master: During their time alive,
many Darkfires often end up becoming assassins, in which most
Darkfires learn the arts of stealth and assassination, with some
in New Orleans in the Thieves Guild. This leaves them with
intense training in stealth missions, as they often have to keep
their identities secret, often even from family. Most Darkfires
who do assassin work are extremely talented at stealth, which is
one of the two main things the clan is known for. In addition to
that, most Darkfires are also great at special assassinations
and/or stealing, and using their knowledge and resources to
assassinate people or steal objects in often simple ways. Most
Darkfires quickly learn the arts of stealth and assassination,
and develop them very quickly in order to survive as an
assassin. It is usually a good idea to have an alias as an
assassin, as most have nicknames, like "Black Reaper" or "Angel
of Death". Depending on the Darkfire, some have their own ways
of doing things, but as the Darkfire develops, they develop ways
to keep their assassination missions secret and stealthy rather
than racing in and killing everyone unless the situation
specifically calls for it.
- Master Torture and Interrogation Expert: During their years as
an assassin, most Darkfires up having to learn how to
interrogate really well thanks to their stealth missions where
they have to infiltrate quietly and sometimes have to
interrogate on locations of their objectives. Over time,
Darkfires can become a master interrogation expert thanks to
their job. Most are very good at knowing how to torture some
enemies (even though some may not enjoy it), and usually knows
how to get under their skin through words as well as torture.
Most Darkfires tend to use whatever strategy works best for
certain scenarios, such as using force against tougher
supernaturals or opponents, or reasoning with people who seem
scared of them. They become great at playing games of
intimidation, and their training leaves them with a knack for
figuring out their opponents. While they mostly reasons with
people not wanting to kill people they don't have to, they can
still torture people if they feel it will get them better
answers.
Advanced Assassin/Thief Skills:
- Silencing Sound Attunement: Most Darkfires who have done
assassin or thief work know how hard it is without special
abilities to keep from making too much sound. Most Darkfires
compensate for this by using special clothing which doesn't make
as much sound, allowing the Darkfire to move without making too
much sound to alert opponents. However, the Darkfires developed
a special skill as well for advanced thieves and assassins who
don't have things like sound manipulation, that uses a
Darkfire's senses to tune their sixth sense to the world around
them and once they are trained highly enough to connect to the
world around them, they are able to suppress simple sound waves,
from things like walking and moving, allowing a Darkfire to keep
themselves hidden even among the most sensative listeners.
Though they can't do things like cover their smell or be
invisible without special techniques, they can use this to at
least negate the sound they make when on assassination missions.
- Stealth Shadow Meld: Another stealth manuever among advanced
Darkfire assassins, where they developed the ability to meld
into the shadows and shadow travel, as well as hiding in shadows
to remain invisible to the naked eye. When used, this skill lets
a Darkfire fade into the shadows, letting them hide from the
naked eye. When in the shadows only supernatural sixth senses or
those with things like murderous intent sense can sense a
Darkfire hidden in the shadows, as this uses the shadows to hide
their sight, sound and scent. When in the shadows, a Darkfire
can also learn to use this advanced skill to teleport from place
to place, though this really isn't as useful as elemental
teleportation or elemental energy portals. However, this is
useful especially at night as it can easily hide a Darkfire,
making stealth far easier than one would think. However, when
using this, Darkfires have to be careful that they are exposed
to sudden bursts of light, as a strong enough burst of light can
reveal them or even damage them if they are still in the shadows
when something like a sudden burst of sunlight shines in a
darkened room.
- Murderous Intent Sense/Manipulation: Those who are assassins
or thieves that are around death enough learn how to sense
murderous intent among their opponents, as well as surpressing
their own. While a Darkfire's disciplined mind training can be
used consciously to suppress this, Darkfires wanted to find a
better way without having to consciously concentrate to do so
during a mission. Instead, they developed this method to
suppress their murderous intent, in which this is far easier to
use as it's only focused on one thing whereas disciplined mind
is used for multiple things. Experienced and advancely trained
assassins also learn to sense the murderous intent of others,
being able to sense when someone is going to attack them. This
is similar to things like aura sense, or observation haki in
nature, but is a more natural sense the Darkfire gains as they
become more experienced. Those who learn this art are often
highly experienced at dealing with and avoiding murderous
intent, which also lets them blend into a crowd as the Darkfire
develops a natural sense for avoiding murderous intent, not just
being able to sense it but avoid it usually.
- Chameleon Invisibility: Though not actual animal types,
Darkfires advanced in their training as assassins can actually
eventually learn to manipulate their body types as they become
more experienced in things like silencing their sound, but
instead of focusing on sound, they focus on themselves, changing
the visible light around them. This allows a Darkfire to hide in
plain sight, with advanced users even being invisible completely
to hide out of sight. While this doesn't grant things like
illusions, this art is designed to help a Darkfire hide when
standing still, hiding them using the light to change what the
area around them looks like, almost seeming like a chameleon's
ability to blend into a background. This skill is the most
advanced skill as it requires bending light using nothing but
the sixth sense connecting to the world around the Darkfire.
This is a very hard skill to learn, but once learned, is very
useful for hiding, even being useful for things other than
assassination and thieving.
Samurai Sword Training (Only used by Japanese Darkfires who grew
up learning the art of Samurais and those trained by them):
- Master Samurai: Many of the current Japanese Darkfires learned
to fight during the Hazeldine/Darkfire war during the Meiji
revolution, in which it was the last major war using swords
since most switched to guns afterward. However, those who did
grow up during the Meiji revolution or during similar battles,
many learned the art of the samurai, from not only learning some
type of sword style, which can be anything from Kenjutsu to the
Shingetsu style to many other styles. Each Darkfire often has
learned their own unique sword style, or other weapon style
depending on their weapon preference. The most common thing
among the samurai trained Darkfires is their sense of honor, and
them being used to being killers, but only killing when
necessary. Those who are trained in sword or weapon styles by
Japanese Meiji era survivors can also learn these styles, being
trained in the same arts. The biggest thing the samurai trained
Darkfires instill though is honor and only killing when
necessary, as they don't like training "assassins" like much of
the clan in Japan tends to be, but try to keep those they train
from killing for no reason, as sword fighting and constantly
killing becomes dangerous to the minds of those who wield
weapons, something any one who's killed with a sword knows.
- Specific Sword Styles: There are many sword styles out there,
in which there are too many to truly list. There is no main
sword style used by the Meiji era Darkfires, as they mostly just
learned whatever style was the most comfortable for them. Among
the Darkfires, there is the Shingetsu style, which focuses on
cutting and piercing, there is Jin Darkfire's Mujushin Kenjutsu
style (which Jin is picky about teaching to people), there is
also normal kenjutsu, a basic sword style that focuses on
functionality over style, and well known sword styles like
Kendo. Sword and weapons styles are usually broken down into
four styles: supernatural abilities, technique styles, sword
draw styles and basic styles. Supernatural styles are usually
unique styles designed around supernatural abilities, which many
Darkfires end up making themselves and teaching them to those
who can use similar styles. The technique style is based around
techniques, based around special moves that are designed to be
used in battle in specific ways, which is often the most
commonly used style among the Darkfires. The third is sword draw
styles, usually based around speed, which focus on sword draws
as their main attack, from which sword draw styles like Laido
and Laijutsu are derived with the idea being that a sword draw
is among the fastest and strongest of attacks a user can have,
making it the best thing to use in combat. The last is the basic
style, in which most are derived from Kenjutsu and Kendo, the
most basic styles that teach functionality over techniques or
style, focusing on simply movement and fighting rather than
advanced skills.
Advanced Samurai Training Skills:
- Swordsman Wavelength: This is a trick among swordsman, where
cutting through objects isn't about power, but concentration
which is learned only by experienced swordsman who have been
near death at some point in their life and learned to tune into
this. By tuning into the wavelength of objects, a swordsman is
able to cut only what they want to cut, such as cutting through
a tree without cutting the leafs falling from it. This technique
lets the swordsman cut through almost anything by tuning their
attacks to the wavelength of whatever it is they're trying to
cut. They don't have to know what the material is, only be able
to process the wavelength of the item or opponent. This lets
them cut through almost anything, assuming the opponent isn't
also using this power to block them. This can also cut through
defensive energy skills, such as walls or barriers. This
swordsman technique requires the user to be tuned to the world
around them, and once mastered, the swordsman can essentially
cut through almost anything with enough concentration. However,
this obviously doesn't do any damage by itself, simply being
used to tune attacks to their opponents. This technique can be
countered however, by simply changing the wavelength of the
object or person being attacked, such as using an energy
amplification technique to change the wavelength of the person.
While the sword would do some damage as it's still a sword slash
(if it hits), then the sword would do highly reduced damage.
- Ricochet (Wavelength Manipulation): Thanks to a special
technique, users are able to use their connection to the
swordsman wavelength to reflect attacks back at opponents or at
other opponents from their sword/weapon. This power comes from
being able to connect to their wavelength and manipulating it so
they can reflect an attack, which can be used to reflect all
manners of attacks, like energy attacks or simple bullets and
bombs. They are even able to reflect things like canonballs at
opponents with this technique, and can even reflect things that
would normally be very fragile. This technique essentially can
bounce something back at an opponent or just ricochet it off in
a random direction. This is a very advanced technique that only
those who have trained in the swordsman wavelength extensively
can learn.
- Form Negation Wavelength Manipulation: A technique that was
developed as part of the wavelength training, in which they can
attack people who are either intangible or in elemental form.
This uses the user's ability to tune to wavelenths to attack
someone while they're in another form, allowing them to
essentially attack them and ignore their form they're in to do
damage to them directly. IE an opponent in water form would take
damage as though they were in their normal form thanks to this
technique. This technique is quite useful for the user
especially fighting supernaturals who use intangibility or use
elementals to avoid damage. Opponents can counter this by
manipulating their wavelengths so they don't match the user's
attack, but they have to know how the wavelength power works
which, for the most part, is something only swordsman can tune
their mind to. Of course, opponents can still easily dodge this
technique.
- Energy Negation Wavelength Manipulation: Another technique
that developed as part of the wavelength training. This
technique lets them dispel energy techniques similar to an aura
breaker. Thanks to this, they are able to use sword slashes and
their ability to use wavelengths to tune to a wavelength and
dispel it with a sword slash. This only works on energy type
attacks and defenses, and doesn't work on solid objects or
living beings. While they can use this to negate energy, they
cannot use this to simply kill someone in energy form, as an
energy form (Like an elemental form) works differently and must
be attacked using form negation rather than energy negation. The
most this can do to someone in elemental form is negate some of
the energy used to keep their body in it's elemental or energy
form.
Demi-God/Deity Hunter Skills (Usuable by those Darkfires who are
around Olympus and around demi-gods and other dieties):
- Diety/Godly Knowledge and Advanced Supernatural Hunter
Training: Those Darkfires who are trained in or around other
Godly pantheons, usually Olympus, are trained heavily in how to
combat gods and other diety level beings. Though all Darkfires
learn about dieties and god pantheons, no training is as in
depth when it comes to dieties as those Darkfires that live near
Olympus. Those that are trained are usually trained by Qrow or
trained by those trained directly by Qrow, knowing the most
about different god pantheons and the strengths and weaknesses
of dieties. While this doesn't cover things like alternate
dimension gods like Anubis, this does cover almost every
pantheon, and knowing how to counter the dieties most likely to
be a threat, including being able to train for other threats
that some may not know about, such as how some Darkfires were
able to be trained for the inevitable release of Nuadha despite
only the Celtic pantheon really knowing about Nuadha and what he
was capable of. Those trained in this are trained in much more
advanced supernatural hunting knowledge than normal, having to
learn how to counter the powers of specific gods and dieties and
defeating children of other pantheons as well as the Greek
Pantheon.
- Advanced Supernatural Hunter Combat Style: While Qrow was
advanced as a supernatural hunter before and trained most
Darkfires in how to fight supernaturals, he modified this
training over time to include how to counter god level
opponents, and how to counter or dodge higher level abilities of
god level opponents. While this style isn't perfect, as some
higher level gods might be able to eventually figure out ways
around this, this style is specifically designed to combat
dieties and gods alongside supernaturals, being very useful for
demi-gods, and half-gods who are also half-supernatural (like
Raiden Kindron being half vampire, half diety). This teaches
Darkfires how to counter high level opponents, hopefully to keep
them alive longer against opponents even when outclassed. Most
Darkfires are not stupid enough to take on higher level dieties
on their own, but should they find themselves in a bad situation
out of their control, they will know how to at least survive the
situation, such as knowing how to avoid certain diety level
attacks, and avoiding certain abilities used by certain
demi-gods.
Advanced Demi-God/Deity Hunter Skills:
- Godly Blessing: Depending on the Darkfire, some Darkfires
befriend other deities (the good ones) and sometimes can be
trained by them. Depending on the deity and pantheon, some may
even grant the Darkfire a godly blessing, giving the enhanced
abilities thanks to it. For example, Morrighan can grant her
blessing to those trained by her and enhance their rage or war
abilities, or even grant them some of her godly abilities. This
depends solely on the Darkfire and who they train with, as well
as the deity and what skills the deity will bless them with.
Some Darkfires can even be granted godly items, like those
trained in the Celtic pantheon (Before the current incident) can
be awarded with things that grant the power of the Celtic
pantheon, such as the Heart of Courcle, an item infused with
Neamhein's light that can generate her godly light power, and is
an item that was produced that grants the user highly advanced
light powers. Note, if a player wants their character to have a
blessing from someone else's claimed diety character, they must
ask permission from the owner of the diety character before
putting it in their profile not just to have permission to have
the blessing but must also discuss what powers would be gained
through said blessing as some situations may allow different
abilities or blessings to be gained.
- Godly Level Training: Those who are trained by deities can be
trained to specific pantheons, learning skills as they pantheon
allows. This is dependant on the pantheon and the deities
trained with, but like the normal blessing power, one can learn
abilities to counter gods through the gods themselves. This
could be simple or advanced training depending on the Darkfire
and the deity training the Darkfire. Since Qrow is on good terms
with many high level good-aligned deities, some have agreed to
train certain Darkfires. One such example is some Darkfires
being trained to use God Ki by the angel, Whis, or having their
potential unleashed by the Elder Kai in the Dragonball Pantheon.
Just like with normal blessing, the abilities gained are
dependant on the training, as some Darkfires may learn to use
their abilities in unique ways compared to others. This training
helps Darkfires who have to battle evil deities, as well as
helping Darkfires who are fighting higher level opponents, as
the more god level training they have, the more skills they may
have to counter high level opponents. As with the deity's
blessing, players must also get permission before simply saying
the person trained with a deity, and both players must discuss
the training and abilities gained.
- Demi-God Enhanced Supernatural Hunter: As the Darkfire trains
in the advanced skills of this combat path, the Darkfire gains
more of a demi-god level power than other Darkfires, being able
to gain the properties and powers of demi-gods based on the
training they undertake. Once they are fully trained, they are
able to be more like demi-god power enhanced vampires with
supernatural hunting abilities. Depending on the Darkfire, this
could vary depending on the Darkfire and the godly training they
do to try and push themselves to new levels with new abilities.
Depending on the god level trained, the abilities and stats they
gain depend on the pantheon and deity, such as those who would
train with Thor may become lightning based demi-god like beings
who specialize in thunder, storm manipulation and high level
strength. This also changes the Darkfire's weaknesses slightly,
in which they gain the strengths of the pantheon they train
with, but also gain the weaknesses, such as celtic pantheon gods
like Morrighan and Macha being more vunlernable to god-killer
weapons and celtic god killer weapons like the Brionac do more
damage. *Again, one has to get with the owner of who they train
with to determine what stats are gained and the weaknesses in
order to balance out the character.*
- Soul Sealing: A technique the Darkfires developed for taking
on deities, usually ones too powerful to kill normally. This
lets the Darkfire seal a deity in their soul, or in someone
else's soul. This is similar to techniques like the Mafuba, or
Evil Containment Wave, and other similar skills, but instead
uses a special sealing spell to seal the high level entity
inside someone by firing an energy blast which, when it hits the
high level being, traps them in the energy blast and must then
be absorbed by someone. Because of the advanced level of this
skill, this is hard to use, and only one deity can be contained
at any given time, though Darkfires are able to transfer
sealings to other people if the person is strong enough to hold
the seal and maintain it, which is useful for taking on high
level deities that normally can't be killed easily. Since this
skill is a very advanced skill, Darkfires usually have to train
heaviliy to use it, as this skill is strong, but not every
Darkfire is skilled enough to contain a deity with it, so the
Darkfire must also strengthen their own soul as well as their
ability to use this. Though advanced aura trained Darkfires can
more easily use this. If trapping a deity in others, not only
does the soul have to be strong enough to contain the deity, but
the other person has to be willing, as if they aren't, they will
just not maintain the seal and let it break to release the
deity. *Note, those with second release elementals or aura
spirits cannot use this on themselves to trap deities, but can
still trap deities in others. They cannot use this on themselves
since they already share their body with another being.*
Race and Passive Skills:
- Vampire Wings: All Darkfire vampires, similar to most
vampires, have some form of vampire wings they can summon at
will and fly using their wings. Depending on the vampire, some
vampires can have special wings based on their skill set, like
someone based in thunderbird lightning having thunderbird wings
instead of normal vampire wings. Most normal vampires have
bat-like vampire wings, as it's a usual standard basis for many
vampires that don't have special abilities that might change
their anatomy. Depending on the wings, some wings can have
special abilities, like thunderbird wings being able to generate
lightning as they move. Normally, wings are mostly used for
flying, though some stronger wings can be used as defense
against attacks. Aura trained Darkfires can often do this, using
their aura defense to protect their wings and up their defense
against attacks as long as they have aura. Elementally trained
Darkfires can enhance their wings with elementals instead of
aura, also amping their wings in some way.
- Basic Vampire Regeneration: All Darkfires have basic vampire
regeneration, even if they're trained in Darkfire clan elemental
regeneration (though those with elemental regeneration have
weakened basic regeneration due to their training requiring them
to put some of their regenerative ability into their elemental
training. This is a basic regeneration that lets them heal much
faster than normal from injuries, not being advanced in how much
it can do, but letting most Darkfires heal much more quickly
from battles than normal mortals could. While most Darkfires do
what they can to strengthen their regeneration, this
regeneration is not meant to be used on the same level as
Darkfire elemental regeneration, only being a faster healing
from injuries and not an advanced heal-all skill. This cannot
regrow limbs (unless one uses aura training in which the
regeneration isn't fully put into elemental regeneration and the
normal regeneraiton is still at it's best), but can repair
organs to some extent, though this regeneration cannot
regenerate the heart or brain if they are damaged.
- Enhanced Vampire Senses: Much like most vampires, each
Darkfire vampire has enhanced senses as well. For the most part,
this depends solely on the vampire, as some senses enhance more
than others depending not only on the vampire, but the specific
types of vampire. As there are many types of vampires, many
vampires can end up being different. Though most gain simple
enhanced senses, with all their senses going up slightly.
Usually this can be good or bad, as some enhanced senses can be
a hinderance as much as a help, like werewolves sense of smell
also being a weakness if used against them properly. This is
dependant on the Darkfire, as every Darkfire has a different
balance of senses.
- Vampire Sixth Sense: Much like other vampires, Darkfire
vampires 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.
- Worldly Spirit Sense (Usuable only by those with aura spirits
or elemental spirits): This sense is specific to those who have
had spirits of elements or aura spirits living in them, as their
senses are opened up to the spirits that make up the elements
around them. Usually, no one would ever see the spirits of the
elements, but those who are trained in these arts learn to
perceive spirits of not just the ones bonded to them, but all
manners of spirits. They are able to sense not only the spirits,
but are also able to sense their influence on the world, such as
water spirits controlling the flow of water and the water itself
and how it acts, as well as what it's made of. Normally, the
best people to ask about the spirits are moglins, who specialize
in spirits, though Darkfires with aura sense become a very close
second, as they have to learn all they can about spirits in
order to effectively grow spirits and protect them from enemy
spirits.
- Vampire Telepathy: Most vampires have some form of advanced
telepathy. This lets them communicate with others through this
telepathy, letting them speak to any mind they can connect to.
This lets them communicate with other people without having to
speak, with them being able to share thoughts directly with
others. However, usually the user has to know where the person
is to use this. However, this doesn't apply to those who
establish permanent connections assuming it's a type of
telepathy that allows permanent connections, such as connecting
to other family members. This lets vampires not only communicate
with those they have a permanent connect with, but can also tell
them where they are at any time should they require to find them
or need to be summoned to them. Those who are set up with
permanent connections have to accept the connection, and even
then, they can sever it if they choose to.
- Attach Item to Self/Weapon Telekinesis: This is a fairly basic
vampire ability that transfers over to a Branwen's training.
Branwen vampires are able to connect 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. 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.
- Vampire Blood Absorption: A Darkfire vampire is able to absorb
blood from their enemies, being a vampire. This lets the
Darkfire absorb the person's power as a familiar (through the
demon/holy armor familiar art). This is one use for blood, and
during this, a vampire is able to take someone's essence thanks
to this ability. The vampire is able to drink blood like any
other vampire, as almost all vampires drink blood in some form.
Unlike some who use this kind of power, this doesn't take the
soul, as the soul simply moves to the afterlife, as the
Darkfires don't really believe in taking souls except for the
use of demon/holy armor familiars, the worst fate they chose for
their worst enemies. Drinking human blood is purely for
sustenance and survival. Most of the Darkfire members usually
stay away from drinking the blood of innocent people, usually
only going after criminals or taking blood from blood banks, as
Darkfires are usually careful about trying to avoid their family
getting on the radar of supernatural hunters unnecessarily.
- Vampire Ability Gain: This is the second use for a Darkfire
vampire's blood absorption, with them being able to absorb
supernatural blood to gain new powers from those they take blood
from or also use souls for demon/holy armor familiars. They can
gain these powers temporarily, or if they absorb enough blood,
they can gain the powers permanently. In some cases, the
vampire's physiology might change to fit the power he gains,
depending on the power, such as demon blood would likely give
him demonic power. However, as the vampire gains a power's
strengths, he also gains the powers weaknesses. This usually
weighs into the vampire's decision to absorb powers, as he can
choose whether or not he wants to absorb powers when he absorbs
blood, as he doesn't want to potentially give himself more
weaknesses than strengths. Most Darkfires usually only use this
particular ability on alternate versions of themselves or other
vampires with similar powers so that they don't give themselves
unnecessary weaknesses.
- Disciplined Mind: This is the Darkfire's art of controlling
their mind completely. This lets the Darkfire take complete
control of the world in their mind, shaping it to their own
devices and letting the user control their mind. Each inner
world is different, and solely depends on the one with this art.
This not only lets the Darkfires control their minds, but allows
them to become immune to mind control or other attempts to
influence their mind. This also lets them enter into the inner
worlds of others, and more advanced users can slightly influence
those who's minds they enter. Though going into other's minds is
mostly as a method of training, not having too much use to a
Darkfire as they aren't too skilled in controlling other
people's minds, since every mind is different and requires
different approaches. And by controlling their minds, the
Darkfire can do things like shut down certain parts of their
mind should the need to, or manipulate their emotions at will.
For the most part, shutting down parts of their mind only helps
against opponents with psychic powers, such as shutting down
their sense of pain when an opponent uses a psychic power to
overwhelm their pain receptors. However, doing so could have
negative consequences depending on what they're shutting down.
Such as shutting down pain can lead to more damage if the
Darkfire can't process pain.
- Fool Senses: Darkfire members have a special ability which
lets them lie to people and control the fact they are lying
thanks to their disciplined mind training and suppressing the
unconscious habits of the mind when one is lying. Reading the
aura and body language, most people think they are telling the
truth, which allows the Darkfires to lie to people far more
easily than most. This power comes from advanced users of
disciplined mind training, as they learn to manipulate their
minds to fool opponents that can see into their minds. However,
only advanced users of the disciplined mind skill can do this
effectively, as they have to suppress not only the fact they are
lying, but they have to suppress their unconscious tells of when
they lie, such as some people looking away when lying, or some
having certain tells. This requires not just training in
disciplined mind, but also requires the Darkfire to know their
own self enough to know what they do when they lie to suppress
it.
- Darkfire and Combat Trained Physical Stat Enhancement: Being
vampires, and the fact that Darkfires are combat based in their
abilities, all Darkfires are highly trained and gain enhanced
physical stats. The specific enhancements are dependant on the
vampire and the specific combat training they do, with some
being better at other things than others. Most Darkfires are
defensive in nature, usually relying on patience and defense in
order to combat their enemies, rather than relying on
overwhelming power. Though each Darkfire is different in how
they prefer to attack, as some can be more focused in strength,
speed or agility than others. Some also can choose to remain
balanced in their combat style, not specializing specifically in
anything but choosing to mostly just remain in a balanced state
so they can take on more different types of combatants. Though
while each Darkfire is different, specializing in one stat often
means another is not at the same level, such as specializing in
speed, means that strength is not nearly as trained, or training
solely in defense may reduce offensive effectiveness slightly.
This is also dependant on the combat styles used by the
Darkfire, as some styles are specifically designed for some
stats while others are more balanced.
Darkfire Released Form Transformation:
- Released Darkfire Form: When a Darkfire reaches a point where
they are fully trained in their basic skills, Darkfires are
trained on how to release their full vampire power in a released
form, similar to arrancars. This is a temporary transformation,
in which the Darkfire temporarily gains their full vampire
ability and their form changes to reflect their power. This is a
high level transformation which is designed to keep the
Darkfire's full power from being released so that when they do
use this, it's much stronger during the time it is used.
Darkfires are able to use this once they face their inner
selves, and acknowledge a side of themselves they would normally
reject, requiring the Darkfire to face themselves in a test.
This is usuable by either training path, being usable only until
the Darkfire learns their advanced training, as once they gain
their advanced training, they gain new released forms. When in
this form, this form is unique to every Darkfire, as each form
has it's own abilities and stats based on the form, such as a
bat-like demon form being suited towards bat like techniques and
other skills depending on what the Darkfire can do and how their
form operates. Usually, the Darkfire gains enhanced versions of
their current abilities, though some temporarily gain entirely
new abilities. When releasing this form, the Darkfire is given a
command by their alternate selves during their test, which is
usually a simple phrase similar to releasing a zanpakuto or an
arrancar going into it's released form. The command is unique to
every Darkfire, as is the name of their released transformation.
Advanced Aura Darkfire Training Transformations:
- Released Divine/Demonic Forms: Once a Darkfire reaches their
advanced stage of training of either training path, they are
able to gain divine/demonic forms based on their training.
Advanced aura training allows the use of either divine or
demonic enhanced versions of their normal released forms, which
is more or less pretty much just a highly enhanced
demonic/divine power based on the mode used. Those trained in
elemental mastery are able to gain advanced divine or demonic
forms of their normal released forms, depending on their
released form's abilities. Depending on the Darkfire, this can
grant more advanced abilities, and depending on the training
path, can grant either advanced divine/demonic aura or advanced
divine/demonic elemental power enhancement. This is far more
powerful than normal released states, being designed to battle
gods and god level enemies, and is only usable when combined
with the advanced training. More often than not, Darkfires opt
to replace their normal transformations with this enhanced form,
as it doesn't really use more power and Darkfires can only use
one or the other, as both normal released form and advanced
release form use the same pool of power either way, and the
major difference is the divine/demonic power enhancement.
Vampire Weaknesses:
- Except for specific exceptions (which must be given
permission), Darkfires cannot regenerate their head or heart,
which means that despite any injuries they might take, they
cannot regenerate these parts. Though there is an exception to
this, and that is the advanced elemental rebirth which can
regenerate as long as there is something left of the Darkfire.
Since aura training (Both basic and advanced) specializes in not
taking damage, they don't worry about this unless they run out
of aura anyway, but elementally trained Darkfires do have to
worry about this more as even though they can regenerate, they
must take care not to let their heart or brain get destroyed.
- Darkfires can not pass onto sacred or blessed grounds except
for cemeteries, or they take 10% divine/holy damage every 3
rounds that they remain in the area and take the first 10% on
the 2nd round after entering sacred/blessed grounds. The only
way around this damage is for the owner or priest of the grounds
to invite the Darkfire personally and verbally. The only
exception to this is advanced trained Darkfires who can protect
themselves with divine amplification, though this only works
while the amp is in effect. Another exception to this is
demi-god level trained Darkfires who gain holy abilities, in
which they may be granted ability to not worry about sacred or
blessed grounds, but this has to be specifically stated in the
demi-god training skills.
- Darkfires are weaker to all weapons of Hera and Ares, and can
be more easily killed with silver, cypress and platinum, since
they are all descended from the original Greek curse that was
put on Qrow Darkfire. Silver, cypress and platinum can slow or
even stop even Darkfire regeneration, and more easily break the
aura of the Darkfire, as these weapons even work against
advanced training aura and elemental auras. Because of this,
these weapons are a much bigger threat than most weapons, and
using silver, cypress, and platinum in a liquid form can act as
poison to a Darkfire as well (mostly liquid silver since it's
easier to get in a liquid form and cypress can be used in
poisons). Weapons made by Hera and Ares can do more damage to
Darkfires, as well as slow their regeneration. Even though
trained in demi-god skills by other pantheons cannot escape
these weaknesses as they are embedded at the very core of what
gives each Darkfire their power (at least in this universe).
- Mental trauma, depending on the intensity and the effect on
the Darkfire, can make it so the Darkfire cannot regenerate
their injuries associated with the trauma. This applies not just
to the normal vampire regeneration, but also to the elemental
rebirth, and no amount of healing can fix a Darkfire who has
been affected by this. Usually, most Darkfires who are affected
by this, often just remove the part of the body they can't
regenerate and replace it with a mechanical replacement (if
possible, this is more common in those who want to replace
limbs). As an example, Raiden Kindron's inability to regenerate
his damaged leg was likely a result of trauma, and no amount of
regeneration or healing has helped since.
- While a main weakness of elemental regeneration, regeneration
negation abilities and metals like varanium can still negate
basic vampire regeneration with things like varanium being more
commonly used in supernatural hunting thanks to groups like
Ragnorok and Special Forces mass producing varanium. And new
metals are being developed all the time to counter
supernaturals, such as demi-god training Darkfires being
vulnerable to oceanstone (a metal that weakens gods made by
Russian Special Forces), and stilled silver which was designed
to negate supernatural abilities. As time goes on, there may be
more metals and abilities specifically developed to counter
supernaturals, so Darkfires must be on the lookout and be
vigilant of their opponents and the equipment they have. Aura
breaker weapons are also a pretty big danger to all Darkfires no
matter what training path they take or their skill level.
Darkfire Elemental Mastery Skills Weaknesses:
- Every element is counterable by their counter element, such as
flames being counterable by ice, or lightning being able to be
shorted out by water. Despite the element, each element can
usually be used to counter another in some way, though more
destructive elements like lightning and fire may require more
creative uses to counter certain elements. However, users
advanced enough and creative enough can eventually figure out
ways around most elementals, which Darkfires must be careful of,
as all elementals have some sort of counter. The elementals are
also counterable by their opposite alignment, such as dark
flames being counterable by holy powers.
- All of the elemental skills run on their equivalent elemental
powers, and require elemental energy to power the elementals as
well as positive/negative spirit energy. Once that energy runs
out, the Darkfire will lose access to their elemental abilities,
and be forced to rely solely on combat abilities if they have
the strength to keep fighting. Each Darkfire that uses elemental
training relies heavily on elemental power and without it,
cannot power their elemental abilities. Without elemental aura,
passive elemental defense is not possible, as well as elemental
rebirth not being usable and the Darkfire having to rely on
basic vampire regeneration instead. And without elemental
abilities, most Darkfires also can't teleport out of battles
using elemental teleportation.
- The advanced elementals have the same weaknesses as the basic
training, however, advanced elementals also have a slight
weakness in that they use more power, so, while being more
powerful, they use more power and run the Darkfire out of power
faster. Those with more ability to generate more elemental power
than others makes this issue a little easier to manage, but this
means that Darkfires have to be careful when managing their
stamina. The advanced elementals are also slightly harder to
work into their advanced elemental abilities, as the
divine/demonic elements are more powerful, but some elements
require different methods to use effectively than normal
elementals due to the nature of the combination.
Darkfire Aura Mastery Skills Weaknesses:
- Aura is highly defensive in nature, but it is still an energy,
which means other energies can more easily break through aura.
The biggest danger is aura breaker weapons, but other than that,
most Darkfires biggest issue is other energies used to counter
them. Even among advanced Darkfires, more high level energies
can still be used effectively to counter Dakfire's aura and more
easily break through. While far more defensive than the
elemental training path, this doesn't mean the aura defense is
impenetrable, as it is possible to hurt Darkfires even with aura
use in play, as impact damage can still hurt them even when
their aura defense is up as well.
- Aura users can only use aura abilities as long as they have
aura to use. Once they run out, they can't use any of their aura
abilities until they recover enough aura. Any aura user can talk
about how aura running out is a bad thing especially for some
who make all their abilities run on aura. This power can be run
out faster by making the user use up their aura for things like
defense and power amplification, as aura users mostly have to
use more aura for higher levels of attack and defense. Aura
energy itself can be used to attack, but can be countered just
like any energy or dodged like any other energy. Essentially,
aura is a mix of energies, but it is spiritual in nature, so it
follows the same general rules as spirit energy.
- The elemental energies of the aura training path are mostly
all the same in terms of how they operate, with them being basic
energies derived from elements. However, while the Darkfire's
energies have special abilities in the form of the
divine/demonic elemental energy for advanced users, their
initial elemental energies all function the same way regardless
of the divine/demonic amp or whether using basic or advanced
powers, and aside from certain ones countering each other, the
only versatility this power offers is essentially giving the
Darkfire 6-8 ways to essentially do the same thing, though they,
of course, can still use their elemental second release if they
have it.
- Only the elders of the clan can combine demonic and divine
energy, otherwise Darkfires must use one or the other at any
time. While Darkfires are often creative in how they try to get
around this problem, most still have the limitation of only
being able to use one at a time. And when using advanced aura
training, the same limitations apply, as even with divine and
demonic power, aura training is still energy based in nature.
And as this uses more power than normal, it's still essential to
manage stamina and energy usage to maximize use of aura. And
with the divine and demonic enhancement, Darkfires are able to
defend against the same alignment, but are weaker to attacks
from the opposite alignment such as divine energy being able to
break demonic energy aura defense more easily.
Second Release Elemental Weaknesses:
- Those with second release elementals must make sure their
spirits get the power they need, and devour the elemental energy
they need to grow. Without it, the spirit may starve, and while
spirits can't die, the spirit can be worn down to the point
where it no longer produces power and the Darkfire can lose the
benefits of having the spirit in them, and eventually, if the
spirit gets tired of it, they may choose to separate the bond
between them and the Darkfire and go back to being a normal
elemental spirit. However, most Darkfires aren't careless eough
to let this happen, and if they are willing to share their body,
they are usually willing to give the proper energy to the
spirit. The spirit must be fed with the equivalent energy, such
as a spirit that runs on dark flames much be recharged and grown
using dark flame elemental power. The biggest danger with
advanced elementals is overwhelming the spirit feeding it, as
some advanced elementals can be a bit too much at once.
- Spirits are more easily counterable by other spirits, as some
spirits have techniques like absorbing the power of other
spirits, or countering other spirits abilities. The biggest
danger of other spirits is that other spirits can "kill" each
other depending on the spirit. However, this is most often only
ever a problem with dark spirits, who are spirits of evil that
feed on the normal spirits for food and try to influence the
world with death and decay. Spirits must be careful, especially
on nights where the dark spirits are at their strongest.
However, this is avoidable if the Darkfire and spirit are
present at an event that is full of good cheer, like moglin's
Mogloween festivals. Any Darkfire that needs advice on fighting
dark spirits should always ask moglins since moglins are the
experts in the world on spirits that make up the world.
- When a spirit is fully grown and has reached it's max
potential, the spirit must be released into the world to return
to being a normal spirit. Even when the spirit is willing to
stay connected to the Darkfire, the spirit cannot grow any
stronger, and while it can still use it's power, the spirit
cannot surpass the cap of their abilities no matter how much
power they absorb. This is true of both aura spirits and
elemental spirits. Spirits may choose to stay with the Darkfire,
and should they choose to, they can, but they cannot grow any
stronger by doing so. This is not necessarily a weakness, as the
bonds between spirit and Darkfire grow as the two fight and grow
together, though the Darkfire will also not be able to gain
anything in terms of ability from the spirit once the spirit is
maxed out in ability. Once the time comes that the spirit is
fully grown and developed to it's max potential, the Darkfire
should release it into the world and take in a new spirit. It is
hard for most Darkfires to say goodbye, as depending on the
Darkfire, some end up staying bonded for 50-100 years which is a
long time to bond to their spirit.
Aura Spirit Bond Weaknesses:
- Those with aura spirits must make sure their spirits get the
power they need, and devour the energy they need to grow.
Without it, the spirit may starve, and while spirits can't die,
the spirit can be worn down to the point where it no longer
produces power and the Darkfire can lose the benefits of having
the spirit in them, and eventually, if the spirit gets tired of
it, they may choose to separate the bond between them and the
Darkfire and go back to being a normal elemental spirit.
However, most Darkfires aren't careless eough to let this
happen, and if they are willing to share their body, they are
usually willing to give the proper energy to the spirit. The
spirit must be fed with the equivalent energy, such as a spirit
that runs on mana much be recharged and grown using mana. This
is easier with aura spirits though since aura spirits often feed
on energies the Darkfire doesn't really use, unless they feed on
aura, but feeding on energies other than aura also means the
spirit doesn't grow as fast.
- Spirits are more easily counterable by other spirits, as some
spirits have techniques like absorbing the power of other
spirits, or countering other spirits abilities. The biggest
danger of other spirits is that other spirits can "kill" each
other depending on the spirit. However, this is most often only
ever a problem with dark spirits, who are spirits of evil that
feed on the normal spirits for food and try to influence the
world with death and decay. Spirits must be careful, especially
on nights where the dark spirits are at their strongest.
However, this is avoidable if the Darkfire and spirit are
present at an event that is full of good cheer, like moglin's
Mogloween festivals. Any Darkfire that needs advice on fighting
dark spirits should always ask moglins since moglins are the
experts in the world on spirits that make up the world.
- When a spirit is fully grown and has reached it's max
potential, the spirit must be released into the world to return
to being a normal spirit. Even when the spirit is willing to
stay connected to the Darkfire, the spirit cannot grow any
stronger, and while it can still use it's power, the spirit
cannot surpass the cap of their abilities no matter how much
power they absorb. This is true of both aura spirits and
elemental spirits. Spirits may choose to stay with the Darkfire,
and should they choose to, they can, but they cannot grow any
stronger by doing so. This is not necessarily a weakness, as the
bonds between spirit and Darkfire grow as the two fight and grow
together, though the Darkfire will also not be able to gain
anything in terms of ability from the spirit once the spirit is
maxed out in ability. Once the time comes that the spirit is
fully grown and developed to it's max potential, the Darkfire
should release it into the world and take in a new spirit. It is
hard for most Darkfires to say goodbye, as depending on the
Darkfire, some end up staying bonded for 50-100 years which is a
long time to bond to their spirit.
Known Living Members:
- Qrow Darkfire: Qrow Darkfire is the creator of the Darkfire
clan and the first Greek vampire. No one knows too much about
Qrow's past, only knowing that his wife disappeared long ago.
During his many years, Qrow has done a lot for the clan members,
some being around the world. Not much is known about where Qrow
hangs out these days, but he still shows up now and then to help
his family in difficult situations.
- Jin Darkfire: Jin is currently the head of the Darkfires in
Japan. Jin was once a samurai back during the war against the
Hazeldines, and even to this day, still holds the beliefs of his
samurai training despite the fact there's not really any samurai
left. Jin is quite mysterious, as most can't really read him.
Jin is the most advanced of the normal Darkfires, having never
used the advanced Darkfire training, but has shown that he is
very close to Qrow's level even without it. He refuses the
advanced training, mostly because he's happy where he's at in
terms of his abilities, and wants to find new ways to use normal
elements instead of learning brand new powers.
- Heidi Darkfire: Heidi is in charge of any of the Darkfires
living in New Orleans, specifically the ones in the Thieves
Guild. Most live with the Thieves Guild, though there are some
allied with Daniel Darkfire and the Vampire Theater in New
Orleans. Though Heidi may not seem it at certain times, she is a
high level member of the Darkfire Clan, and helped develop new
ways to use divine and demonic power in her training. Heidi is
definitely not one to underestimate, as her advanced training
was designed solely to take on the highest level demonic or
divine entities.
- Phantom F. Harlock II: Harlock is an unacknowledged member of
the Darkfire Clan. For the most part, he was born to Qrow, but
after Harlock started to resent Qrow, Harlock chose not to take
his name. Though Harlock does still have the Darkfire training,
as he was trained by Qrow. Harlock is a pirate, who most know as
traveling with Maria Blackbeard's crew. He is currently one of
the more dangerous Darkfires, with his ability to manipulate
dark matter.
- Nightbane (Adopted Member): Nightbane is an adopted member of
the Darkfire Clan (or at least many see him as one despite his
insistence he isn't). Nightbane is an ice user trained by Jin
Darkfire, and one of the smartest Darkfires known, due to his
high IQ. Nightbane mostly hangs out in Olympus, helping V run
Olympus after he finished his training and started getting
involved in the events going on. Nightbane is a trained samurai,
having been trained specifically by Jin, though Nightbane
doesn't act like a samurai like Jin does.
- Daniel Darkfire: Daniel is the son of Kindron Darkfire and his
wife, Zeph, who is a demon/vampire hybrid. Despite being a demon
Darkfire and not really a vampire Darkfire, Daniel is still seen
as a member of the Darkfire family, and pretty well respected in
general by the Darkfires for his non-violence philosophies and
trying to unite the world through culture and art. Daniel mostly
just hangs out at the Vampire Theater in New Orleans, as he took
over after the theater that was nearly destroyed and no one
bothered to fix it, just letting the place die. Daniel runs the
Vampire Theater, having expanded it quite a bit and made it
quite a popular theater in the world.
- Father Hei and Raiden Kindron Darkfire (Alternate Dimension
Versions): Father Hei and Raiden Kindron are alternate dimension
versions of Kindron and Heidi, but as twin brother half vampire,
half god (as they are the son of Zeus, not Hades like this
world's Kindron). Though they are alternate dimension versions,
they are still seen as Darkfires, even if they don't really like
being acknowledged by the clan, as they don't want to get too
close to the Darkfires of this world, since they plan to rebuild
their world when they get their V back and convince her to help
them take back their world from the Order of the Dragon.
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