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       #Post#: 21--------------------------------------------------
       RP Profile Alternate Artemis
       By: Zorbak the Ebil Moglin Date: November 25, 2018, 9:09 pm
       ---------------------------------------------------------
       "Go ahead and run... I always love a good challenge. My arrows
       will find you. They always find their mark sooner or later."
       "I am loyal to my father... If you get in our way, I'll kill
       you. I don't care who you are."
       "When it comes to a contest of hunting... I never lose. No one
       has ever managed to beat me, not even my brothers. I have to
       hunt during the day just to give my prey a chance... If I hunt
       at night when I'm at my strongest, it's too easy to just
       slaughter every opponent that challenges me."
       "I'm a hunter first. If you are my prey, then nothing you say to
       me matters. If you're not, then stay out of my way."
       "The more of a challenge you are to hunt down... The more fun
       I'll have before I finally turn you into another one of my
       trophies."
       "So you heard me whistling? Good... I like to give my prey a
       little extra advantage. It helps even the odds when I hunt them
       down. I get so bored killing weak prey that I decided to make it
       harder on myself." - Alternate Artemis when an enemy tried to
       take advantage of her whistling a song to herself while hunting
       them.
       "Sorry brother... But your failure to protect those close to you
       is the reason you suffer. You're not unlucky... Just weak." -
       Alternate Artemis to her half brother, Raiden Kindron, after she
       was corrupted by Zeus.
       *When Artemis tagged her opponent with a magnetic ball of energy
       that magnetized an opponent. The opponent tries to run away, but
       Artemis just fires her bow casually up in the air.*
       Artemis: Useless... I've tagged you so now my arrows will follow
       you till you die. *She says as she fires the arrows up into the
       air, which are drawn to him thanks to the magnetic ball that was
       used on the opponent. He is hit with four arrows in the back and
       falls to the ground died after being hit, not able to avoid the
       arrows, as with the tagging the arrows were following him.* But
       that makes the hunt so boring when you can't miss... I guess
       I'll just have to find a better prey. Humans are supposed to be
       the ultimate hunters... But I'd be better off hunting a mouse in
       a cage.
       *After Zeus chased Kendrix out of the Olympus in his world to
       try and recover from his injuries.*
       Artemis: Should I go after him, Father?
       Zeus: Yes.... Hunt him down and kill him. That boy is a pain,
       and I'd rather not have him reuniting with his brothers to
       challenge us when we go over to the other universe. He's easy
       enough to find... Just watch for unnatural shadows.
       Artemis: I understand. It will be done. *Turns to her Midnight
       Wolf form and races off after Kendrix in a burst of moon light.*
       Zeus: *He looks out and notices that it's dark out, with almost
       a full moon.* Now who will win... The Shadow Demon King of Hell
       or my daughter, the Ultimate Hunter Goddess? Both of them are in
       their element and are at godly levels of power... I don't really
       care who wins as long as I'm entertained... A nice little show
       before our trip. *He says as he uses his godly sight to watch
       Artemis hunting down Kendrix.*
       Name: Artemis (Alternate Dimension Version)
       Olympian Deity: Goddess of the Hunt, Goddess of the Moon,
       Goddess of Nature
       Age: Unknown
       Species: Goddess
       Gender: Female
       Hunter Group/Team: Alternate Zeus's Group
       Weapons:
       - Moon Spear Bow: This is a weapon she had made to replace her
       original bow, in which Artemis had this weapon made to better
       use her enhanced abilities after she gained power from Zeus.
       This is a modified version of the Arrow Staff that Raiden
       Kindron had made for her some time ago after training with her.
       This weapon has two main forms, the first being a spear. The
       spear  was designed to be able to be thrown at opponents, using
       a projectile speed enhancement spell using runes carved into the
       spear. The spear form is able to pierce almost anything if
       thrown with enough effort or she spears with enough effort, even
       being able to pierce adamantium. The spear can also be used to
       block swords and other weapons, with it being a metal staff
       spear. The second form of this is when Artemis uses this as a
       bow, in which she can hold it like a large bow and then form
       lightning energy to generate a string-like attachment and fire
       arrows. Not only can this fire arrows, but Artemis can fire
       arrows of any energy she can create, similar to quincies in
       ability. This weapon is her main attack weapon, which she can
       mix up her fighting style depending on how she uses this weapon.
       This weapon appears gold, but changes to silver in the presence
       of the moon, as this staff spear becomes far more powerful in
       the moonlight.
       - Silver Bow of Artemis: This is Artemis's old silver bow,
       infused with godly power and the power of the moon. This bow is
       something Artemis still has, though she most often uses her
       newer weapon as it works better with her current skillset.
       However, there are times where this bow still comes in handy, as
       while the larger staff spear bow can fire more arrows with more
       power, Artemis's normal silver bow fires arrows far faster than
       her staff bow, as the design is smaller and designed more for
       speed over power. This bow is made of godly silver forged in
       Olympus, and is designed to be able to kill almost anything, as
       Kindron had it reforged before Artemis was corrupted as a
       god-killer weapon, designed to hunt down and destroy gods,
       particularly Zeus. It was also designed to kill the titans as
       well, being made with powerful godly energy. This bow isn't
       particularly handy now since her new bow can still do all the
       things her old bow can do and more. However, this bow does also
       become much more powerful in the moon light as well, with the
       bow becoming empowered by moonlight.
       - God-Hunter Silver Arrows: These arrows are Artemis's main
       weapon, as these arrows are tipped with a special blend of
       silver. This silver is a mix of godly silver and silver from an
       angel blade to create a very powerful blend of silver which
       Kindron termed "god-hunter silver". These were designed for two
       types of opponents: Zeus and the Titans. The arrows did work
       against both and are a very powerful type of blessed silver that
       can negate regeneration in almost any being not immune to godly
       power and/or angel blades. This silver was Kindron's greatest
       weapon in his world, designed to be similar to varanium in the
       Olympus universe, except with this metal being designed mostly
       for god level entities. However, Kindron lost access to this
       metal after Artemis was corrupted and she stole the metal from
       the forge, and he was never able to figure out how these were
       made in order to remake these arrows in the Olympus world.
       However, Artemis still knows how to make these arrows, and she
       can use these against most types of opponents. Artemis can also
       empower these arrows with her own godly energy in order to
       enhance their piercing ability or enhance their speed.
       - Godly Silver Moon Armor: Artemis wears a set of armor which
       has two main modes by default. The first is the armors less
       defensive form, which she uses when not in a battle, as it
       grants her more mobility and flexibility when not in a battle.
       But when she goes into a battle, the armor can go into it's
       battle form through metallic shapeshifting, being made of a
       shapeshifting godly silver which Artemis can switch between two
       forms. In addition to the armor being able to generate blades
       from it's silver and attack from almost any direction as the
       armor can create blades from any metallic part of the armor, the
       armor, in full armor mode, is very defensive and is very strong.
       The armor is made of a special silver which is empowered by
       moonlight. As the armor charges it's power at night, the armor
       turns silver, and stays silver until it runs out of stored
       energy. When it doesn't have any energy, or Artemis isn't using
       the armor's stored energy (as she can store it and not use it,
       leaving it for when she needs it) it stays in a depowered state,
       shining gold instead of silver. This armor is almost at the
       strength of adamantium, and is not an armor to be
       underestimated.
       Goddess and Blood Stone Powers:
       - Goddess of the Hunt/Zeus's Power Enhancement: After Artemis
       was corrupted by Zeus, she became an enhanced deity. She was
       tough before her enhancement, being a goddess of hunting and of
       the moon. Artemis is a very high level god, and after her
       enhancement, she became an even more dangerous opponent after
       being enhanced with Zeus's blood stone power. The blood stone
       not only enhanced her though, but also gave her new abilities.
       Artemis is a goddess with many skills, with her hunter abilities
       being one of her most dangerous attributes. She has a number of
       abilities including her own specific set of arrow skills as
       well. Since one of Artemis's main jobs is being a hunter, she is
       quite good at what she does. Of course, that's not even
       mentioning her abilties of using moon light to power herself up,
       since she is a goddess of the moon.
       - Goddess of the Moon Empowerment: Since Artemis is a goddess of
       the moon, she is at her strongest when the moon is in the sky.
       Artemis is empowered by the moon, and when she fights using the
       power of the moon, she goes into an enhanced mode she calls
       "Moonlight Mode" where her hair and eyes turn silver and her
       powers are enhanced thanks to the moon light. The closer Artemis
       is to the moon, the stronger she becomes, and the fuller the
       moon, the stronger she becomes. She is also stronger during blue
       moons and red moons. Unlike some mortals, she can store plenty
       of red moon and blue moon energy in her staff, which she can use
       later. This lets her store the power for use later or she can
       use it later to empower herself, since she can't keep that
       moonlight energy without her staff. Of course, this is only
       usable at night, as she is a goddess of the moon. And her moon
       light is counterable by sunlight, which is a natural counter to
       moon light. However, one has to be careful, since Artemis can
       counter sunlight with blue moon energy, and can counter other
       moon light users with red moon energy, which acts like a
       corrupted moon light energy. Being a goddess of the moon, this
       is Artemis's second best skill in terms of her goddess
       abilities. Often times though, Artemis hunts during the day,
       hoping to give her prey a chance, since she feels she's too
       tough to take on at night and tries to make hunts more
       challenging because of her boredom.
       - Godly Animal Shapeshifting: Artemis is known for being able to
       shapeshift, in which she can take the form of animals. In
       addition to her unique animal transformation forms, she can
       change into almost any animal she wants to, from wolves, to
       tigers, to lions, or even eagles and hawks. She is very easily
       able to take almost any form no matter how big or small, even
       being able to use the demi-god ability to manipulate her size.
       She can also take the form of supernatural animals like
       werewolves, vampires and dragons. She gains the abilities of
       almost any form she takes while in the form, like dragons being
       able to breathe elements, or werewolves having enhanced agility
       and physical stats. Though the power gains are usually pretty
       basic, mostly only applying to physical stats. Dragon breath is
       the only supernatural based power she can gain when changing,
       and she can only do the dragon breath using her lightning power
       she gained through her blood stone. Other than that, this is
       mostly just for things like flying as a bird to observe an area,
       or using an animal form in battle, or using her unique animal
       transformations in fights. And the larger she becomes, the less
       mass she has, since she cannot create more mass in her body on
       her own.
       - Godly Shapeshifting Unique Forms: Midnight Wolf: These are her
       two main battle animal forms, in which she has two main options
       she designed as her unique animal transformations. The Midnight
       Wolf is a wolf form empowered by moonlight, which she can grow
       stronger by absorbing moonlight (more so than usual), as it's
       designed on the power around the moon. Her midnight wolf form is
       her go-to wolf form, as it's designed around her goddess of the
       moon power. When in this form, she has a few abilities she can
       use, such as the crash wave, which lets her move around in
       bursts of moon light, allowing her to more easily catch up to
       her prey. This wolf is weaker to normal light manipulation or
       anything that counters moon light. It can also fight fairly
       evenly with shadow users, since moon light is a form of light,
       and the natural counter to light is darkness.
       - Godly Shapeshifting Unique Forms: White Lightning Wolf: The
       midnight wolf is her main form, though when she needs another
       more powerful form, she takes her white lightning wolf form.
       This form is a white snow wolf, empowered by lightning. Much
       like the midnight wolf, the white lightning wolf is designed
       solely for fights. The white lightning wolf is shrouded in godly
       lightning, in which her lightning power from her blood stone is
       channeled into the form's abilities, allowing the wolf to become
       a natural channel for electrocity. When used, the wolf has a few
       special abilities, like being able to travel around shrouded in
       lightning, similar to the crash wave, but travels in bursts of
       lightning bolts rather than moonlight, as well as being able to
       fire lightning attacks at opponents and focus lightning into
       it's physical attacks. In this form, she does gain a bit of a
       weakness to water, as water can short out this form's lightning
       abilities, as can certain wind powers, though wind powers are a
       double edged sword when used on Artemis as she also has wind
       powers. Usually, water/ice abilities designed to counter
       lightning are the best method to counter this form, aside from
       just simply dodging the attacks.
       - Goddess of Nature: Being a goddess of nature, Artemis has
       control over nature around her to grant her a godly nature
       manipulation. Artemis is a goddess who helps maintain the
       balance of nature, making her one that can control it to help
       regulate the flow of nature. In doing so, she not only controls
       animals to a degree, but also can control nature itself,
       granting her something akin to plant manipulation. This lets her
       control plants around her and even do things like creating new
       forests out of seeds, or healing plants that have been damaged.
       After being corrupted by Zeus, she learned to use this to her
       advantage in battle, using things like vines and trees to trap
       opponents. She can use almost any plant to her advantage, with
       her best advantage to use any plant that she has access to.
       However, she can make new plants which can be summoned from the
       ground, being a goddess who can create plants almost anywhere
       she desires. For the most part, she specializes in forests,
       making forests around her. Over time, she started restoring
       forests destroyed by humans, eventually even running humans out
       of certain territories so she could maintain balance. However,
       in battle, she can summon almost any existing plant that she's
       aware of, being able to summon things like bamboo to try and
       spear opponents, vines to trap opponents, and trees in an open
       area to give her an edge. This is a basic power, and she can
       only create existing plants, not being able to create brand new
       types of plants. All of her plants are also vulnerable to fire
       as well.
       - Goddess Animal Control: One of Artemis's abilities as a
       goddess of nature is that of controlling animals. Using this
       ability, she is able to control almost any animal to either help
       her out or just communicate with the animals. This gives her a
       few options since she can control or communicate with animals.
       In battle, she can call animals to her aid, calling them to help
       her fight her opponents or just protect her. She can also
       communicate with animals, talking to them and understanding
       their languages. This ability isn't always too useful, since
       Artemis tries not to use them in battle since killing animals
       can cause a disturbance to nature's natural balance, so often
       times she just talks to them to gain information, or may use
       them to scout for her during a hunt. In battle, one of Artemis's
       abilities includes being able to amp animals under her control
       with lightning, using it to make them stronger, faster and give
       them an electrical charge they can use in attacks. However, she
       can only control animals, and cannot control things like
       werewolves, vampires, or humans, even though some might consider
       humans animals. Anything around human intelligence is not
       controllable by Artemis.
       - Godly Powered Blood Stone Core: Zeus's blood stone was fused
       to Artemis's body, and became fused to her heart. This acts like
       the core of her abilities she gains from the blood stone, and is
       where all her power she gained from it is channeled from. As
       Zeus empowered her, the stone corrupted her, even slightly
       changing her appearance. As Artemis gained this power, she
       gained all of the powers associated with it, which included Zeus
       lightning and wind manipulation, as well as lightning
       regeneration powered by the stone. The stone acts very similar
       to a philosopher's stone in how it bonds to someone and turns
       them into a homunculus, except Zeus's blood stone turns those
       corrupted by it into demi-gods with Zeus's power. In addition to
       being able to use Zeus's power and enhance her own abilities,
       Zeus could reincarnate using Artemis if he were killed. This
       stone is powerful, but requires power from lightning and godly
       energies to keep the stone charged. Should the stone run out of
       power, the stone will no longer be active, and depending on the
       stress put on it, could crack and disintegrate, which might free
       Artemis from Zeus's corruption.
       - Godly Powered Blood Stone God Lightning and Wind Manipulation:
       Part of the blood stone's power grants Artemis the same godly
       wind and lightning powers that those with Zeus's power use,
       being powered by Zeus's power directly. This is a powerful
       lightning and wind, letting Artemis use these powers to attack
       opponents, or use them to amp her own abilities. She is able to
       use lightning to do things like firing blasts of lightning,
       electrocute people through physical touch, or use lightning to
       amp her body's physical fighting abilities. She is also able to
       use wind to do things to fire wind waves, use sound manipulation
       and improving her combat style by using the air to amp her
       physical stats. These are also powered by godly energy, doing
       god energy and lightning damage. However, while they are godly
       powered elementals, they do still have the same weaknesses as
       normal elementals, and can be countered the same way as normal
       wind and lightning if one knows how to counter them. And unlike
       full blooded children of Zeus with his full power, Artemis
       cannot use any kind of lightning other than godly lightning and
       cannot absorb new types of lightning or wind, as Zeus didn't
       want those he empowered with this to get as powerful or more
       powerful than him.
       - Godly Powered Blood Stone Weather Manipulation/Storm
       Amplification: Another power of Zeus, Artemis can manipulate the
       weather at will, even creating storms in order to strengthen her
       power. When creating storms, Artemis can use the storm to boost
       her power, as her lightning becomes strengthened when she
       creates a storm during a fight, as her lightning is amped by the
       rain, making it easier to hit opponents as the lightning moves
       between raindrops like using raindrops to guide it's current.
       Artemis grows stronger during storms, with all of her wind and
       lightning powers getting a fairly big amp, even more so than
       most other weather manipulators. For Artemis, she has little
       ability to control the weather, and because storms tend to cover
       up her connection to the moon and sky, she often doesn't like
       using storms in battle. The only time she uses storms is to
       either slow down her opponents if they're trying to get away
       from her, or use it to amp her lightning and wind abilities. She
       also sometimes uses this as a handicap on herself if she feels
       she has too much of an advantage against an opponent.
       - Godly Powered Blood Stone Lightning Regeneration: Artemis is
       able to use lightning regeneration thanks to the power of the
       godly blood stone that she possesses. This allows her to
       regenerate from anything, as long as the blood stone is not
       destroyed. The stone can only be destroyed when it runs out of
       power, at which point Artemis can be killed as the stone powers
       her regeneration. If her body is separated from the stone, her
       body will reform around the stone and her old body will
       disintegrate away. This power is not far off from homunculus
       regeneration, and uses lightning to power the regeneration,
       being not too far off from the Darkfire elemental regeneration
       ability, which Zeus based the lightning regeneration power on.
       This power can regenerate Artemis despite how damaged she is,
       even being immune to varanium and regeneration negation because
       it is an item that powers her regeneration, and not supernatural
       power she generates. However, each time she regenerates, she
       wears down the power of the stone further, and eventually, once
       the stone runs out of power, this ability is no longer usable.
       The amount of times she can regenerate depend on the damage
       taken and how many times she's regenerated. However, once worn
       down, the stone can be destroyed and removed from Artemis.
       - Godly Powered Blood Stone Unique Ability: Celestial Star
       Energy: This is Artemis's unique ability she gains from Zeus's
       power. Being a goddess of the moon, combined with Zeus's power
       over the sky created a new power she learned to tap into, which
       she is able to draw on celestial star energy to use in battle.
       This power is usable in night or day, but is strongest at night.
       This power is a very high level ability, in which Artemis gains
       extremely powerful energy to use against opponents. This energy
       is higher level than most energies, often requiring aura
       breakers or requiring opponents to dodge rather than block,
       especially if they are just using basic energies to counter
       this. This is similar to normal cosmic energy manipulation, but
       this ability is simply godly energy combined with cosmic star
       energy, making it far stronger. This power is powerful, and
       doesn't run Artemis out of power as quickly as one might think,
       but does require more power than many of her other abilities,
       and is currently her strongest goddess ability since she gained
       the power of Zeus from the blood stone. In terms of natural
       energy counters, the best thing that counters this power is
       primordial elementals, which can more easily counter this
       energy. Advanced godly powered energies can also work as well,
       depending on the power of the energy.
       Godly Lightning and Wind Abilities:
       - Godly Lightning Manipulation: Thanks to Zeus's godly power and
       being a god of storms, those with Zeus's power are able to
       manipulate lightning, with it being their main power in combat.
       Zeus is a deity of lightning and control of the sky, having god
       power, and this power is intensely focused in lightning and his
       godly powers. Those with Zeus's power can have lightning that
       acts normal lightning, or it can be of a godly lightning which
       does both lightning and holy/godly energy damage. For the most
       part, this is the main lightning that most children or those
       with Zeus's power use, though some gain the ability to use other
       forms or types of lightning as they train. Zeus power users are
       able to use this lightning for a variety of things, including
       magnetism manipulation, firing lightning blasts, electrocuting
       people, and hacking technology that runs on electricity. Of
       course, Zeus's lightning can be countered by counters to
       lightning, such as water shorting out lightning (assuming the
       user doesn't dispel it first) or using an insulator to protect
       oneself.
       - Godly Wind Manipulation: Normally, wind is a secondary element
       to most Zeus kids, with most not really caring too much about
       how to use it, but some are a bit different. Thanks to their
       godly power and making sure they utilize every part of their
       power, those with Zeus's power use his wind power as well, with
       it being almost as powerful as their lightning power with enough
       training. Those who train using wind are often able to use their
       wind just like many other wind users do. Among other things,
       they are able to use their wind manipulation for multiple
       things, like manipulating breathable air, creating tornados and
       cyclones, and using sound manipulation. Those who train with
       this power learn to utilize the wind to the best of their
       ability, and even though it's not as strong as their lightning
       powers usually, it still manages to make them more of a threat.
       Of course, just like what one would expect, wind's natural
       counter is earth, and a user's wind can be countered the same as
       any other wind style.
       - Weather Manipulation/Storm Amplification: Another power of
       Zeus, Those with Zeus's power can manipulate the weather at
       will, even creating storms in order to strengthen their power.
       When creating storms, the user can use the storm to boost their
       power, as their lightning becomes strengthened when they create
       a storm during a fight, as their lightning is amped by the rain,
       making it easier to hit opponents as the lightning moves between
       raindrops like using raindrops to guide it's current. Those with
       Zeus's power grow stronger during storms, with all of their wind
       and lightning powers getting a fairly big amp, even more so than
       most other weather manipulators. For those with Zeus's power,
       this isn't just done consciously, but sometimes can happen
       subconsciously depending on the state of their emotions. Most of
       the time, they can summon fairly dangerous storms which manifest
       from their anger or darker emotions, and might have no real
       control other than to control their emotions and the storm
       created. However, because of their subconscious use, things like
       anger and hatred can cause them to use unnecessary power,
       draining them faster in a fight. Some may rely on this more than
       others, though most people with Zeus's power gain enhanced
       abilities during storms, making this a useful ability if used
       properly. However, power conservation must be observed, as using
       this too much can drain a user if they have to maintain these
       storms.
       - Lightning Absorption/Empowerment: When struck with
       electricity, those with Zeus's power can absorb it and use it to
       amp their power. Thanks to their ability to use lightning, this
       also means that lightning strikes can empower them immensely if
       they are struck by natural lightning. In addition to being
       empowered and being able to replenish their lightning abilities,
       they are also able to learn new lightning types by absorbing
       them, assuming they can process them as certain types like
       spirit lightning and corrupted lightning are used to hurt
       lightning users and take advantage of this power to use it
       against the user. Because they can absorb lightning, this means
       that lightning is pretty much useless on them as a whole as it
       only makes them stronger. The only real exception to this is
       corrupted lightning and spirit lightning used by others, as both
       of these powers even damage other lightning users. This
       technique isn't to the extent that those like Vin and Raiden
       Kindron can do, but is still not a power to underestimate.
       - Lightning Combat Enhancement: Users of Zeus's power are able
       to channel lightning into themselves in order to empower
       theirselves with lightning. This channels through their body and
       strengthens their muscles, bones and tendons, enhancing their
       physical stats immensely. This helps out with their combat,
       where they can use this to enhance their physical combat to the
       point where they may be able to punch through stone and brick
       fairly easily if enough power is applied. Though the amount of
       the increase is determined by how much power they put into
       themselves. If they put too much, they can gain high power, but
       leave themselves vulnerable afterward as using too much will
       reduce their power and can even do physical damage if it
       overwhelms the body. This technique requires a balance between
       power used and power gained, as too little means not enough of
       an increase and too much means a great increase but not enough
       power left over. Those who want to counter this can either just
       wait it out till the enhancement wears off, or they can use
       similar enhancement abilities through things like aura
       amplification, ki amplification, and other amps.
       - Body and Brain Scan: Users of certain lightning powers are
       able to scan someone through their ability to process
       electricity. Through this, they are able to read someone's body,
       telling what state the person's body is in or sense
       abnormalities. However, this doesn't let them read thoughts and
       movements of those they fight, as they can only tell those
       signals are being sent, not what the signals actually are.
       However, the biggest use for this is to remove abnormalities,
       where users are able to remove things like certain illnesses
       from the blood, tumors and in some cases, use their lightning to
       try and correct abnormalities in the brain by using small
       amounts of electrical energy to help restore the brain. However,
       it is rare to be able to do this on someone resisting him, as if
       someone does try to resist them, they can't pull this off as
       easily. This is more for helping allies than anything. This also
       lets the user tell in combat which signals are being sent to
       which part of the body, letting them more easily predict his
       opponent's movements, as all opponents have to use their nervous
       systems to transfer information in combat, unless one is using a
       instinctive style that doesn't require nerve communication
       (Which is very rare). Though just because they can process this,
       doesn't always mean they know what the opponent is going to do,
       as it only tells them which part of the body will be moving, and
       not what that movement is.
       - Nerve Interruption: This power uses Zeus's lightning to
       interrupt someone's nerves. This power disrupts nerve signals
       using lightning, scrambling the nerves ability to trasmit
       signals. When used, this can disable someone's limbs or whatever
       part of the body is struck. This can be focused into certain
       things, like interrupting someone's leg movement so they cannot
       move their legs properly, or disable certain joints. This can
       also be used to stun opponents and cause disorientation. The
       nerves usually correct themselves again within 2-3 three rounds,
       though other lightning users can avoid this by electrocuting
       themselves and correcting the issue (as Zeus can use this on
       lightning users by using spirit lightning or corrupted
       lightning). Opponents with high enough combat adaptability can
       also adapt, as some opponents can figure out how to use their
       nerves still if they can figure out what movements do what, like
       trying to move a leg, but moving an arm, and the opponent adapts
       until the nerves correct themselves.
       - Lightning Beam: Those with Zeus's power can fire beams of
       concentrated lightning, which are designed for piercing
       opponents. These fire small beams about the size of a knife
       blade, which blast through opponents. This is designed to pierce
       shields and armor and is a very useful battle technique. When it
       pierces an opponent, the beam also electrocutes them as it
       passes through them. This is very similar to how ki users
       developed what they call a "death beam" attack, which is similar
       to a normal beam attack, but concentrated into a smaller beam.
       The same concept is applied to the lightning beam, creating a
       smaller, more powerful beam. This is made using lightning and
       can damage lightning users, but those immune to lightning don't
       take any electrical damage. Though because of how small the beam
       is, it's possible to take a near fatal hit from it and not die,
       as the beam mostly just passes straight through an opponent, and
       unless it hits a vital organ like the lungs or the heart,
       opponents can easily take multiple hits from this technique.
       This is more of a technique to cause extreme pain to an opponent
       through constant piercing, not so much it being a death move.
       - Lightning Strike: Using weather manipulation, Those with
       Zeus's abilities able to create a lightning strike, directing a
       natural lightning strike to attack an opponent. The user needs
       only to fire a lightning bolt up in the clouds to absorb the
       lightning, which can also be used to channel special lightning,
       such as using holy lightning for a holy lightning strike or a
       powerful ice lightning strike to freeze an opponent when struck.
       This power is very adaptable, depending on how much power is put
       into it, the attack can be molded into shapes, constructs or
       take the form of animals and familiars if the user has familiar
       techniques involving lightning. This ability's power depends
       solely on how much power the user puts into the lightning bolt,
       how much power the storm has, and the type of lightning used, as
       some lightning types like godly lightning or demonic lightning
       may create stronger bolts of lightning than normal lightning,
       but may use more power as a result. Depending on the lightning,
       the lightning has to be fired into the clouds, and draw power
       from the overhead storm. However, this can only be used when
       there's a storm overhead, and if there's no storm, then there's
       no natural lightning that the user can call down.
       - Zeus Thunderbolt: This was based on myths of Zeus's
       thunderbolt, which those with his power tried to replicat using
       lightning attacks. Using this, they are able to create a bolt of
       lightning similar to Zeus's thunderbolts, that takes the form of
       a sword-like spear. Those with Zeus's power can use this as a
       sword or spear to fight opponents, or they can throw this, which
       then explodes in a large burst of lightning. This technique can
       be used with any of the user's lightning skills, with their
       godly lightning being the most natural for this form thanks to
       it being a technique designed to be used with god power. This
       technique is powerful enough to destroy a building with it's
       explosion, and can be powered up if the user concentrates more
       lightning into their attack. This can also be combined with the
       lightning strike technique, in which they can throw one of these
       into the clouds, using it to absorb lightning then making it
       strike down on someone and explode. However, doing so doesn't
       hit too much harder than a normal lightning strike power would,
       so it's not always that useful unless one has a way to focus a
       more powerful version of this attack.
       - Magnetic Manipulation: As part of Zeus's lightning powers,
       those with Zeus's power are able to control magnetism, being
       able to take control of things that are magnetic or use magnetic
       manipulation to influence objects. This lets them control things
       that are magnetic, letting them do things like stop bullets, or
       change a metal weapon's striking direction by using this power.
       Of course, all one has to do to avoid this is scramble the
       magnetic frequency of the weapon, as users do have to lock on to
       the magnetic field of the object to influence it. This can also
       be used for basic influence of movement, such as slowly pulling
       someone toward the user, or pushing someone away from them. This
       becomes easier the more conductive elements are on someone, with
       armor and metal weapons being very easy to push or pull away.
       Though tougher opponents can resist this power, and again, if
       one can't counter it, then scrambling their own magnetic
       frequency with a slight electrical charge or shock can
       temporarily scramble their magnetic frequency. However, while
       many things have magnetic charges, insulators can't be
       manipulated, and something people don't know is that molten
       metal cannot be manipulated as molten metal loses it's magnetic
       charge in molten form. Water/ice can also be deionized, making
       magnetic manipulation impossible. Opponents can also resist the
       influence of this, with stronger opponents being able to more
       easily resist this.
       - Magnetic Shield: This lets the user create a magnetic shield,
       letting them use it to block metallic or objects with a magnetic
       charge from getting into it. This can also counter certain
       energy types. This is a barrier style where they create a ball
       around them to protect themselves. Of course, non-magnetic
       objects and opponents can still break through this, and powers
       like water and molten metal manipulation can break through this
       shield very easily. It is also possible to use things like aura
       breaker weapons to break through this instantly. It is also
       possible to short this out using water or ice, as water works
       very well to dispel the magnetic effect. Anything that can
       counter magnetism can counter this power, as it's still using
       magnetism, and things that aren't magnetic in nature may not be
       stopped by this magnetic shield.
       - Magnetic Ball: This ball is designed to be thrown at someone,
       and if it hits them, it magnetizes them and forces them to be
       attracted to anything magnetic, turning the opponent into a
       powerful magnet. If there's something like a large metal
       structure nearby, the opponent can end up attracted to and
       pinned to the structure. When used, this technique is designed
       to trap an opponent, not really doing any physical damage, but
       instead just making movement difficult, and trapping them if
       there's something around them that they can use to trap the
       opponent. While the user can use this technique anywhere, it's
       useless unless there's metal objects around to trap an opponent,
       or something large that the opponent can be attracted to. If
       there's not, then this technique is pretty much useless if
       there's nothing to attract.
       - EMP (Electromagnetic Pulse) and Hacking: As one would expect,
       this lets the user use his lightning/magnetic manipulation power
       to create an EMP, which can neutralize electronic equipment and
       some mechanical enemies not resistant to EMPs. Depending on how
       much power he puts into the EMP, this can be a small charge or a
       large one, with more concentrated EMPs requiring a much longer
       charge. The user can also use his lightning abilities to hack
       computers, letting him access computers with this power. Of
       course, anti-hack programs can resist his influence, and systems
       with electrical resistant hardware can be much harder for him to
       hack. He is also able to use magnetic manipulation to erase
       computer data and scramble electronic devices like hard drives.
       - Poison Gas, Smoke and Vapor Manipulation: Those trained with
       high level wind powers can use these wind abilities, using
       different types of air by manipulating the air into other
       substances. The most useful of the three is obviously poison
       gas, since a user can turn air into poisonous gas that can at
       times disable opponents, or have effects depending on what kind
       of gas they're using. Anytime they use this, their wind often
       changes shades, depending on the poison gas created. Most of the
       time, users create chlorine gas, nitrogen oxide, or a gas form
       of ammonia. Most of these gases are poisonous, though one can
       avoid the most dangerous aspects of this if they are immune to
       poisons or they don't ingest enough to really cause any
       permanent damage. Users can also create smoke and vapor to use
       against opponents, solidifying his smoke and vapor to attack
       opponents. All of these are counterable by counters to wind or
       earth, or if one can avoid breathing them in (as they are all
       airborne gases) then they can avoid the effects entirely.
       However, users have to be careful they don't breathe in poisons
       as well, and the users have to know how these gases and poisons
       work, requiring knowledge of chemistry and elements in order to
       use this effectively as one has to know the chemical make-up of
       such substances.
       - Tornado/Cyclone Manipulation: This is a wind power which
       creates tornados, which is part of a Zeus power user's wind
       powers. This lets them create small tornados or cyclones, using
       extremely powerful winds to blast back opponents or use the
       tornados and cyclones to protect oneself. Thanks to being a god
       of storms, those with Zeus's power have enhanced tornado and
       cyclone abilities depending on how skilled they are with weather
       manipulation. While creating larger attacks takes more energy,
       users can use smaller techniques quite easily, being able to use
       their attacks defensively and offensively. Skilled users can
       combine this with wind slashing waves, and other wind attacks as
       well, or even charging their wind with lightning. Thanks to this
       power, users can be just as dangerous with their wind power as
       their lightning depending on their training. Though since this
       is a wind power, it can be countered as such. And opponents
       having trouble getting through their defenses can try looking
       for open spots in their tornados (usually from above) or if they
       have a way to increase their weight so the wind doesn't affect
       them, they can avoid these attacks. For Artemis, she's not too
       skilled with weather manipulation, and really uses it as a
       handicap anyway, so this doesn't do her much good, though she
       can use this power to a small extent.
       - Wind Sharpening: This power is a wind power which sharpens any
       attack so that it can slash an opponent. Thanks to this power,
       an attack like a punch could be used to slash an opponent. This
       can also amp the cutting power of slashing attacks. Users mostly
       use this in his hand to hand combat style or using this with a
       weapon to amp it's cutting power. This power can be used to cut
       through almost anything, barring stronger metals that can't be
       cut by normal means. This is mostly through physical attacks or
       through weapon attacks, but they can also use this with their
       lightning to do slicing damage as well, though this requires
       more power to do. This skill is very useful in amping a weapon's
       damage, as well as amping the piercing effect of things like
       arrows and projectile attacks. Those who want to avoid this
       simple need to dodge the attack, if they know it's coming.
       However, wind can be a tricky thing to dodge since normal wind
       can be invisible, and most wind users only have discolored wind
       when using things like poison vapor, water vapor, or other gases
       that are not normally clear. The best way to counter this skill
       is with water manipulation, which absorbs impacts like this
       pretty easily. Since water can absorb almost any impact (as long
       the attack isn't strong enough to be used underwater), users can
       use water to absorb these wind slashes.
       - Sound Manipulation and Shockwave Manipulation:: This lets a
       wind user manipulate sound attacks and shockwaves. Their sound
       manipulation lets them manipulate sound, using it to attack
       opponents and use sound and air frequencies to disorient people
       through physical attacks. This lets them utilize sound in not
       only his attacks, but lets him process sound without having to
       hear by analyzing the wind waves. Their other ability uses
       shockwaves, which they use shockwaves they can fire from
       physical attacks which can blast through people, doing physical
       damage as the wind wave passes through opponents. While most
       people may not be strong enough to use shockwaves through
       physical strength, they can use this wind manipulation to create
       these shockwaves instead which do essentially the same thing.
       These waves are meant to amplify physical attacks, where their
       attacks release the waves when they hit opponents or objects.
       Users of this do use energy using both of these powers, and must
       be careful with how much power they put into this that they
       don't wear out their power by relying to heavily on this.
       - Lightweight Wind Use and Wind Flight: Using this power, a wind
       user can modify their combat style, making themselves more light
       weight. This is more of a speed boost in terms of abilities than
       a power boost, as this style makes them weigh less so they can
       move faster, but they lose power in this style because their
       attacks become lighter as well. This is a great speed boost
       technique, but unless the user uses their wind power to slash an
       opponent or attacks an opponent's vitals using powers like wind
       sharpening or shockwaves, this technique doesn't do well against
       stronger opponents. Some can also use this power to fly, being
       able to fly using the wind underneath them to carry them in the
       air. These abilities are pretty standard for wind users, and can
       be useful in fights. Flying often helps in fights, though some
       wind users may have to concentrate to fly using wind. And
       certain people with flight abilities know well that wind users
       can only move as fast in the air as the wind will carry them, as
       those who use certain high speed techniques and other flight
       techniques might be able to move faster if users are not able to
       go with the flow of the wind.
       - Vacuum Creation/Adaption and Air Recycling: One use for taking
       on flame users, is that users of wind can remove the air from an
       area and create a vacuum where there is no air. Anyone caught in
       this vacuum is stuck without air temporarily as long as it's in
       effect or they remain in the area without air. Luckily, most
       wind users cannot create a vacuum where people die, but can only
       remove air temporarily. However, this often has dangerous
       effects, as those caught in vacuums will find their eardrums
       affected by this, since ear drums rely on pressure from the air
       to operate, which can leave someone disoriented or even deafened
       temporarily if they are caught in this. This is mainly useful
       for draining fire attacks of oxygen so fire cannot spark without
       oxygen to burn. Of course, the other ability allows users to
       recycle their air, so that if they are in an environment where
       they can't breathe, like underwater, they can recycle the air in
       their lungs so that they doesn't need to breathe in the normal
       sense.
       Hunter Skills:
       - Stealth and Hunting Skill Master: Being a hunter goddess,
       Artemis is highly skilled and has a mastery of hunting and
       stealth. She has a number of hunter skills she developed or
       learned variations of Darkfire assassination skills through her
       training alongside Raiden Kindron before Zeus corrupted her with
       the blood stone. Artemis is a highly skilled hunter, being the
       best hunter in her world. She got so good at hunting that she
       started handicapping herself to make her hunts more challenging
       so that opponents would stand at least a small chance. Artemis's
       skills are involved around stalking and hunting prey, and using
       her powers as a goddess to help her in battles. Most of her
       skills are combat skills, though some use her goddess abilities
       to an extent to create skills to attack or disguise her
       presence. Artemis even gained enhanced stealth and hunting
       training when training with Raiden Kindron in her world, when
       they used to train together.
       - Superior Predator Instincts: Artemis's hunter skills gives her
       a predator instinct, so much so that she is able to trigger
       basic survival instincts in those she hunts. Her instincts can
       make even battle hardened opponents fear for their lives,
       activating basic reflexes that trigger to preserve their
       survival. Those who are hunted by Artemis often find that her
       instincts as a predator are strong enough that even predatory
       animals lose their own predatory instincts and revert to basic
       self preservation instincts. For the most part, Artemis's
       predatory instincts have made her one of the top predators in
       terms of those with predatory instincts, as she has surpassed
       almost any attempt to overpower her own instincts. Those that
       are hunted by her resort to basic prey instincts, doing whatever
       they can for survival and learning what they need to do to hide
       or avoid a predator. Artemis brings out fear in just about
       anyone who senses her predator instinct, as this is a basic part
       of the mind's fight or flight response. Artemis is a classic
       example of someone who turns the hunters into the hunted. Of
       course, this is a bit of a double edged sword, as those who
       develop a prey's instincts can eventually push those instincts
       to the max to effectively learn how to avoid Artemis's hunting
       skills and, similarly to lesser animals that avoid predators,
       they learn what they need to do to stay out of Artemis's way.
       Though sometimes Artemis uses this to her advantage, as it makes
       those she hunts tougher to kill as they learn to avoid her. In
       some aspects, this is more beneficial to those with normal
       predatory instincts because it shows what can happen if they are
       overpowered and they learn how those they hunt operate.
       - Sensory Tracking and Combat Perception: Because Artemis is not
       only skilled in combat, but can tell what people are going to do
       by how they move and, while she can't read people's minds, gains
       a way to predict opponents by watching how they move and how
       they fight. When hunting, this gives her an edge, predicting how
       her opponents will respond to certain situations and often times
       let her predict her opponents very well. There are two stages to
       this. The first is sensory tracking. This lets Artemis track her
       opponents by focusing on them. This power lets her find anyone
       she focuses on by combining her hunter skills, tracking
       abilities and godly sight. This is useful also for finding
       opponents she's hunting, as she can track down anyone she
       focuses on, assuming they can't block her from finding them
       somehow. The second stage of this is combat perception. This
       portion of the skill lets her concentrate on an opponent and not
       only focus on them, but gives her a sense of what her opponents
       are going to do in a fight or on a hunt by focusing on them and
       watching every portion of how they move and operate. This is
       made even better with her lightning abilities and her ability to
       read people's nerves, which give her even better senses for her
       opponents. However, this has some drawbacks, as focusing on one
       person or group forces her to drown out the world around her,
       making her vulnerable to other attackers not related to the
       person or group she's following or trying to sense. This can
       result in her tuning out certain things around her and leave her
       vulnerable to attack if she relies on this too much.
       - Presence Suppression/Manipulation: Another of her hunter
       abilities, in which Artemis learned to hide her presence from
       others, which was a variation of her titan ability she gained
       from being the child of Leto, which was a power known as psychic
       shadow. She is able to manipulate her presence and how it feels,
       from suppressing it completely to even making it seem like it's
       somewhere else. Usually, if used to fool enemies, this is best
       used alongside her sound manipulation to try and throw off her
       opponents with her presence being in a different location where
       she can manipulate and make sound come from the direction, which
       is usually to get opponents to turn their back to her so she can
       hit them in the back, or she can also use this in combination
       with her illusions to make them seem like she's really somewhere
       she's not. She rarely has to do this, but she can still do this
       when she needs to. This is also a good thing for using as a
       diversion if she ever has to run from a situation, though she
       hasn't really had to. For the most part, she cannot be sensed if
       she hides her presence, which completely makes her feel like
       she's not present. However, there are certain senses that can
       track her, such as a dragon's rhythm sense, or sixth senses that
       don't rely on sensing someone's presence. However, most normal
       abilities to sense the presence of others can be fooled by this.
       - Murderous Intent Sense/Manipulation: Another of her hunter
       abilities, where she can manipulate and sense murderous intent.
       Being one of the best hunters in her world, and training with
       Raiden Kindron, Artemis learned this ability and is able to both
       sense murderous intent of others, and manipulate her own, often
       suppressing it completely. Artemis's sense allows her to know
       when attacks are coming, often letting her know the moment
       someone thinks about attacking her. This often gives Artemis
       more time to anticipate attacks and dodge attacks as they come
       at her, making it harder to surprise her in a fight. For the
       most part, sneak attacks are almost impossible when fighting
       Artemis, unless one has the ability to suppress their own
       murderous intent. And this is something that Artemis can also
       do, suppressing her own murderous intent so that sneak attacks
       don't give her away when she's hunting an opponent. This
       essentially negates those that get a sense of danger whenever
       she's around, as even animals cannot tell a threat is nearby
       when she's around. For the most part, this is another skill that
       shows just how good of a hunter Artemis is, as it's another
       skill that helps her in battles.
       - Illusionary Art: This ability creates optical illusions using
       light, in which Artemis can make herself appear in other
       locations. She is able to use her energy to make herself appear
       in an area, fooling sixth senses into thinking she's in multiple
       places at once. She can even use this to do replacement style
       techniques by replacing herself with an illusion. She can also
       use this on the environment, which can be used to make the area
       appear different than it is, often fooling opponents to getting
       themselves lost. This power is very similar to genjutsu, and is
       broken much the same way. This power was based on the
       Sharingan's Tsukiyomi, a master genjutsu designed to even be
       abel to be used on those immune to genjutsu. As such, even
       though who are immune to illusions can still be made to see the
       illusions, though those that are a victim of this can tell when
       illusions are being used, and even though they will see the
       illusion, they can use their knowledge of illusions so that they
       can figure out how the illusions are being performed. This is
       not a mind manipulation art like most think, but is more of a
       light bending art that creates illusions using her goddess
       power. However, these illusions cannot do any damage to
       opponents, as unlike those like Father Hei, her illusions don't
       have any solid substance.
       - Chameleon Invisibility: This skill was inspired by the
       Darkfire Clan's version of this ability that their assassin
       trained Darkfires use, which Kindron taught to Artemis before
       she was corrupted by Zeus. Though not actual animal types, those
       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 someone with this skill
       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 stealth user 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. Artemis learned
       this from Raiden Kindron during their training together, in
       which he showed her how this technique works. Using her illusion
       ability to bend light, she copied this skill and learned to use
       her own variation of it. It's more or less the same, but far
       easier to use than the Darkfire's version since she already uses
       light-bending to create illusions. This can essentially make her
       completely invisible whenever she wants.
       - Hunter Sound Silencing/Manipulation: This technique lets
       Artemis use her abilities to silence herself during a hunt,
       negating any sound around her by using air waves through her
       movement to cancel sound waves. After she gained her Zeus
       abilities, she learned to use her sound manipulation to do this
       more easily, but this only supplements this power, and is not
       the main focus of it. Artemis is also able to use this to throw
       her sound, in which she can transfer her sound waves to other
       locations so that the sound "appears" to come from another
       location. Usually, she uses this to fool her opponents into
       thinking a sound comes from another direction than where she is,
       trying to fool opponents into thinking she's somewhere different
       from where she is. She is also known for using this to whistle
       so her opponents can hear her coming, to give herself an extra
       challenge in the hunt. This works even better with sound
       manipulation, where Artemis can now do this far more easily
       using her sound manipulation abilities. However, unless she's
       using something to suppress her presence, opponents might still
       sense her and if they know how she operates, they might realize
       any sound she throws at them is usually a trick.
       - Tracking/Sense of Smell Change/Manipulation: As one may have
       noticed, Artemis is very skilled at hiding herself as a hunter.
       Part of this includes her being able to hide her sense of smell
       and fool those with expert level tracking abilities. After
       learning of a special oil that negates scent completely, Artemis
       developed the ability to use her body to generate the same
       substance which makes it so no one can track her through smell.
       She developed this skill to be able to hide from things like
       werewolves. She also knows exactly how people track supernatural
       creatures and knows how hunters track opponents, and is able to
       avoid a lot of the things that most hunters look for, such as
       avoiding stepping on certain plants, not leaving footprints in
       dirt, and usually leaving no traces of her presence to track.
       The only real way to track her is to see her or use a sense she
       cannot manipulation. However, since she can create illusions,
       one has to be careful with illlusions as well. Fighting Artemis
       is no easy task, and only those with good hunter instincts have
       any chance of competing with her.
       - Shadow Blend/Shadow Travel: This was a skill that she learned
       from Raiden Kindron's assassin training, and learned to use the
       Darkfire assassin art of shadow blending. This is very similar
       to how a death wraith melds into the shadows, as Artemis can use
       this for a few different things. The most obvious use is that
       she can use the shadows to hide her presence completely,
       blending into the shadows similar to how some ninja skills allow
       them to. This hides her from any sense except sixth senses that
       can sense the presence of others, and murderous intent senses.
       However, usually she can suppress these, so finding her in the
       shadows is almost impossible. However, luckily, she cannot
       attack someone without revealing her presence, so opponents
       usually just have to react if she tries to attack. Another great
       use for this is shadow travel similar again to death wraiths
       shadow travel. This lets Artemis travel around and teleport to
       other places and realms in the universe through shadows which
       connect to almost anywhere. Since the Shadow Realm literally
       connects almost every realm in the universe together, she can
       use this to travel to anywhere in the world, or to any godly
       realm with shadows, that is assuming something doesn't block her
       access to the realm, such as Falias having a barrier around the
       city where only through entering the main entrace will get
       someone in. This is a simple traveling power, which she can use
       as long as she knows where she's going, and can travel far more
       easily than her lightning teleport.
       - Hunter's Barrier: Using her godly energy, she can contain
       opponents in a given area by creating a supernatural barrier
       which was inspired by Father Hei's holy vampire barrier skill.
       This lets Artemis contain her prey in an area using a barrier
       designed to trap people within it, usually keeping her prey in
       an area where she can fully utilize her hunter skills. This
       skill is great for trapping people in a large area, and can be
       tailored to only certain people, strengthening the barrier and
       making it harder to break against those it's specifically
       tailored to. This barrier is normally invisible, being like an
       invisible wall, designed not to be noticed by anyone. Though the
       barrier can be sensed, it normally cannot be seen. This skill is
       not as powerful as Father Hei's barrier skill unless tailored to
       whoever she's hunting, and is only really useful if she wants to
       keep someone in a large area like in a forest or somewhere she
       has an advantage. However, she rarely uses this, preferring to
       let her prey try anything they want to try and go to other areas
       she might not have a homefield advantage since she likes to make
       her hunts more challenging.
       Arrow Skills:
       - Bow and Crossbow Mastery: Artemis is a master archer, being a
       master of not only bows, but also cross bows and other types of
       weapons that fire arrows. Being a hunter, and having her primary
       weapon be arrows, Artemis has mastered almost everyone known way
       to fire arrows, though her preferred method is still using her
       bow, or using her moon spear bow. In addition to her mastery,
       her hunter skills and her powers as a hunter goddess also
       passively amp her arrow skills. Artemis also has a number of
       special arrow shot skills, which are all designed to amp her
       hunter abilities with different arrow shot options for different
       situations. Most opponents never want to find themselves on the
       other end of her arrows, as her arrow skills can be very
       dangerous. However, as most bow and arrow users, being at close
       enough range effectively makes opponents harder to hit, or may
       force Artemis to fight up close. While she can fight up close
       using her moon staff bow as a combat weapon, she prefers long
       range, since it's where her arrow skills are most useful. Since
       her arrows are silver heads, she often has to use a lightning
       bolt to scramble the magnetic charge to make sure magnetic users
       don't get control of the metal.
       - Poison Shot: One thing that Artemis utilized her nature powers
       for, after her corruption, was creating poison arrows. She is
       able to use this to poison her arrows without needing to put
       special plants or ointments, just being able to summon essence
       of any poison she wants to on her arrows. Usually, the arrow
       head is poisoned with certain hallucinogenic and paralyzing
       nerve poisons, though she does also have certain acidic poisons
       as well. She can use this to create poison on her arrows,
       designed to poison her opponents if the arrow hits them. Most of
       the poisons she makes are designed so that they are most
       effective when introduced into the blood stream through injury,
       which she uses to her advantage when she tries to pierce people
       with arrows. Usually, if the arrow gets lodged in an opponent,
       the arrow's poison is most effective when the person has time to
       take in as much of the poison as possible. Usually, this is more
       for disabling her opponents, and most of her poisons have to be
       absorbed into the blood stream to be effective. She can use this
       with any of her arrow skills as well, since it's more of
       modifying the arrow than an actual arrow skill.
       - Sniper Shot: This skill is Artemis's long distance skill, as
       she can fire arrows from farther away than almost bow could
       handle. This utilizes not just proper use of the bow, but
       concentration of her arrow firing to fire her arrow longer
       distances at much longer distances. This essentially makes her
       arrow ability with this like that of a sniper bullet, where she
       fires from great distances. Usually, as long as she knows where
       her opponent is, she doesn't have to see them, which makes it
       easier for her to aim her arrows to a certain spot. When fired,
       the arrows are fired at faster speeds, making them travel longer
       distances, and makes it so she can hit opponents who are outside
       of her normal range. This skill requires focus over power,
       requiring a specific concentration of physical force and
       concentration to use the bow effectively. Of course, her bow
       being a very strong bow also helps a lot, as her bow can fire
       arrows farther than many other bows. This is Artemis's most used
       skill along with certain other arrow skills as this plays better
       with her hunter abilities. This usually also means that those
       with murderous intent senses cannot sense Artemis's murderous
       intent since she fires this kind of shot from so far away. Of
       course, longer distances means that opponents have more time to
       realize the attack is coming. If an opponent can sense the
       arrow, or sense that something is coming, they can dodge the
       arrow. This is essentially the same as dodging a sniper rifle
       round.
       - Aimbot: This skill was one she developed after she gained
       lightning and magnetic abilities, which she modified a specific
       arrow skill after. Using a magnetic ball to tag her enemies,
       this can draw things with a magnetic charge to a target. After
       she tags her target, she then fires arrows at the opponent,
       making the charge in the silver heads the opposite of what she
       tags the opponent with and strong enough so the arrows follow
       the opponent as long as the power is still active. This makes it
       so the arrows will follow the opponent, making it so that either
       the opponent has to keep dodging them, or eventually wear out as
       the arrows fired continue to chase them. This essentially uses
       magnetism to create a sort of homing arrow shot. This skill is
       designed for faster opponents, or to wear down certain
       opponents. However, this skill requires the opponent to be
       tagged before this can be used, and this is assuming that the
       opponent doesn't outright destroy any arrow head fired at them.
       This skill is hard to dodge if Artemis is allowed to execute it
       properly, aside from destroying the arrow heads. One has to
       destroy the arrow heads specifically, as those are the parts
       that are magnetic. Without the head of the arrow, the arrow
       won't have a magnetic charge. Artemis doesn't like this skill
       because she feels that using it is the same as cheating as she
       hates making her hunts too easy.
       - Arrow Revolver: This skill is one that requires focus, taught
       to archers who have mastered bows. One thing archers have
       problems with is using one arrow at a time often takes far to
       long to fire rapid shots. However, this skill was developed to
       be taught so that archers could learn to load arrows very
       quickly. Archers who use this skill usually pull out 5 arrows
       with one hand, and then hold them specifically as they fire them
       in very rapid succession. This skill requires focus and stamina
       to use, as it's difficult to master, but masters of the bow can
       use this skill very quickly and learn very quickly how to use
       this instictively through training, using repetition to learn to
       use this without thinking. This skill is great for firing arrows
       in quick succession, as it can be used to fire up to five arrows
       extremely quickly as the archer can hold five arrows. However,
       holding more than five requires more hand motion than one would
       think, and archers who try to use too many arrows cannot use
       this skill effectively. Unless the opponent has unique anatomy
       like having more fingers or more arms/hands.
       - Revolver Double Arrow: This skill is a variation skill that
       Artemis learned after training with Raiden Kindron and his
       assassin skills. After Artemis learned the arrow revolver, she
       created this skill as a way to fire two arrows in a deceptive
       manner. This requires Artemis to pull two arrows, firing them in
       rapid succession using the arrow revolver skill. She fires the
       arrows specifically, in which the second arrow is hidden in the
       shadow of the first, often fooling opponents through deception.
       This skill requires firing the arrows specifically, as they have
       to move at the same speed and the second arrow has to be fired
       in a specific spot in the shadow of the first arrow. This
       requires precise aiming and firing, and when done correctly,
       opponents won't see the second shot (usually) until they block
       the first one. This is designed for opponents who try to stop
       arrows by catching or knocking them to the side, as dodging or
       blocking with a shield often makes this skill worthless.
       However, Artemis can fire multiple arrows using this, each being
       hidden in the shadow of the previous. Currently, Artemis can
       fire up to 3 arrows with this skill, with the first arrow being
       the distraction, the second arrow being hidden in the shadow of
       the first, and the third being hidden in the shadow of the
       second arrow. This essentially was based on the ninja kill that
       uses shuriken hidden in the shadow of other shuriken.
       - Magnum Shot: This arrow skill is a more concentrated shot,
       designed for power and piercing over all else. This arrow skill
       fires an arrow with far more concentrated power than other arrow
       shots, allowing Artemis to fire a shot designed to pierce
       through shields and armors. This skill was designed to shoot
       through things that arrows normally wouldn't be able to pierce,
       making it a very dangerous skill against those that think they
       can defend against arrows in general. This skill can pierce
       through most metals, aside from the stronger ones like
       adamantium and vibranium. This skill is her strongest arrow
       skill, and usually is better dodged than blocked. This arrow can
       also be fused with godly energy to pierce through energy type
       shields to an extent. This skill requires concentrated power to
       fire the arrow, which means that some arrow skills don't work
       well with this skill because of the specific concentration of
       power that is needed to fire this arrow skill. However, if it
       hits an opponent, often times, this will pierce strong armors
       and shields. This is one of her more dangerous normal arrow
       shots due to it's pure piercing power.
       - Stun Shot: This shot is designed to stun opponents when it
       hits them, hitting them with force that reverberates through
       them as it hits. This is designed to stun opponents more than
       pierce, and uses force to disrupt an opponent's equilibrium,
       stunning them for a short time as they are forced to try and
       stabilize themselves and regain their balance from the shot. As
       the shot reverberates, it uses concussive force to keep the
       opponent stunned. This skill is good for stopping people without
       killing them, as this can be used to hit an opponent anywhere,
       though the closer to the head they are hit, the more effective
       this skill is. Those hit by this are usually stunned for at
       least one round, though opponents with regeneration are able to
       get out of this much more quickly if they can regenerate the
       damage done to their bodies that cause the imbalance. This also
       affects opponents with wind/sound manipulation that uses similar
       powers though, because this power uses concussive force rather
       than wind or sound manipulation.
       - Speed Shot: This is a variation of the Magnum shot, but
       designed solely for speed. This fires an arrow with the speed of
       a bullet enhanced by the vampire projectile power, inspired by
       Raiden Kindron teaching her how to use Vampire Celerity arts
       before she was corrupted. This technique is designed to hit much
       faster opponents, usually ones that use high speed stepping
       methods to get around. When fired, the amped speed makes this
       hit extremely fast, being amped for hitting an opponent much
       faster than even a normal bullet would. Because Artemis can fire
       her arrows with the speed of bullets already, this skill hits
       extremely fast, designed to grant little to no time for
       opponents to dodge it. Though opponents with fast enough
       reflexes and who can move fast enough can dodge or block the
       attack. And even though the amped speed makes it hit harder, it
       is still blockable by shields and armors.
       - Silent Shot: This technique combines her ability to suppress
       her presence with her ability to move stealthfully. This skill
       fires an arrow that is dead silent, with not even the force of
       the wind being heard. This skill fires a fast arrow, but fires
       it completely silent, with no sound at all being heard. As it
       might sound, this skill is designed to stealthfully hit an
       opponent without them ever hearing the shot. While arrows are
       normally silent for the most part, those with enhanced hearing
       like werewolves and other supernatural creatures that can hear
       far better usually hear the force of wind of an arrow from large
       distances. This skill is designed to not even have that sound,
       making this ideal for hunting those with enhanced hearing.
       Combined with her stealth, she is able to fire arrows that
       require intensely fast reflexes to dodge or block, as most have
       to see or know the arrow is coming before they can dodge or
       block it.
       - Flash Shot: This arrow skill was designed for Kendrix Darkfire
       in Raiden Kindron's world, which was designed to fire an arrow
       with enough force to create a flashbang. Using pure physical
       force, this arrow skill is designed to strike an object and
       create a flashbang upon impact. This isn't a powerful shot, but
       just fired with force that stops once it hits an object. This is
       designed so that any object will do, so Artemis usually never
       fires this at an opponent, but usually at a solid surface or
       object in order to create a flashbang. This skill is great
       against shadow users, as it temporarily negates any shadows in
       an area and can weaken certain shadow users. This does no real
       physical damage, unless it's against a shadow user who takes
       damage from a flashbang style attack. If one wants to stop this
       attack, they must stop the arrow from hitting a solid surface,
       which can be done by catching the arrow before it hits a target.
       And as stated, this skill does no real physical damage unless
       they are hit by the arrow specifically.
       - Crash Shot: This skill fires an arrow at an opponent with
       enough focused power that the arrow head explodes on impact.
       This skill is designed to not only damage one person, but
       usually attack an entire group with one arrow. When the arrow
       hits, the kinetic energy in the arrow explodes the arrow into
       small shards, which then fly out and pierce other opponents
       nearby. This skill is very dangerous to groups who travel
       together as the skill can take out multiple enemies at once.
       This skill can be fired at an opponent directly, or fired at a
       surface near an opponent. Usually, dodging this is difficult, as
       the shot fires the arrow head randomly in multiple directions.
       Usually, the best thing to do is create a barrier or energy wall
       to protect oneself from the attack, or catch the arrow before it
       hits a surface. Usually, Artemis will hit a surface rather than
       an opponent, as she doesn't rely on it hitting an opponent.
       While this makes it easier to surprise opponents with a shot, it
       also doesn't do as much damage if only the shards of the arrow
       head are damaging opponents.
       - Power Wave Shot: This technique fires an arrow that
       concentrates a powerful wave around it, designed to hit an
       opponent with immense force. Unlike the magnum shot which is
       designed for piercing, this shot is designed to concentrate
       force and hit the opponent with enough force to basically
       shatter bones on impact. This technique is concentrated in the
       wave around the arrow, so the arrow itself doesn't do a lot of
       damage, but the wave does immense concussive damage and can be
       very dangerous to weaker opponents. This technique is a physical
       concentrated shot, so it's not a supernatural power that one
       usually can sense coming. This technique is designed to do
       severe damage on impact, and requires the opponent to be hit
       with the arrow in order to be effective. This skill can be
       dodged or blocked, though one must expect that anything used to
       block this will likely be destroyed or damaged heavily. Usually,
       barriers and energy defenses are the best way to block this
       technique, as they may break, but they will stop the attack.
       - Shockwave Shot: This technique is usually designed for when
       Artemis runs out of arrows, and is designed to fire invisible
       waves of pure concussive force, concentrated by her wind
       abilities. This fires an invisible arrow of pure force which can
       be fired at opponents for pure physical force damage. This can
       be concentrated to a piercing wave, though it's more easily
       sensed by those with sixth senses since it requires refocusing
       the wave with wind abilities. This skill is designed to also be
       used against opponents who expect arrows, as this fires almost
       invisible waves of pure focused force rather than an arrow like
       one would expect. This particular skill is particularly
       dangerous as it often requires knowing the attack is coming,
       though unlike other skills, this one can be sensed to a small
       degree since it uses wind ability to focus the wave. However,
       this is more powerful than her next shot, since it focuses a
       bigger wave.
       - Invisible Wave Bullets: This skill is very similar to the
       shockwave shot, but instead of firing shots at an opponent. This
       skill is where Artemis just fires physical force waves at
       opponents using her bow. This skill is designed to just fire
       small invisible waves with the force of bullets at opponents,
       not needing arrows. Unlike the shockwave shot, this skill
       doesn't require supernatural energies and just fires small
       concussive force shots to try and take out opponents. These
       shots are small shots, not being as large or as powerful as the
       shockwave shots. These are mostly designed to be fired in rapid
       succession, just firing shots at opponents to try and hit them
       with some force to damage them. This skill can't really be
       sensed, and is designed so that it's designed to take opponents
       by surprise since the waves are invisible. The shots don't
       pierce or do too much damage, mostly just like taking a punch or
       kick, as the force is fairly close to the same. This skill is
       easily dodged if the opponent knows it's coming, or blocked by
       energy defense or barriers.
       - Mirage Missile: This technique is a dangerous skill which
       fires an arrow that is fired fast and strong enough to distort
       the light around it, creating a mirage of multiple arrows around
       it. This skill is designed to use something similar to Artemis's
       illusion power, and designed to make opponents misjudge where
       the arrow is based on the multiple mirages, or fool opponents
       into thinking that Artemis fired a collection of arrows at once.
       This skill is designed to use deception to trick opponents,
       making the arrow more likely to hit an opponent. Opponents have
       to be careful, as using their eyes will often make them misjudge
       the position of the arrow. Opponents who can sense the attacking
       coming or can sense the arrow using things like earth
       sense/manipulation can still sense the arrow, though unprepared
       opponents will find this a dangerous skill, as Artemis's arrows
       travel at bullet-like speeds and even a moment's hesitation can
       cause problems for the opponent.
       - Magic Missile: This particular skill is a supernatural skill
       which is designed to lock onto an opponent. If Artemis can lock
       onto an opponent's presence using her ability to sense
       presences, she can lock onto them and fire this particular arrow
       that's designed to lock onto them. This makes the arrow track an
       opponent for a few rounds as the arrow uses the energy in the
       arrow to track the presence Artemis is locked on to, designed to
       act like a homing missile. This technique is very dangerous, as
       usually this can last up to three rounds depending on how much
       energy Artemis puts into the arrow, and can fire multiple arrows
       to make it harder to dodge. Unlike the Aimbot skill, this skill
       doesn't require Artemis's concentration past focusing on the
       person and then firing the arrow. This skill doesn't require
       focus to maintain, and opponents simply have to dodge the arrows
       for up to three rounds or destroy them if they can manage to
       destroy them. Though once the arrows run out of energy, the
       arrows will stop following the opponent.
       - Spider Shot: This skill is not necessarily a supernatural
       skill, but is a skill where Artemis uses arrows that she dips
       into a special spider essence. When these arrows are fired and
       hit something, they explode with webs, designed for trapping
       opponents. The webs are extremely strong, designed to restrain
       even those with enhanced strength for at least 2 rounds before
       they power out of it. If hit by this, the opponent will be
       trapped in a mass of webbing which is designed to slow or
       completely trap the opponent if the web manages to stick to a
       surface or area to restrain the opponent. This skill isn't a
       supernatural skill, so it can't be sensed like a supernatural
       skill, and often opponents have to know the arrow is coming.
       This technique works great against those that try to block it
       with armors or shields, as it doesn't have to hit the opponent
       directly, just close to them. Though energy walls and barriers
       can still defend against this skill, opponents will find that
       dodging this is often the best method, though this requires
       quick reflexes, rapid response time, and fast movement. Energy
       walls large enough to block the webbing from hitting an opponent
       is usually the best way to block this skill. Opponents can also
       use fire to burn this skill away if caught in it, though the
       fire resistant webbing takes a round to burn through.
       - Elemental Missile: This is a supernatural skill that Artemis
       fuses elements to her arrows. There are multiple elements she
       can use for this, and this is deigned to have different
       functions based on what she does with it. She can use this to
       hit opponents or damage areas depending on the element used. She
       can use wind to create explosive air around the arrow, which
       turns the arrow into a small flaming bomb that explodes when it
       hits something. The fire arrow is designed for blasting an
       opponent or group depending on how much power is put into it.
       The ice arrow is designed to freeze opponents hit by it using
       cold air around the arrow, and if hit, the part of the body hit
       is covered in ice and frozen solid. The ice arrow is anther
       skill designed for trapping opponents. The lightning arrow is
       designed to stun opponents by shocking them, making this a good
       way to electrocute opponents and stop them at the same time. The
       lightning arrow uses Artemis's lightning and can use any
       lightning Artemis can use. The wind arrow is designed for
       sharpened attack, designed to hit with sharpened wind waves to
       do slashing damage to the area around the arrow, or it can fire
       a tornado around the arrow, which can be used to hit opponents
       with concussive force and explode a wind wave upon impact. The
       last is the vine arrow, where Artemis fuses vines to her arrow
       and when it hits an opponent, the vines explode and grab the
       opponent, trapping the opponent or group in a mass of vines.
       Most of these arrows are best dodged rather than blocked due to
       some having AoE effects, though some can be blocked with energy
       defenses and barriers or just dodged to avoid them completely.
       - Celestial Star Light Arrow: As one might guess, this skill
       uses Artemis's celestial star light energy to focus more power
       into the arrow for a more powerful shot. This amps her arrow so
       that she can fuse powerful supernatural energy to it, making it
       hard to block, and being good for opponents who are immune to
       other arrow skills. This skill is very dangerous, as the
       explosion of star light energy on impact can cause heavy damage
       to opponents due to the energy's density compared to normal
       moonlight or other energies. This skill is designed to hit hard
       and fast, as well as do damage to opponents who might be immune
       to other physical wave attacks as well. This skill can be use
       with or without an arrow, being used to fire at opponents either
       way, though the skill is best used with an arrow since the arrow
       can focus the celestial star light. This skill can be blocked or
       dodged, though blocking is not always best as the density of
       celestial star light energy can be a problem for energy shields
       and barriers, and trying to block with shields or armors is very
       difficult without immense strength and defense.
       - Final Shot: This is perhaps Artemis's most dangerous skill.
       Her final shot is designed to focus her power using her
       celestial star light energy and enhance her temporarily, making
       her able to teleport around and fire shots far faster than
       normal. When used, this skill temporarily amps Artemis up
       immensely. She can teleport great distances, and fire arrows
       extremely fast, designed to be able to fire multiple arrows from
       multiple directions fast enough to try and overwhelm opponents,
       or even take out multiple opponents in multiple directions. This
       skill lasts up to 3 rounds, and is a very dangerous skill as
       Artemis can fire her arrows constantly and fire any of her arrow
       skills in very rapid succession. This skill is her most
       dangerous skill and often her final one she uses, as using this
       requires focusing her power and can only be used once every 6
       hours due to Artemis not being able to handle any more of this
       skill's focused power for more than a short period. After using,
       Artemis has to wait to make sure her body doesn't get
       overstressed from the amp. Opponents who want to dodge or block
       this final skill are best done so while staying mobile and being
       aware of their surroundings. If they stay in one spot, they
       might get hit with a power shot or magnum shot to try and break
       their defenses. All the opponents have to do is last 3 rounds
       and then they will be safe from this skill.
       Combat Abilities:
       - Chinese Kenpo Staff Fighting Style: During her training with
       Raiden Kindron after he ran Olympus, Artemis and Kindron trained
       together and Kindron taught Artemis Chinese Kenpo as it was his
       main combat style. Artemis learned Chinese Kenpo, being able to
       use it in a staff/spear like weapon style. This is a slightly
       modified version of the style based around weapon use as Artemis
       can use her Chinese Kenpo training to fight opponents using her
       staff. This was originally because Artemis's biggest weakness
       was fighting up close, since she was a bow and arrow user and
       more of a stealthy hunter. After training with Kindron, Artemis
       became a dangerous opponent up close as well, where she learned
       to fight using her staff, using it as both a staff and spear to
       fight opponents. Of course, Kindron had no way of knowing that
       Artemis could be corrupted by Zeus, so he didn't know at the
       time that she would one day be corrupted by Zeus. Artemis
       enhanced this training after Zeus gained Takahashi's body, and
       learned more about the style.
       - 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,
       something taught to Artemis by Kindron. 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. Artemis was taught basic styles
       by Raiden Kindron, but she eventually learned other styles
       thanks to Zeus.
       - 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 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.
       - 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. After Kindron trained her, Artemis learned
       to use these skills, even though she's not a vampire.
       - 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.
       - 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. Artemis was trained fully by Kindron in his
       uncle Qrow's supernatural hunting techniques and skills that he
       learned.
       - 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.
       Passive Abilities:
       - Deity/Titan Hybrid Tough Body: Artemis is a unique deity, in
       that she is born of both Zeus and a titan. This makes her a
       slightly unique being, as she is not only a deity but has the
       strength of a titan. Artemis is very tough, with her body having
       highly enhanced defense due to her heritage. Artemis is able to
       take a lot of hits and attacks that would kill some, as her body
       is extremely tough, and was made tougher through physical
       training with Raiden Kindron as the two constantly trained
       together before Artemis was corrupted. She is a very tough
       opponent, and in combination with her lightning regeneration,
       can be very tough to put down permanently. Her body is as tough
       as enhanced dragon skin, and is very strong against even godly
       attacks. However, she is still weak to weapons that work against
       either titans or greek deities, with other special god-killer
       weapons like oceanstone also being able to damage and weaken her
       a bit more easily.
       - Natural Shield: Being a goddess of the hunt, Artemis has a
       natural defense against projectile weapons and attacks which
       makes her harder to damage with them. Arrows and bullets
       specifically don't pierce as deeply into her body if she's shot
       or hit with an arrow, and her body's structure keeps her from
       taking too much damage from them. Not only that, but she doesn't
       get staggered back as easily from such attacks. With her
       deity/titan hybrid body, she is able to often times shrug off
       these attacks and keep fighting, assuming the attack doesn't do
       damage that might force her to stop, like disabling a limb. This
       skill is a basic passive skill that is designed to grant defense
       against projectiles in general, but doesn't always include
       supernatural abilities like magic attacks as that is handled
       more through techniques like mana shield.
       - Heavy Stander: This skill is one that tougher people have, in
       which strong bodies are immune to knockback damage to a degree.
       Those with this passive skill are not staggered back by physical
       attacks as easily, and can ground themselves to avoid being
       knocked back as easily. This makes it so those hit don't go
       flying back or get knocked back by physical attacks as easily as
       most normal people. However, this can be a danger to the user
       just as much as a benefit, as those with this skill might take
       more damage from certain knockback attacks since staggering back
       can also be used to avoid some of the damage of an attack. Not
       being able to stagger back all the time may result in some
       attacks hitting harder and the force of the attack doing more
       damage. However, those with this take reduced damage from
       physical attacks or attacks that would knock them back, and can
       avoid being staggered, for better or worse.
       - Attach Item to Self: 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.
       Artemis was taught this skill by Raiden Kindron, who taught her
       to fuse her weapons to her soul.
       - Mostly Immune to Power Negation: Most of Artemis's skills are
       either powers she gains from the blood stone she got from Zeus,
       or her hunter skills and arrow skills are mostly physical force
       and different ways she uses to fire arrows. For the most part,
       she is immune to power negation, as she uses just normal
       physical abilities aside from her godly abilities. Most of her
       abilities are just physical abilities even humans could use with
       enough focus and training, aside from things like her goddess
       abilities (like her moonlight, shapeshifting, and nature
       manipulation). Aside from her normal goddess abilities and some
       supernatural abilities like certain arrow abilities, she is
       mostly immune to power negation since she doesn't rely too much
       on anything that could be negated. And those powers that can be
       negated, she would welcome because it gives her more of a
       challenge. This skill can still negate her normal goddess
       abilities though, and any supernatural abilities that aren't
       based in physical combat.
       - Godly Enhanced Senses/Focus Sense: Just like other gods,
       Artemis has highly enhanced senses, with all of her senses being
       enhanced. For the most part, this usually depends on the godly
       being, but for Artemis, she has basic enhanced senses equal to
       that of almost any supernatural. All of her senses are enhanced,
       with her being able to see, hear and smell with highly enhanced
       ability. However, she can also focus her senses elsewhere,
       thanks to her deity abilities and titan abilities. She is able
       to focus on specific areas and use her senses there. This is an
       advanced version of godly sight which deities use to process
       information in other locations. Thanks to this, Artemis can keep
       track of what's going on and doesn't have to be in a location if
       she can process her senses in another location. Though this is a
       double edged sword, as this requires taking her attention away
       from what she's doing, so she can be attacked while using this
       if she's not careful. This is mostly for just trying to process
       things from other locations, not really being too useful in
       battle except to more easily track opponents.
       - Godly Sixth Sense: Much like other deities, Artemis 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.
       - Godly Telepathy: Most deities and supernaturals in general
       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.
       - Disciplined Mind: This is the Darkfire's art of controlling
       their mind completely which Kindron taught to Artemis before she
       was corrupted. 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. For those wondering, Zeus's stone
       took root in Artemis while she was conscious, which she couldn't
       use this while unconscious so the stone took over and she
       couldn't consciously stop it from corrupting her. Now she uses
       this to protect her mind and keep her old self from from being
       able to return to the conscious mind.
       - 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.
       - Enhanced Deity and Combat Training Physical Stats: Artemis is
       a hybrid of Zeus and Leto, which made her a very tough opponent
       to begin with, but training her hunter skills, as well as
       training from Raiden Kindron and Zeus (after her corruption),
       made her an even tougher opponent. Artemis is strong enough that
       she can create shockwaves of physical force, and fast enough due
       to her slender body to keep up with faster supernaturals. And
       thanks to her physical combat training, she knows how physical
       combatants fight and how best to combat them. When she fights,
       she also has highly enhanced defense and durability thanks to
       her enhanced deity/titan body. For the most part, due to her
       body type and stature, Artemis is more about speed and
       flexibility than strength. And considering she has great
       strength, that alone should tell how dangerous her speed and
       agility is. In a fight, Artemis is a pretty balanced fighter,
       not having one specific stat better than the others. This makes
       her a dangerous opponent, since she has no real weakened stats
       to take advantage of. Though she doesn't have as high stats as
       someone who might specialize in one  particular stat. For
       example, she may be able to keep up with Raiden Kindron and
       Father Hei's speed, but she's still slower than them in terms of
       comparing stats.
       Transformations:
       - Cosmic Celestial Deity Mode: This is Artemis's most powerful
       form, in which she created a more powerful godly transformation
       from absorbing celestial star light. This empowers her godly
       power even more, using the power to enhance her to a much more
       powerful godly form than she would normally use. This form has
       highly enhanced stats, and when in this form, all her
       supernatural abilities are powered by celestial star light
       energy which can be very dangerous as very few have defense
       against celestial star light energy. This power enhances Artemis
       quite a bit, letting her keep up with enhanced supernaturals
       with transformations. However, when in this form, Artemis can
       only use it as long as she has celestial star light power in
       her, and once she runs out, she has to absorb more. However, if
       she does try to power back up into this after it runs out, she
       gains reduced energy each time and requires more focus with each
       transformation. This means that she often has to wait to use
       this till the final part of a fight, as she doesn't want to run
       herself out of power and stamina to maintain this and have to
       keep powering up.
       Weaknesses:
       - Should Artemis's blood stone run out of power and it crumble,
       Artemis will most likely return to her true self, or die
       depending on how this is done. If her heart is pierced and her
       stone destroyed, she will die, but if she runs out of power and
       the stone disintegraes without any physical damage killing her,
       Artemis would return to her true self. This stone also powers
       her Zeus abilities, and without it, she would be unlikely to
       keep those abilities unless she maintained some of the stone's
       power within her. Without it, Artemis would likely cease to be a
       major threat in the world regardless though, and would probably
       result in her rejoining the heroes, specifically Father Hei and
       Raiden Kindron to battle against Zeus.
       - Those with Zeus's power are weaker to Greek Pantheon god
       killer weapons, and weapons that are designed to kill greek
       gods, such as weapons of Hera and Ares. They can also be killed
       more easily with silver, cypress and platinum. Those who want to
       more easily kill someone with Zeus's powers can use special
       metals like stilled silver that negate powers, or use varanium
       which negates regeneration. There's plenty of types of
       god-killer weapons and abilities, and any of them can be used to
       kill those with Zeus's power, assuming it's something designed
       to kill a god. And since there are always new ways to kill gods
       being developed by groups like Ragnorok and Special Forces to
       combat the gods trying to destroy humanity, often groups find
       new ways to utilize resources to create new god-killer abilities
       and weapons, one example is Russian Special Forces version of
       oceanstone.
       - Those with the power of lightning and wind from Zeus have the
       same weaknesses as any lightning or wind user, with their powers
       not being all that different. While a higher level, opponents
       can still counter wind and lightning the same way as normal wind
       and lightning. For wind, earth is the best counter, as it's the
       natural opposite of wind. Though more creative elemental users
       can find other ways to use elements to counter wind, such as
       using water to absorb wind waves, or using lightning or fire to
       control certain types of wind. As for lightning, lightning is
       easily counterable by wind and water, with those being the two
       best things. Water is a good way to counter lightning, since
       water shorts out lightning powers unless the user is prepared
       and trained to handle such a power. For the most part, water is
       the best thing to use against both wind and lightning users,
       allowing one element to counter both powers.
       - When fighting Artemis, the best thing to do to avoid her
       hunter skills is fight in an open area. Because of Artemis's
       specialty in stealth and combat, not giving her places to hide
       is the only real hope one has of keeping her from being able to
       hide and hit them from a distance. If given enough distance,
       Artemis will likely be unable to hit opponents with arrows if
       they can see them coming, as they can use open areas to more
       easily see incoming attacks compared to attacks in enclosed
       areas like in forests or other areas with plenty of places for
       her to hide. For the most part, while opponents can counter her
       arrows and hunter skills with enough experience and knowing how
       they work, fighting her in an open area is still the best way to
       beat her, though then they'd have to overpower her combat styles
       and her physical training.
       - Artemis has a bad case of overconfidence, in which she will
       often find ways to handicap herself to make hunting harder on
       herself. The thing she most often uses is whistling, which she
       whistles to herself to let others know where she is and to often
       let those hunted by her know she's coming. She sees herself as
       the best hunter around, and with Zeus's enhancement of her
       abilities, she's a very dangerous hunter as is, but with her own
       hunter abilities, she's even more dangerous. Opponents can take
       advantage of these handicaps if she uses them, and if an
       opponent is carefully fighting, they might be able to overpower
       her if she gets too overconfident in her abilities or
       underestimates an opponent.
       Personality: After her corruption, Artemis became a very cold
       person, hunting strong opponents for sport and serving her
       father. Due to the blood stone corruption, she is intensely
       loyal to Zeus, doing anything he asks of her to do, and
       continuing her hunts against those that she thinks are a
       challenge. She is very overconfident, and one can probably tell
       that she feels she can't be beaten in her own element. She tells
       anyone who tries to stop her to stay out of her way, and if
       they're prey she has to hunt, then she will give them a chance
       to run. Unlike Zeus, Artemis doesn't do anything underhanded,
       though she will talk down to people and toy with their minds
       when talking to them without hesitation. She is a very skilled
       tactician, and after training with Kindron, she became good at
       predicting opponents in battle through how they move and their
       combat tactics. While Kindron wasn't good at predicting people's
       normal behavior, he was good at predicting them in battle.
       However, Artemis is skilled in both, being pretty smart. Artemis
       also tends to have a bit of a temper at times, and sometimes
       takes her anger out on others around her. Despite how she used
       to act before her corruption, her anger resulted in her doing
       some things she wasn't proud of.
       Bio: Most know how Artemis is the twin sister of Apollo and the
       daughter of Zeus and the titan Leto. Artemis was a huntress, and
       very skilled, becoming a goddess of nature, virginity and
       hunting. This Artemis, in her universe, also, however, became a
       deity of the moon after a god gave her the ability before being
       murdered by Zeus, with this Artemis being one of the few who
       tried to stand (unsuccessfuly) against her father. This Artemis
       is the same one from Raiden Kindron's universe, where a slightly
       different history unfolded. For Artemis, she was still a hunter
       and a goddess of nature, but she tried to fight against Zeus for
       many years after Zeus tried to capture her and Apollo in order
       to study them and possibly use them as hosts since they were his
       children.
       After years battling him, Zeus would eventually meet his first
       end at the hands of the Red Beast similar to this universe.
       However, Zeus went on to reincarnate himself using the skills he
       had developed and eventually came back a few years later. But by
       this time, Hei (before he became Father Hei), Kindron (Before he
       became known as Raiden Kindron), and Kendrix (Before anyone knew
       him at all) teamed up to take down Zeus once again. At this
       time, the three of them were known as "The Three Prodigy
       Demi-Gods", with Hei and Kindron being vampire demi-gods and
       Kendrix being a demon demi-god hybrid.
       After Kindron took over Olympus and became it's ruler after
       gaining Zeus's amulet and stepping up to the role, Artemis
       eventually made her way back to Olympus with Apollo, as Kindron
       saw them as family and tried to make peace with them, as well as
       trying to restructure Olympus to try and restore the broken
       bonds that had Zeus had destroyed. During this time, Artemis and
       Apollo came back to Olympus, and Kindron made them a home in
       Olympus. Kindron even made peace with some of the peaceful
       titans who hadn't done anything wrong, but Zeus had wanted to
       imprison anyway after choosing to go after all the titans.
       However, Zeus's first death led to a problem with all of the
       titans released, and most of the major Olympian gods being
       destroyed. Kindron tried to unite those that would stand with
       him against those the titans that threatened the world, and even
       had the help of certain more peaceful titans who just wanted to
       live their lives in peace. However, the war would soon tear
       apart the world, as the evil titans became hollowfied and
       eventually built up their forces in Hueco Mundo. During this
       war, Kindron would also face threats like the Order of the
       Dragon (his world's version) and other groups who wanted to take
       over.
       Artemis sided with Kindron, fighting the evil titans and
       protecting her mother who lived peacefully in Olympus to try.
       Kindron and Artemis eventually became friends, and eventually
       started training together when battles weren't happening so that
       they could grow stronger and learn from each other. Artemis
       taught Kindron how to use a bow and how to use some of her arrow
       skills, while Kindron taught her close combat and a few Darkfire
       abilities not specific to vampires. As a resuilt, Kindron and
       Artemis were both more equipped for the threats ahead.
       However, eventually Zeus would start returning multiple times as
       the group would figure out about Zeus's ability to reincarnate
       and just how it worked. During the battles, Artemis continued to
       fight Zeus alongside her brothers until the day she was
       corrupted by Zeus during their last battle, when Artemis was
       knocked unconscious and infected with a blood stone while she
       couldn't defend her mind from the stone's influence (Since she
       couldn't use disciplined mind while unconscious). This resulted
       in Artemis being corrupted by Zeus, and led to her serving her
       father.
       During the following years after Zeus's imprisonment and after
       the Order took over their world, Artemis continued fighting Radu
       the Inferno, who was the ruler of their world with Kendrix
       Darkfire as his second in command. Artemis tried to find Zeus to
       release him, and after Radu the Inferno left for the London
       Universe, Artemis finally figured out how to track Zeus down and
       after a quick battle against Kendrix, freed her father from his
       sealed imprisonment. After Kendrix tried to keep Zeus from fully
       escaping, Zeus managed to fatally injure Kendrix, forcing him to
       retreat. After that, Artemis went back to serving her father
       after his return, and eventually came over to this universe
       after she thought she had finally killed Kendrix (but Kendrix
       had survived, unknown to her).
       Artemis Evil Theme: Shadow Queen (
  HTML https://www.youtube.com/watch?v=sPgRRJBaJDs
       )
       Artemis Evil Hunting Battle Theme: Go Get 'Em (
  HTML https://www.youtube.com/watch?v=8f0YMBKJA7I
       )
  HTML https://i.imgur.com/6Mjt1pF.jpg
  HTML https://i.imgur.com/a6VYh1j.jpg
  HTML https://i.imgur.com/F9TJ1eX.jpg
  HTML https://i.imgur.com/bkX2zgb.jpg
  HTML https://i.imgur.com/abjQXwL.jpg
  HTML https://i.imgur.com/oSJZBAm.jpg
  HTML https://i.imgur.com/f4ARmXY.jpg
       Wolf Forms:
       Midnight Wolf:
  HTML https://i.imgur.com/p01y6Kk.png
       
       Lightning Wolf:
  HTML https://i.imgur.com/VLan6Nq.jpg
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