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#Post#: 21--------------------------------------------------
RP Profile Alternate Artemis
By: Zorbak the Ebil Moglin Date: November 25, 2018, 9:09 pm
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"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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