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       #Post#: 26--------------------------------------------------
       RP Profile: Spitfire Hazeldine
       By: Zorbak the Ebil Moglin Date: December 18, 2018, 11:29 pm
       ---------------------------------------------------------
       "Don't get cocky, mate... It'll be a long time before you're
       ready to face me. But you might get there... One day."
       "In the Hazeldine Family, below the leader of the clan, there's
       eight roads for the Hazeldines to travel to the top... And 8
       kings to rule over them." - Spitfire Hazeldine about the 8 kings
       of the Hazeldine clan
       "He has a 1% chance of winning... I'm curious to see if he can
       turn a 1% chance into a victory... That's not something you get
       to see every day." - Spitfire the first day he first saw Kindron
       fight after finding out he was a Darkfire.
       "Easy, love... We're not here for a fight. Just watching some
       friendly competition." - Spitfire to a female Darkfire member
       when Dovelthain was fighting Qrow Darkfire long ago before
       Dovelthain died
       *During a conversation with another Hazeldine who went to his
       hair salon not too long ago (Yes. Spitfire owns a hair salon in
       his spare time when he's not training)*
       Girl: By the way, can you do something with this hair? I'm
       regretting cutting it this short...
       Spitfire: Sorry, love, no refunds.
       *During a fight in Japan where Hei was challenged by another
       Darkfire for a top spot in the Darkfire Clan and Hei was beating
       the opponent. Spitfire and Jin Darkfirewatched from the side,
       watching everyone both Hazeldine and Darkfire cheer as they
       watched the fight.*
       Jin: Well... He's even got potential rivals cheering for him...
       Spitfire: All it will take is one more attack. Then he'll prove
       his worth as they all see why he's such a powerful Darkfire. And
       all the Darkfires and Hazeldines in Tokyo... No... The whole
       bloody country... will be watching when he wins.
       (Entrance:
  HTML https://www.youtube.com/watch?v=djtEIGyazT4
       )
       Old Name: Unknown
       Current Name: Takarama "Spitfire" Hazeldine
       Title: Sky King of the Hazeldine Clan (Also sometimes referred
       to as the Flame King or King of Sky Road)
       Age: Unknown
       Species: Human turned Vampire (Human adopted into the Hazeldine
       Clan)
       Gender: Male
       Hunter Group/Team: Hazeldine Clan
       Weapons:
       - Twin Scythes: Fire and Wind: Spitfire's preferred weapons in
       battle are twin scythes. One of which has the power of flames,
       and one has the power of wind. The wind scythe appears more of a
       normal metal scythe that generates wind as it is a wind type,
       but can also generate lightning thanks to it's ability to
       generate static electricity with it's wind powers. The flame
       scythe is also a metal scythe, but the flame scythe burns with
       immense fire, with the blades being extremely hot. The flame
       scythe also has the ability to absorb earth into its flames,
       creating lava manipulation Spitfire can also use to attack
       opponents. The two have their own elements and methods of attack
       along with a few combination attacks like the flame tornado
       attack in which Spitfire can combine his scythe's powers.
       Alongside the flame tornado, together the scythes also have the
       ability to generate storms by combining heat to create a storm
       cloud, and using wind to generate a wind current and lightning.
       This can allow the two combined to create storms overhead,
       though not on too big a scale.
       - ATs (Motorized Roller Skates): Spitfire uses a special
       motorized type of roller skate called ATs. He always has these
       on, whether the wheels are out and he is roller skating around
       or the wheels are in the ATs and he can walk like normal. These
       ATs have only two wheels, in which a motor is built in so that
       the ATs are almost like motorcycles on Spitfire's feet. Contrary
       to what people might think, these roller skates don't weight as
       much as one would think, and the design also isn't bulky like
       would think. However, combining a motorized design with roller
       skates isn't as easy to control as one would think, and requires
       a lot of skill, which Spitfire had to learn over many years to
       use effectively. This requires knowledge of gravity and how to
       use the ATs to do tricks that wouldn't be possible with normal
       skates, such as riding on a wall or riding up a flagpole. Some
       even use momentum to ride up walls when they have nothing to
       grind on or use special tricks to increase their time in the air
       when they jump. Not only does he have great skill, he also has
       knowledge so that he can modify his ATs as he sees fit as he
       gets better parts, usually specially designed for the upgrades
       he wants.
       - Flame Regalia: This is his regalia that symbolizes his status
       as the Sky King of the Hazeldine Clan. His regalia, despite
       being called the flame regalia, combines wind and flame, and his
       regalia is actually a part of his ATs. This generates wind and
       flames from his ATs, and protects his ATs from heat and wind
       damage of his own powers. This regalia almost makes his legs
       appear on fire whenever he's riding his ATs, and combines his
       two biggest powers into one ability, which helps him combine his
       wind and fire abilities more effectively. Whenever those who
       fight him first see him, Spitfire always appears in a blazing
       fire ball, as he has the speed of his wind style, but the power
       of his flame style. This Regalia constantly generates power when
       Spitfire is in motion, as the air coming against the wheels can
       boost the speed, while the friction of the spinning wheels
       generates heat which creates flames. Those who see the effects
       of Spitfire's regalia often notice that it appears like his feet
       generate fire.
       Demonic Contract and Abilities:
       - Ritual Bindings: All members of the Hazeldine family use
       ritual bindings to bond themselves to a demon through a
       contract. Each contract is depedent on the demon and the
       vampire, and the demon summoned through this contract is unique.
       These demons have the ability to grow stronger with training,
       and is the basis of the Hazeldine's abilities. The Hazeldine and
       their demon both have to sync their power and grow stronger
       together in order to become effective warriors. Each demon has
       unique abilities depedent on the demon and what they can do, and
       their bonds with the Hazeldine can also create new powers over
       time as the two grow together. Most demons usually start as very
       disobedient, but over time usually gain respect and work with
       the Hazeldine as they strengthen their bonds in battle. Stronger
       demons maybe be more stronger, but are harder to control. It is
       actually possible for some Hazeldines to have more than one
       demon, however, this is very difficult to manage as it requires
       more time and effort to sync with more than one demon, as it
       requires more souls and power to grow the demons. But some
       stronger Hazeldines have managed to pull it off.
       - Bonded Demons: Zuri and Kazu: Spitfire is one of the few
       Hazeldines to have two demons, Zurika and Kazureza who he simple
       calls Zuri and Kazu. Zuri is a female crow demon, being very
       similar in nature to a Tengu warrior. Kazu, is a wolf demon who
       is similar in nature to a werewolf. These two demons are both
       bonded to Spitfire's soul, and the main inspiration of his
       abilities of fire and wind. In terms of abilities, Zuri is a
       wind type demon, and Kazu is a fire type demon, which mostly
       results in Spitfire being a combination wind and fire type. In
       addition, Spitfire also has specific abilities that come with
       his demon's specific power types, as well as being able to use
       their wind and fire abilities. However, while having two demons
       grants him more powers, it also means they require twice as much
       maintenance in terms of growing their powers. In order to keep
       balanced, Spitfire has to make sure the three of them grow in
       power equally.
       - Channeled Fusion Power: Unlike the Olympus universe where the
       demon works through a weapon form, the London universe
       Hazeldines work through the demon's power fusing with the
       Hazeldine, allowing the Hazeldine to use the demonic abilities,
       acting like a conduit. This allows the Hazeldine to fuse with
       their demon in battle, which focuses demonic power through the
       Hazeldine. All of the demon's abilities become usable through
       the Hazeldine, and they are able to use the abilities, even
       though they're not directly possessed by the demon. This
       involves using any of the powers the demons have, which not only
       includes the demons unique abilities, but things like demonic
       teleportation, demonic summoning and demonic regeneration. This
       is the main draw of the vampire/demon contracts, and is the main
       focus of the Hazeldine's abilities. Even though the Hazeldines
       develop their own abilities through magic, the demonic abilities
       have to be channeled through the demon. Of course, all demonic
       powers used still have the same weaknesses they normally would,
       like demonic energy being weak to holy energy, or teleportation
       requiring the user to know where they're going.
       - Wicked Aura: Hazeldines have a unique aura thanks to their
       vampire energy melding with their demon's energy. This becomes a
       variation of vampire and demonic energy, creating an evil
       corrupted energy which most simply called wicked aura. This
       works similar to demon aura, but instead of being demon energy
       combined with aura, it is demonic power and vampire energy mixed
       together to create a corrupted energy which can damage holy and
       unholy opponents alike when used as a weapon, as wicked aura can
       be used and manifested to create attacks similar to other
       energies like chi or mana. However, this energy, while it can be
       blocked and dodged, is a corrupted energy, and is able to damage
       good and evil as well as holy and unholy alike. Despite it's
       name and nature, it is actually a neutral type power that simply
       runs on evil since it is a mix of demon and vampire power. This
       is a simple energy, and can be countered as such, with other
       energies like mana and chi being able to counter it and/or block
       it.
       - Demonic Energy: While most Hazeldines can usually get their
       job done with their wicked aura, they can also use demonic
       energy to attack opponents when synced properly to their demon.
       When the demon funnels their power to the Hazeldine, they are
       able to draw on the demon's demonic energy, using it in battle
       to fight opponents. This is basic demonic energy, which has no
       special additions unlike higher level demonic energies. However,
       it is possible for elders of the clan and those with much higher
       level demons to learn to use higher level demonic energies like
       demon aura or other high level unholy energies. Though whether
       basic or advanced demonic energy, this energy can still be
       countered by holy power.
       - Blood Manipulation: All of the Hazeldines can manipulate
       blood, whether it's from themselves or from blood spilled around
       them. While their own blood is easier and is stronger, they can
       still use blood spilled on the battlefield. This lets the
       Hazeldines use blood to attack, creating attacks out of blood.
       The Hazeldines are also able to control the acidity of the blood
       under their control, turning it more or less acidic depending on
       what they want to do. Usually they turn it acidic, so that they
       can essentially make the blood more damaging to opponents. They
       can also use this with their combat blood arts. Some have
       specific abilities, in which they manipulate blood in certain
       ways unique to them, such as one Hazeldine having a technique
       that generates blood scythe blades out of his arms. Of course,
       blood can only be used for so long, even with regeneration, as a
       Hazeldine has to be careful not to bleed themselves dry. And
       this blood can be countered just like any liquid, or solid
       object (if the blood is solidified). Usually water abilities or
       lightning is the best thing to use against blood manipulation.
       - Shadow Control: With the Hazeldines being so steeped in
       darkness in their abilities, they possess a natural ability to
       use the shadows, and create attacks using shadows. This is just
       basic shadow control, in which they can attack others using
       shadows. The most useful is their shadow trap where they grab
       someone using shadows that wrap around someone, or using shadow
       spears to try and stop someone in their tracks. The Hazeldines
       can draw darkness to them, with elders being able to even mix
       their own wicked aura into the darkness to boost it's power.
       This is simple shadow control, and unless it has wicked aura
       mixed in, is not holy or unholy. However, some demon-trained
       Hazeldines do eventually learn demonic shadows or unholy shadows
       with training or if they have special shadows as one of their
       unique abilities. Just as one would expect, the natural counter
       to darkness is light, and this power can be countered just like
       any darkness. It's also possible to use other elements to
       counter shadows, depending on how creative the elemental user
       is, such as using shadows to burn away solid shadows, or using
       lightning to flashbang and temporarily dispel shadows.
       - Black Magic: Thanks to the clan's natural talent for darkness,
       they also found a talent for black magic, also known as dark
       magic. Each Hazeldine has a talent for something, and usually
       Hazeldines talents fall into one of three categories that they
       will then study for: dark buff/healing magic, dark attack/shadow
       magic, or dark elemental magic. Each Hazeldine's black magic
       abilities are different and some can even develop new black
       magic abilities as they practice dark magic. For the most part,
       the clan is trained in black magic, and while higher level
       spells are draining, the clan doesn't suffer physical injury
       from using black magic like some races do when they use it.
       However, these spells, while powerful, are also more draining
       than normal magic and still counterable by holy magic. Most
       Hazeldines specialize in one of the three main categories,
       though some have developed their own dark magic, Most usually
       stick with the family's dark art spell-books. Some rare cases of
       Hazeldines are able to learn neutral magic instead of dark magic
       depending on their affinities, though most of the time neutral
       magic usually falls into elemental magic or buff/healing/support
       magic as shadow/attack magic is solely dark magic. Dark magic is
       usually the main focus of Hazeldines outside of using demon
       powers, in which the Hazeldine vampires are naturally skilled
       with dark magic. (For the sake of length of this profile and not
       making this unnecessarily longer with spell lists already seen
       in Olympus, all dark magic attacks that are copy and pastable
       are available in the Olympus community, or one can talk to me
       directly and I'll be happy to give you the spell list.)
       - Demonic Regeneration: Thanks to the demons bonded to the
       Hazeldines, the Hazeldines have their own form of demonic
       regeneration. This lets them heal from injuries, being able to
       regenerate even if all that's left of them is a pool of blood.
       As long as there is something left of them and their demon has
       the energy to do so, the Hazeldine can be regenerated. However,
       the less there is of the Hazeldine, the longer the regeneration
       takes, and the more power it takes. Once the demon runs out of
       power, the Hazeldine may not be able to be brought back by the
       demon, and can die. This regeneration is also vulnerable to
       varanium and regeneration negation abilities. Even though the
       regeneration comes from the demon and not the Hazeldine, the
       regeneration is still funneled through the Hazeldine. And since
       this power is demonic in nature, this regeneration is stoppable
       temporarily with things that stop demonic regeneration, such as
       demon killing knives and angel blades.
       - Demonic Teleport: The Hazeldines are all able to use demonic
       teleportation, using this to teleport around. They are able to
       move from area to area instantly, much like a demon. The leave
       no sign of their teleportation, just simply vanishing. This lets
       the Hazeldines go anywhere they want to do, granted the area
       isn't teleportation restricted and they know where it is they
       want to go. Most Hazeldines can go anywhere in the world, again
       assuming they know where they're going. This teleportation is
       fairly simply, and doesn't use any special power to use. The
       only requirement to using this is that the Hazeldine and/or
       demon (whoever is navigating the teleportation) knows where
       they're going. However, because this is demonic, demon wards can
       also keep Hazeldines from going somewhere.
       - Demon Summoning: The Hazeldines are able to summon lesser
       demons and call them to help them in battle. These demons are
       summoned from hell, and are made to serve the Hazeldine. The
       demons that show up are dependant on what the Hazeldines want,
       as they can summon fire demons, darkness demons, and even a few
       ice demons. Depending on the demon summoned, the demons will all
       have unique abilities and their own stats in combat. Though the
       one thing almost all demons have in common is that since they
       are demons, they can be killed by holy power or anything that
       kills demons. The Hazeldines also cannot summon demons stronger
       than their own demon, who is the one that controls the demons.
       This means the Hazeldines are limited to only summoning demons
       at their demon's level or below. And stronger demons summoned
       can resist their influence and turn against the Hazeldine if the
       Hazeldine and demon aren't strong enough to control them.
       - Demon Healing and Power Replenishment: All of the Hazeldines
       are able to replenish the power of their demon and help their
       demon recover by letting the demon weapon absorb negative
       emotions. For the most part, this involves fear, anger, hatred
       and bloodlust from those around them. When they absorb this,
       they are able to replenish the power of their demon and heal
       them if they have taken damage. This is the main way to quickly
       heal their demon and help them recover from battles if they have
       to recover in a hurry. This works on anyone who has negative
       emotions. Most Hazeldines, when they need to do this, often go
       to prisons where bloodlust, anger and hatred are usually pretty
       high from the inmates, making prisons a resource for the
       Hazeldines. This doesn't hurt those this power is absorbed from,
       as it only absorbs what is released from people and not any
       energy from within their bodies. This is separate from the souls
       that are required to feed the demon.
       Demon Abilities:
       - Zuri Unique Ability: Zuri's Demonic Wind: Zuri's main ability
       is demonic wind manipulation, being a crow demon. Spitfire is
       able to manipulate the air and use it to attack opponents by
       using Zuri's power. Zuri can do things like channeling wind to
       fire small tornados at people, channeling high intensity
       slashing waves, and even using the wind to allow Spitfire to fly
       and use wind to make him seem more lightweight. This wind
       manipulation is channeled through Zuri when Zuri, Kazu and
       Spitfire share their power in addition to Kazu's flame
       abilities. This has the normal weaknesses of wind manipulation,
       with it's main counter being earth manipulation. For Zuri, Zuri
       can use wind to counter many other elementals, but doesn't
       usually have the ability to dispel earth attacks.
       - Zuri Unique Ability: Demonic Shockwave Blast: Another power
       Zuri has using her demonic wind is firing shockwaves of pure
       concussive power using her wind, which is used through Spitfire.
       This lets Spitfire concentrate and fire these waves at opponents
       either from Spitfire's weapons or from his attacks by amping his
       attack's attack wave. This power simply does physical concussive
       damage, not doing any special damage. He can also do this in the
       form of slashing waves, in which he can concentrate Zuri's wind
       using high vibrations to create slashing waves he can fire at
       opponents. These are also concussive waves, which slash
       opponents instead of just doing concussive damage. For Spitfire,
       this is just a combat enhancement power, though he can combine
       her shockwaves with Kazu's flames to fire burning shockwaves. He
       can also fire these in the forms of tornado's as well.
       - Zuri Unique Ability: Demonic Lightning Manipulation: Using
       Zuri's power, Spitfire is able to manipulate demonic lightning
       using demonic wind manipulation by charging the static in the
       air. This gives Spitfire demonic lightning abilities which let
       him attack with a lightning elemental similar to how Kazu uses
       fire. For Zuri's wind, this power is fairly simple, letting
       Spitfire do things like electrocute people through physical
       attacks, fire lightning attacks, and create concentrated
       lightning attacks for piercing opponents. Being lightning, this
       can be countered just like normal lightning, or it's demonic
       element can be countered by holy powers that can resist the
       demonic aspect of this lightning.
       - Kazu Unique Ability: Kazu's Demonic Flames: Kazu's unique
       ability is demonic fire manipulation, in which Spitfire can use
       demonic flames in his attacks through channeling Kazu's power,
       channeling them to use against opponents. As one might expect,
       Kazu's demonic flames are very similar in nature to hellfire,
       being a demonic flame and being flames that burn hotter than
       normal flames. These flames can be used to burn opponents
       through touch, melt objects with enough heat, and be used to
       create concentrated fire attacks to pierce opponents. Kazu, like
       how Zuri has her demonic wind, uses this as his main element
       through Spitfire. This is Kazu's main ability, with his power
       being completely centered around flames. Being flames, they are
       counterable by anything that counters flames, and the demonic
       element can be countered by holy power.
       - Kazu Unique Ability: Demonic Burning Touch: This ability
       applies to anything touched by Spitfire while using Kazu's
       power, where Kazu's fire is able to use the burning touch
       ability, similar to a Darkfire's elemental touch, being able to
       burn through things using immense demonic flame heat. When used,
       this concentrates Kazu's demonic flames through Spitfire's body,
       letting Spitfire slice through or burn anything not immune to
       heat, being designed to cut through armors and shields. This
       ability also lets Spitfire's flame scythe slice through some
       projectile attacks as well, specifically attacks vulnerable to
       fire. This only works on anything that the blade of the scythe
       touches, as the power is concentrated through touch and focused
       into the blade of the flame scythe. This can also burn people,
       adding demonic flame damage as it cuts opponents. Of course, ice
       opponents can counter this, and those who can account for the
       heat can still battle normally.
       - Kazu Unique Ability: Demonic Lava Manipulation: By liquifying
       Kazu's demonic flames, Spitfire is able to create a lava
       manipulation, in which he can use the flames in a liquid form to
       counter things like water manipulation to an extent. This
       ability is meant to be used with earth attacks, absorbing earth
       into it and growing stronger, creating a demonic lava
       manipulation empowered by both demonic flames and any earth it
       absorbs. This technique is designed to absorb earth attacks, and
       use them against earth users. This power is counterable if the
       flames are put out or cooled down so there's no heat, in which
       Spitfire will lose his manipulation if there's earth mixed in.
       This is also counterable by ice and water manipulation to an
       extent.
       - Combined Unique Ability: Demonic Fire Tornado: This technique
       is one where Kazu and Zuri combine their elements to create a
       small tornado which uses oxygen to keep flames burning, making
       it a fire tornado. This is formed around Zuri and Kazu's blades,
       in which it enhances their physical striking ability, where if
       they hit an opponent, they not only do flame and heat damage,
       but the demonic tornado creates an impact wave which hits the
       opponent with immense physical force, designed to be used like a
       combat technique that enhances the attack with flames and wind.
       Opponents who want to avoid this need only not get hit by it to
       avoid its effects.
       - Combined Unique Ability: Demonic Explosive Wind: This was
       designed after some wind users' charged wind, where Spitfire had
       Kazu and Zuri develop a variation of this ability to combine
       wind and fire. This essentially lets Kazu and Zuri fire demonic
       wind slashing waves through Spitfire, which are explosive in
       nature, so that when the slashing waves explode on impact, doing
       more damage as they slice through an opponent. This essentially
       turns slashing waves into bombs that are designed to explode on
       opponents. This is a combined technique, that requires Zuri's
       wind and Kazu's flames to create an explosive attack. Again,
       opponents who want to avoid this can just avoid being hit by it,
       as opponents just need to not be in range of the attack when it
       explodes. This is a dangerous move though, as allies can be
       caught in it as well.
       - Combined Unique Ability: Demonic Storm Generation: When firing
       Kazu's demonic flames into the sky to create storm clouds with
       the intense heat, and using Zuri's demonic wind and lightning
       manipulation, they are able to generate storms by Spitfire using
       their powers together. This lets them combine their powers to
       generate a storm overhead, though usually small in nature. The
       main use for this is to create lightning, which can be used to
       empower Zuri and be used to channel into attacks to fire at
       opponents. Kazu only operate in this to create the storm cloud,
       and if this creates rain, can weaken Kazu's flames, so this is a
       last resort, as this technique is more for generating lightning
       to attack opponents than for an enhancement of power like some
       storm manipulators use it for (like certain lightning users).
       Depending on the enemies though, this can be as benificial to an
       enemy as Spitfire, Zuri and Kazu, as Spitfire's strongest
       attribute weakens in storms.
       - Passive Demon Abilities: Zuri's Demonic Crow Abilities: When
       Spitfire uses Zuri's abilities, he gains enhanced crow
       abilities, such as enhanced flight, enhanced speed, and enhanced
       talon attacks. In addition to wind, these also add passive
       skills that Spitfire can use in combat. The first is where
       Spitfire gains a talon-like attack by swiping opponents with his
       ATs, in which the wheels slice through opponents like a bird
       talon attack. This doesn't just apply to the wheels though, as
       any of his kicks can be used to do a talon attack, though his
       wheels have the easiest time slicing through opponents due to
       their shape. The second is enhanced flight ability where
       Spitfire can use enhanced crow wings and combine it with Zuri's
       wind abilities to create a flight style that fits Zuri's typical
       style, or use just wind abilities to carry him. Another ability
       Zuri's wings grant is enhanced wind attacks like wind slices and
       wind blasts that are fired from the wings. Of course, this is in
       combination to Kazu's abilities Spitfire gains, and makes Zuri's
       abilities only half of the abilities Spitfire gains. However,
       the abilities gained are still pretty strong despite being
       simple.
       - Passive Demon Abilities: Kazu's Demonic Wolf Abilities: Kazu's
       passive abilities are more wolflike in nature, in which Spitfire
       gains enhanced agility, claw attacks using his hands and highly
       enhanced durability. Kazu's enhanced stats mostly involve
       stronger agility, durability and strength, not being too
       different from a werewolf's typical stats. Of course, Spitfire
       still gains enhanced speed as well, but Kazu is a bit more about
       strength than speed, which boosts well alongside Zuri's more
       speed based power-up. When using Kazu's power, Spitfire gains
       enhanced claws as well, with his fingers claws being able to rip
       even through metallic objects. When combined with fire, Spitfire
       can use a very dangerous fire claw attack that can tear through
       most substances with a melting point around typical metal. This
       lets Spitfire more easily cut through objects with his claws.
       Combined with the enhanced agility not only boosting Spitfire,
       but also boosting his stats using his ATs, making him even more
       dangerous to people who don't know how he fights.
       Black Magic Elemental Magic Abilities:
       - Specific Dark Elemental Manipulation: Aside from usual dark
       magic spells, dark elemental magic users can use magic to
       manipulate up to three elements. The Hazeldine's first step is
       using magic to create simple control, controlling their chosen
       dark element. The element used is fused with darkness, resulting
       in a darkness fused elemental. They are then able to control the
       element as they see fit. However, they can only do this using
       existing elements, and if they don't have the element to
       control, they must create it using their dark alchemy. As an
       example, ice users have to use dark alchemy to reduce the
       temperature of something to freeze it, then manipulate the ice
       and turn it into dark ice. This can be a bit tedious at times
       for Hazeldines who use elements not as easily accessable, as
       they're not as skilled in elemental powers as vampire clans like
       the Darkfires. However, this can be gotten around if the user
       has a Hazeldine with support dark magic use their item charge to
       charge up an item with a dark magic created dark element,
       essentially making it far less tedious for them as they can just
       use the item and summon the dark element to manipulate. However,
       this requires preparation time. Since most support Hazeldines
       use spellbooks to charge spells to pages, they can hand pages
       over to those who want to use this. Any element used can still
       be countered as normal elements, and can be countered by holy
       energy. Spitfire uses wind and fire, not having a third element.
       While his demons can generate demonic wind and fire attacks when
       needed, Spitfire also has his flame regalia to generate flames
       as he rides his ATs.
       - Dark Touch: Those who are skilled in this dark magic spell can
       affect people with darkness elements through physical contact.
       Fire users can burn things or people through touch, using fire
       to melt objects or burn people the longer they are in contact
       with them. Wind users can slash opponents when they grab an
       opponent, with their hands being able to create a slicing wave
       on contact. Users don't have to have the elemental for using
       this, as they can channel it through their bodies using the dark
       magic. Other elemental users can counter this if they have
       something to counter, such as ice users being able to counter
       fire users, or earth and wind users being able to counter each
       other.
       - Dark Element Bolt: The Hazeldine dark bolt spells essentially
       are charged like bolts of elemental power, which are
       concentrated then fired at opponents using an element. The
       firebolt spell fires a condensed fire spear which is fired for
       knockback more than anything, designed to impact hard even
       through armor. More charges can be combined to make this hit
       harder. The wind bolt are made solely for piercing opponents, as
       they are intensely vibrating wind bolt waves fired through
       opponents. This is the only bolt spell that blocking is not a
       good idea for, and this technique more dangerous also because it
       can't be seen normally since it uses the air.
       - Dark Element Bolt Fusion: Advanced users of the Bolt spell can
       combine different bolt spells together for a special bolt of
       elemental energy by charging a different bolt spell in each
       hand. For example, an earth and fire bolt could create a lava
       bolt which melts objects it passes through, or another lava bolt
       could be used to create a heated metal bullet attack designed to
       pierce, or a fire and ice bolt could create a fast firing
       knockback/piercing attack. Each Hazeldine usually can combine
       them in special ways depending on the ones they have an affinity
       for. Since the bolt spells is one of the simplest of the dark
       magic spells the Hazeldines have for elementals, the bolt fusion
       is meant to add depth and more ways to use the bolt spells so
       Hazeldines don't always have to rely on higher level spells.
       Advanced users of this bolt fusion can even use this to blast
       through higher level elemental attacks, such as a fire/ice bolt
       firing right through a lightning blast if the attack is strong
       enough. Of course, this requires the Hazeldine to understand how
       to combine the bolts and elements together, essentially making
       this dependent on their knowledge of the elements they use and
       how they combine the bolts.
       - Dark Element Blast: These are blast dark magic spells designed
       to blast opponents, doing damage to an area or group depending
       on the element and spell used. The fireball spell charges a
       fireball, when can then be thrown at an area, and explode,
       damaging everyone nearby and doing knockback damage in addition
       to fire damage. The wind blade spell fires a blast of wind
       slashes, firing the waves with high vibration wind waves to
       slash opponents and pierce through armor and shields.
       - Dark Element Spear: The spear spells are designed to be
       advanced versions of the bolt spell, in which they create lances
       of dark magic and are then fired at opponents. Each lance has a
       different effect when thrown, and when they hit opponent each
       has a unique effect. Each lance is condensed heavily, not only
       being able to be thrown, but can be used as a weapon in battle
       should the Hazeldine need to use it that way. The flame spear
       technique explodes when it pierces an opponent, often meant to
       blow up an opponent and anything nearby. The wind spear is
       purely for piercing as one would expect, and when used as a
       combat weapon, can pierce most weapons, armors and shields,
       being intensely strong vibrating wind waves in spear form.
       - Dark Element Strike: These are essentially the strongest magic
       spells available without resorting to the Sage spells, and are
       mostly meant for a combination of blasting and spearing
       opponents, being above the spear spells in ability. Elfire fires
       two high level fireballs that melt through anything they're
       fired at, being ablet o not just do fire damage but concussive
       damage as well. Hurricane wave fires a powerful wind wave which
       passes through physical objects, designed to damage anything the
       wave passes through. The hurrican wave works great on stronger
       opponents, as unless one can negate the wind wave, even those
       with concentrated mass can be affected, even though the effect
       is reduced on strong opponents.
       - Dark Element Sage Magic: This is by far the hardest set of
       spells to use by the Hazeldines. These magic spells are
       considered the "Dark Sage" spells, requiring mastery of dark
       magic to use. These often require charging time, and for those
       that want to try and charge an item with this spell, they have
       to use more than one item, sometimes having to have up to three
       items for one sage spell. These spells are also very costly in
       terms of using magic power. Forblaze summons large pillars of
       fire to come up from teh ground, which are hot enough to
       incinerate most opponents if they are caught in it. The
       lightning strike spell summons a storm which then channels a
       powerful lightning strike amplied by dark magic to electrocute
       opponents, usually stunning most hit by it. Excalibur is a wind
       slash technique which fires an extremely fast projectile wind
       slash, being the fastest sage move and the one designed for
       piercing through an opponent in one power strike, having the
       potential to split someone in half armor and all if they are hit
       by it.
       Elemental Combat Styles (Players can learn up to 3 unless
       special permission is given. These are the combat styles of the
       Hazeldines based which are based around elementals amps. This is
       not black magic, and are just Hazeldine special combat styles.
       Each style comes with it's equivalent stepping method. No two
       styles can be used at the same time.):
       - Combat Style: Nine Rings of Fire Style: This style is based
       around fire, in which the opponent uses the heat from their
       bodies to enhance their physical strength and ability. Users
       become powerhouses, with this style being based around strength.
       While users can learn to attack quickly, this style is meant to
       be strong and defensive. Not only are users enhanced by this
       power tough to damage, but advanced users of this become hot to
       the touch, being able to burn opponents through physical contact
       with this style. This style's weakness is speed, as fast enough
       opponents won't be able to be hit by this style unless the user
       is sufficiently skilled to fight with speed as well as strength.
       Those who use this style are often seen as leaving burning rings
       of fire when they hit an opponent, which got it's name due to
       some Hazeldines attacking all nine vitals and leaving nine rings
       of fire on all nine vitals.
       - Combat Style: Soaring Dragon Style: This style is based solely
       around speed and using the air around the user to reduce their
       weight, being useful for fast strikes. In addition, it gives a
       slight boost to stamina, but it suffers a bit in strength. This
       style is designed for Hazeldines able to make themselves as
       light as possible, and focuses on less friction and wind
       resistance so the Hazeldine can attack with great speed. Some
       have even been able to appear to fly with this technique, using
       the light weight to stay in the air in jumps longer than most
       could without flying. However, as stated, strength suffers with
       this, and most who use this are forced to rely on attacking
       vital points to do more damage to compensate. It is also
       possible that with enough of a wave of power, users of this
       style can be knocked back more easily as the light weight of the
       users using this style make it far easier to be blown back.
       Advanced users of this are even able to slash their opponents
       with their attacks, and their style is said to be like the claws
       of a wind dragon.
       - Stepping Method: Flamestep: The flame step technique creates a
       generated heat at the feet through intense friction, which
       increases their kicking power and up their movement speed. This
       puts immense power to the legs, and can be used not only for
       enhanced strength kicks, but also can be used to jump immense
       distance, with some even being able to do power special jump
       kick moves to hit an opponent extremely hard. This stepping
       method is easy enough for fast opponents to keep track of, but
       they must be careful of the amped leg speed due to the friction
       enhancement of their leg strength. More advanced users of this
       often leave rings of fire on the ground when they step, often
       melting the ground where they step if they're not careful.
       - Stepping Method: Windstep: This reduces the weight of the user
       immensely, designed for speed over strength. Those who use this,
       use the stepping method so that they appear lighter, and can
       move more freely and with more mobility as this focuses on
       flexibility. When used, this style can make users almost
       disappear with it's speed while in motion, and advanced users of
       this style can actually attack with this by slicing the very air
       with their attacks, creating a slash attack out of the air
       around them when they kick an opponent. However, like the main
       style, this stepping method sacrifices strength as even though
       they hit with great speed, the speed reduces the power of their
       attacks as their attacks cause more recoil, forcing the user
       back. Users of this style often leave scraps and slices on the
       ground from the wind.
       Combat Blood Arts (Taught to all Hazeldines as combat abilities
       that use their blood manipulation. Only one can be used at a
       time.):
       - Blood Art #1 Dark Blood Wave: This is a combat ability in
       which the Hazeldine harnesses their dark spirit energy in order
       to fire a blast of slashing waves of dark energy at an opponent.
       They first cut into their wrist or part of their body with their
       weapon, then slash while harnessing their dark spirit power.
       This ability can be avoided, or blocked assuming the opponent
       has the power to counter the number of slashing waves. This can
       be strengthed by now much blood is on the sword. So a weaker
       attack means the attack can be used more often while stronger
       attacks can't be used as it takes more blood.
       - Blood Art #2 Power Strike: This uses the blood of the user to
       enhance their weapon's striking capability in order to cut
       through armor and shields. With enough blood, the weapon can
       pierce almost anything it slashes, with the elders of the clan
       being able to cut through Adamantium if they put enough power
       into it. This only increases the power though, and not the speed
       or defense. This doesn't reduce any stats either, and the
       strength increase is proportional to the amount of blood used in
       the technique.
       - Blood Art #3 Blinding Slash: This power boosts the speed of
       the user for one combat round, in which they release a slash so
       fast, that the light from the weapon actually causes more damage
       if the wound connects. Most opponents only see a flash of light
       when this attack happens. However, this can only be used once,
       and the power sacrificed for this strike means this is a speed
       move, not a power move so it can't cut an opponent's armor or do
       severe damage. This technique is useful for attacking with speed
       and strength, but is difficult to master, especially with the
       light being dangerous to a Hazeldine, making this technique
       slightly dangerous for users who don't have strong enough
       darkness protection.
       - Blood Art #4 Aura Breaker: This lets the attacker negate
       energy attacks with their weapon for two rounds. This move is
       designed for cutting through energy attacks to get close to an
       opponent so the attacker can close a gap or negate special
       techniques. This technique can be extended with more blood used,
       and can be used to negate almost any energy type attack, whether
       elemental, or any of the body's energy attacks or armor created
       by energy while this is in effect. Though while this is useful
       for breaking defenses, this technique can still be blocked by
       physical attacks all the same.
       - Blood Art # 5 Super Sonic Slash: This lets the attacker fire
       waves of high frequency waves at an opponent. This is a single
       slash attack which can disorient a person if they are too close
       to it. This is designed more to scramble sound waves. The best
       way to avoid the affects is to counter with another element wave
       to cancel the wave. Dodging this attack actually makes the
       effect on the one attacked worse, often knocking them down on
       the ground if they dodge in the wrong way. Often the best way is
       to be at the start of the technique, which is where the effect
       is minimal. Though some opponents can still avoid it if they get
       far enough away from the area of effect.
       - Blood Art #6 Soul Body: This ability creates a solid dark red
       clone which attacks the opponent according to the wielder's
       movements. This lets the attacker strike at the opponent with
       the clone, but if the opponent slashes the clone, the attacker
       takes no damage. This lasts two combat rounds. The attacker can
       still take damage, but the opponent must get around the Soul
       Body clone. This technique can be manipulated even when damaged
       or cut, as the blood clone can just reform while it's in effect.
       However, those who can use water or ice can negate this
       technique entirely, either freezing the clone or removing the
       water from the blood to harden the clone so it can't move.
       - Blood Art #7 Blood Mist Prison: This ability requires the
       attacker to take a fatal injury, while their weapon is coated in
       blood. When the opponent hits with the attack, the attacker does
       a replacement power where they disappear and leave behind a
       blood clone of themselves. The blood explodes from the body and
       then solidifies in the area with the opponent. The blood
       solidifies in spikes, which can cause damage at almost point
       blank range where they strike the target. However, this is a one
       time use power because of how much blood it takes and is only
       recommended to avoid a fatal slash. Most consider this a last
       resort.
       - Blood Art #8: Dark Blood Familiar: This art lets the user
       create a blood familiar from their weapon made of their blood.
       This can be as small as a rat, or as big as a tiger. The amount
       of blood to make this is proportional to it's size, so larger
       and more powerful familiars require more blood. However, when
       this is created, it will attack the opponent, and when close, it
       will explode into blood spikes to injure the opponent before it
       dispels. This technique is similar to elemental familiars used
       by the Darkfires, but this simply requires blood. Beating these
       are as simple as water users removing the water from the blood
       to harden them, or freezing them. Some can even dispel them with
       the right powers that can dispel blood.
       - Blood Art #9 Blood Lock: This lets the attacker lock their
       position and harden themselves until they can't be hurt anymore.
       However, this requires completely standing still, and while the
       skill is active, the attacker cannot move as all the blood in
       the body hardens while this is in use. The user can use this to
       lock in place and avoid being damaged by an attack. However, the
       user can't stay in this for long, or they may leave themselves
       open when they come out of it, and won't be able to breath as
       none of their organs will work while it's in effect, including
       their lungs. Usually this can't be used for more than two combat
       rounds.
       - Blood Art #10 Poisoned Blood: This attack poisons their blade
       with their blood, and if they are able to land the slash on
       their opponent, the blood on the blade enters the opponent's
       system and poisons them from the inside. This is a dangerous
       power that poisons the opponent for a short time until the blood
       of the opponent manages to get the blood to counter it with
       white blood cells. This can weaken or stop opponents for one to
       two combat rounds depending on their resistance to the
       technique. Opponents can avoid this simply by not getting hit by
       the attack, or if they are hit, they can purify the blood out of
       their system or bleed it out manually through cutting a vein so
       it can be removed.
       Passive and Combat Abilities:
       - Kenjutsu Weapon's Training: All Hazeldines are trained in
       Kenjutsu, a base weapon style that would eventually be taught to
       samurai and would eventually spawn disciplines like Kendo. This
       is a basic weapon style that is very bare bones, mostly just
       covering the basics and allowing most people to come up with
       their own style, or allowing people to learn this and then move
       on to learn more complicated weapon styles. Since many
       Hazeldines are trained in weapons, it is important for them to
       learn this, and many often learn other styles. People can learn
       all sorts of styles branching off of this, because this style is
       so adaptable. Usually the three main catergories of weapon
       styles are: Technique styles (styles where the main focus is
       weapon techniques that focus power different ways like the
       Shingetsu style or the Gatotsu style), weapon draw styles
       (styles that focus on things like sword draw, which include
       styles like laijutsu, battojutsu and laido), and supernatural
       styles (These are usually individual styles that incorporate
       supernatural styles into the mix, usually a result of someone
       making their own style with their own power.).
       - Hazeldine Jujitsu Base Combat: The Hazeldines developed their
       own style of Jujitsu, a style based around empty handed combat
       or with small weapon and specializes in throws, locks, chokes
       and submission holds. This combat style is designed to defeat
       the strengths of armor which made striking ineffective in
       physical combat. Aside from their elemental combat styles, this
       is also a style in which all Hazeldines are trained before
       learning their elemental combat styles as this helps them take
       on opponents in armor, and is the base hand to hand combat
       taught. Some Hazeldines are also able to learn other styles
       based on this style, learning similar styles fairly easily once
       they master this style. Just like many Darkfires prefer things
       like Chinese or Japanese Kenpo, the Hazeldines specialize in
       Jujitsu.
       - Unique Fighting Style: Flame Haze: This is Spitfire's own
       unique fighting style using his ATs and his flame powers.
       Spitfire created a variation of the fire and wind fighting
       styles, in which he creates a style based around both speed and
       strength. Using immense speed, he is so fast that his flames
       leave afterimages made of flames, in which most of his opponents
       never see him directly when he's moving at full speed, as most
       only see his afterimages. Spitfire is among the fastest in the
       Hazeldine Clan, and a dangerous opponent at that. With his flame
       regalia and this style, Spitfire is a very tough opponent. When
       in this mode, he can still use the power of the Nine Rings of
       Fire, attacking using flame enhanced power in his physical
       combat using Kazu's enhanced strength, and uses Zuri's enhanced
       speed in channeling the Soaring Dragon style. This makes
       Spitfire a very dangerous opponent up close, as unless an
       opponent can figure out a way to slow him down or keep up with
       his speed, most opponents can never even touch him. This style
       is the reason he became the Sky King, despite being a fire user,
       and hasn't yet been defeated by any Hazeldine training in the
       Sky Road path.
       - Unique Combat Technique: Flame Haze Time Stop: This is a
       unique technique using flames, in which Spitfire uses his
       immense speed to create after image flashes of flames, which
       then freezes the opponent. The secret to this technique is the
       flame haze afterimages, as the afterimages overload the
       opponent's senses, particularly their sense of sight, in which
       most people cannot move because their brain is too busy
       processing the sensory overload from the flame haze images. This
       technique is very dangerous to opponents, because if an opponent
       sees the afterimages when Spitfire does this, they are frozen in
       an almost timestop like state. They can still think, most
       opponents trying to figure out what happened, but are unable to
       talk or move. This even overloads things like disciplined mind
       and iron will, as this is not a method of mind control, but
       overloads the mind so completely that even disciplined mind and
       similar abilities cannot be used to overcome this. Of course,
       this does rely on sensory overload, so if an opponent doesn't
       see the images, either by closing their eyes or by shutting off
       their eyes ability to see temporarily, they can avoid the
       effects of this. This has to be physically used, as his normal
       flame haze afterimages don't do this. Spitfire calls this his
       "time stop" technique, in which he has only taught this to one
       other person, and keeps the secret of this to himself, never
       telling his opponents. Though smarter opponents have figured out
       the secret to this, and if an opponent suffers it, usually they
       are able to recover in one combat round, with this only being a
       very temporary freeze.
       - Celerity Art: Projectile: This is a basic vampire celerity art
       skill which most vampire clans teach, and is pretty easy to
       learn by vampires with a speed-based skillset. This combat
       technique speeds up something thrown at opponents, letting
       vampires transfer their celerity combat speed to projectiles.
       This speeds up an attack or weapon thrown using this training,
       essentially making a thrown knife into a speed akin to a bullet.
       In addition to increased speed, the increased speed also does
       more damage, as not only does whatever projectile hit the
       target, but the impact damage of the increased speed also does
       more damage as well. Fast opponents can still dodge this, and
       the attacks can still be blocked. This is designed for opponents
       fast enough to dodge normal projectiles, as this technique is
       designed solely for speeding up projectile techniques and making
       them harder to dodge.
       - Celerity Art: Flower of Death: This is a vampire celerity art
       combat technique where a vampire transfers their speed with
       their celerity training and applies it to their combat tactics.
       This gives them a huge boost in hand to hand combat, letting
       them move extremely fast in their combat and making it so they
       are extremely hard to keep track of in a fight. Combined with an
       already fast opponent, this art can be deadly in close combat if
       the opponent can't keep up with the user. Users of this are
       taught to fight in close combat at incredible speeds, enhancing
       their speed, and at times, their strength as well due to the
       increased speed. Those who use this are dangerous in close
       combat, and when combined with techniques like Sonido and other
       martial arts, this technique can make a deadly fighting style
       even deadlier.
       - Celerity Art: Zephyr: This celerity art is akin to comic
       book-style uses of enhanced speed, where the user moves so fast
       they can do things like running across water, running up walls,
       and in some faster cases, running across a ceiling. This
       technique requires precision control though, as one can easily
       flatten themselves into a wall if they can't keep up with their
       own speed. And for the most part, most vampires can only move
       this fast while in motion, as when they slow down, they will go
       back to their usual speed. This particular ability acts like a
       high speed amp, amping the speed of vampires. However, if one
       wants to train this, their best bet is to train their own speed,
       as their base speed increases more with this than trying to
       train the technique itself.
       - Celerity Art: Dark Sonic Step: This is a variation fo Sonido,
       which Dovelthain developed as a modified version of the Darkfire
       art and the celerity art of stutter step, that was adapted to
       teach other celerity users as a supplement. This is a high speed
       stepping method, where the user disappears from view with
       extremely fast foot movement, requiring very fast footwork as
       well as strong legs. While in motion, the user is usually
       invisible except by faster opponents or users of similar
       stepping methods, and when they slow down, they become visible
       again. Advanced users of this art are even able to use the very
       air as stepping stones, being able to walk on air with powerful
       enough steps. Though this takes highly advanced users. The
       Hazeldine version is varied slightly, and when used, the
       Hazeldine's feet light up with a slight green light.
       - Hazeldine Power Training: The Eight Roads: There are currently
       8 paths of power in the Hazeldine clan, in which they are
       referred to as "roads" by the clan. Those seeking to become one
       of the eight kings of the clans have to travel a path of
       training and train till they're strong enough to beat the
       current king. Should a lower Hazeldine beat the king of their
       road, they can take the reign of king of that road. This is the
       main focus of power in the Hazeldine clan, in which the
       Hazeldines designed this "path" of training to motivate their
       clan to grow stronger after the Hazeldine/Darkfire war. Each
       Hazeldine chooses one path to travel, such as Sky Road being for
       wind users and those focused on flight and air combat, or Blood
       Road being for blood manipulation users. Some roads are called
       different things by different people, but the 8 roads are the 8
       possible training paths that Hazeldines choose to reach the top.
       While it is possible to create new roads, there are only 8
       acknowledged by the clan, and should someone create a new road,
       that road must be acknowledged by the other 8 kings before it is
       acknowledged as a road and the Hazeldine becomes a king of a new
       road.
       - Hazeldine Shadow Protection: Most Hazeldines have weaknesses
       to light, in which they take more damage, and sunlight can burn
       them more easily than most people. However, the Hazeldines
       adapted to this by creating shadows on the outer layer of their
       body, which blot out the light and keeps it from damaging them.
       While this is in effect, this is a passive skill in which the
       Hazeldines passively protect themselves from light, reducing
       damage and protecting them from the sunlight. However, while a
       passive skill, this only reduces the effect of light, and only
       really removes the effect of sunlight burning a Hazeldine more
       easily. This protection also relies solely on using darkness
       around the Hazeldine, usually drawing in darkness from their
       shadows or the shadows around them. Most Hazeldines don't look
       any different while this is in effect, and just appear
       themselves, but are actually blotting light from ever reaching
       their bodies.
       - Demonic Vampire Wings: All of the Hazeldines have demonic
       vampire wings they can summon from their backs at any time.
       These wings can let them fly, or be used to help protect them
       from projectiles. The wings are fairly simple, but also can
       provide protection from light attacks as well, since the demonic
       wings don't burn so easily. These wings can also regenerate like
       most Hazeldine's bodies. The specific type of wings depends
       mostly on the vampire, as most usually have demonic vampire
       wings, but some have other types of wings, such as some having
       bird-like wings or possibly having elemental wings. This is
       dependant on the vampire and the demon, and how they interact
       and how their powers meld together. Some may have other
       abilities depending on the wings and the abilities of the
       Hazeldine and their demon.
       - Demonic Intangibility/Spiritual Plane: All Hazeldine demons
       exist on a seperate plane from the living world. Normally, the
       Hazeldine demons are invisible and can't be interacted with
       except among other Hazeldine demons. Even the Hazeldines can
       still see the demons, but can't interact with them beyond
       speaking to them telepathically. This means that unless the
       demon is being channeled in a fusion, it can't be attacked,
       except by those who can first see the demon, and second have
       some sort of dimension cutter attack that can attack something
       on another plane. Though seeing the Hazeldine demons requires
       training, usually requiring another Hazeldine since their eyes
       are tuned to being able to see the plane the demons exist on.
       Though the Hazeldines, the demons can tune someone to see them
       specifically should they choose to. Usually, the demons aren't
       really there to attack directly, as they're mostly focused on
       being channeled through the Hazeldine and growing as they're fed
       souls.
       - Demonic Reflection: While the Hazeldine demons are usually
       invisible to the naked eye, the Hazeldine demons are able to be
       seen by anyone when they are reflected from a mirror. Through
       mirrors or reflective surfaces, the Hazeldine demons can be seen
       by anyone who is looking at their reflection. This doesn't do
       anything for attacking them, but does allow some who would want
       to see the demons to see them without having to be trained by
       the Hazeldines. This does come with danger if they meet a
       hostile force, which usually results in Hazeldines avoiding
       places with lots of mirrors or glass if they are trying to stay
       hidden against opponents who might be able to attack their
       demons.
       - Demonic Communication/Telepathy: Each of the Hazeldine demons
       have unique communication methods with outside world when they
       want to talk to people. This usually involves an item which the
       demon can channel their telepathy through, or some can use their
       mirror reflection to communicate with the outside world. Though
       the Hazeldine demons also have telepathy, in which they are able
       to communicate with those around them should they desire to. Of
       course, this is more for the talkative demons, as not all
       Hazeldine demons are that talkative. Each demon has their own
       means of communication, which is specific to the demon and how
       they want to interact with the world around them.
       - Soul Devourer: This is the main focus of the demonic contract,
       in which the demon grows in power by feeding on souls absorbed
       by the Hazeldine. Usually, the Hazeldine feeds on the blood of
       someone, while the demon takes the soul, essentially making each
       feeding a double feeding so both the Hazeldine and demon feed at
       the same time. This lets the demon grow in power, and gain new
       abilities through devouring souls. Because this is how the
       demons survive, they require these souls in order to not just
       gain power, but to sustain their power. If they are not fed
       souls, the demon can grow weaker, and eventually the demon's
       power will reflect in the Hazeldine becoming weaker as well,
       assuming the demon doesn't break the contract and leave if they
       are starved enough for souls. Though most Hazeldines don't
       starve their demons if they can help it, since the Hazeldines
       and demons are like a symbiotic relationship in which both sides
       grow stronger as one grows stronger.
       - Demonic Power Gain: When a Hazeldine drinks the blood of
       another supernatural, they are able to gain the abilities of the
       person they drink blood from. Depending on how much of the
       supernatural's blood they drink, they can gain the abilities
       temporarily or permanently. Unlike other power gain abilities
       though, all powers gained by the Hazeldines are usually
       converted to demonic equivalents, acting as a sort of reverse
       version of a holy vampire's power gain. Hazeldines are able to
       gain neutral or demonic powers, and any holy powers are
       converted to demonic power instead of holy. Depending on the
       power, the Hazeldine usually gains it, but the demons can also
       gain powers through soul devouring. However, while they can gain
       new powers this way, they also gain the weaknesses of the power,
       and some more advanced powers may change the vampire's anatomy
       slightly to compensate.
       - Supernatural Vampire Sixth Sense: This is a standard
       supernatural sixth sense, which allows the user to sense the
       presence of others. 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. 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. This ability
       lets many supernaturals sense their surroundings, not needing
       eye sight, or they may not rely on their sight, relying on this
       sense. However, relying on this sense too much can be a problem
       when faced with certain types of creatures or powers that can
       hide one's presence.
       - Tuned Mind: Just as the Darkfires use disciplined mind, the
       Hazeldines have their own version of this art. Through
       meditation and communication with their demons, they are able to
       control their minds completely, allowing them to access and
       control their minds inner world. Each inner world is unique to
       the user, and solely dependent on the user. They are able to do
       things like controlling their emotions, filtering out psychic
       powers that affect the mind, or even strengthening their bonds
       with their demons. If the Hazeldine isn't strong enough to
       handle the art alone, such as a psychic power overwhelming them
       or the Hazeldine can't concentrate, the demon can act as the
       tuning for the mind as well, which is often done so the
       Hazeldine and their demon can fight through psychic powers
       without having to draw the Hazeldine's focus inward. Unlike
       Darkfires, the Hazeldines also have their demons and the bonds
       of the demons to manage, making this slightly more difficult,
       but easier in the fact the demons can help them manage their
       mind, assuming the demon doesn't try to take over.
       - Enhanced Demonic Vampire Speed, Strength, Stamina, Durability
       and Defense: Spitfire is a very dangerous, perhaps one of the
       most dangerous of the Hazeldines, save Dovelthain and Elsa
       Hazeldine. Spitfire is not only among the fastest of the clan,
       but he is also much stronger than most people at his speed, as
       he can attack with enhanced flames of his nine rings of flame
       combat style. Spitfire is also a good defensive fighter, as he
       follows the strategy of "opponents can't hurt what they can't
       hit". And with two demons feeding his power, his regeneration
       makes his durability very hard to overcome without a proper
       plan. Opponents who take him on often see why he's one of the
       toughest members of the Hazeldine clans.
       Transformations:
       - Advanced Demonic Vampire Form: Once the bond between demon and
       vampire has reached a strong enough stage, a Hazeldine is able
       to use an advanced fusion, where the Hazeldine and the demon
       fuse their powers together. This grants them an enhanced demonic
       vampire form similar to a demonic vampire release where they
       gain enhanced dark magic and demonic powers, with all of their
       vampire and demonic powers being enhanced in this form. When in
       this form, the Hazeldine often takes characteristics from their
       demon, such as gaining birdlike features from birdlike demons,
       or gaining wolf-like features from wolf-like demons. Some
       advanced forms also combine the vampire's dark magic with the
       demon's unique demonic abilities, depending on the vampire and
       demon and if they can sync their powers correctly. This is a
       highly enhanced form, though the Hazeldine has to be careful in
       this form, as this form is temporary, as it takes stamina to
       maintain. For Spitfire, his form is almost like a demonic
       version of a werepyre, combining the crow and wolf into one
       dangerous form. In this form, Spitfire gains highly enhanced
       speed, strength and durability.
       - Possessed Demonic Form: If the Hazeldine, for some reason,
       loses control of their demon, they go into a unique possessed
       form, where the Hazeldine becomes completely possessed by the
       demon. This often causes the two to go out of control, even with
       demons who don't want to possess their host, and causes a
       reaction which temporarily makes both lose control. In this
       form, they become more like feral vampires, and lose all sense
       of self when in this form. The Hazeldine can still use demonic
       power and their dark magic, but they lose all sense of self.
       This is not as powerful as the advanced demonic form, but is
       more powerful than their normal fusion form. However, this is a
       very dangerous state for a Hazeldine to be in, as with enough
       influence, a Hazeldine could be taken over by their demon
       permanently, and this would result in the demon taking over and
       erasing the Hazeldine. This could also result in the demon
       taking the Hazeldine's soul. Usually, this only happens if the
       vampire isn't strong enough to maintain the bond with their
       demon, or the demon becomes so enraged that it's anger-enhanced
       power overwhelms the Hazeldine.
       Weaknesses:
       - Spitfire's combat style relies on his ATs, so ice users are
       the best thing for countering his combat style as he has to slow
       down when dealing with ice, since he can easily slip and fall if
       he's not careful when on ice. Even though he uses flames in his
       style, strong enough ice users can still account for the flames
       and make the ground slippery with enough ice. This is partially
       why Spitfire started fighting ice users specifically, so he
       could figure out ways around this. However, this is still a
       constant problem that an opponent could take advantage of. And
       if an opponent can take advantage of the terrain, some terrains
       are not usable easiliy for Spitfire to use his ATs on, and
       sometimes he will have to rely on Zuri to help him fly around.
       - The Hazeldines are weak to vampire killing weapons, and weak
       to light above all other things. This means things like holy
       powers, light, and other vampire killing weapons do far more
       damage to the Hazeldines. Holy powers and light are the two best
       things to have when fighting a Hazeldine. Despite their skill in
       darkness, they cannot permanently protect themselves from light,
       with light being their main weakness. And since both the
       vampires and demons are weak to holy weapons, holy weapons are a
       great thing to have as there is almost no angelic demon, except
       for very rare cases like Asmodeus who retain their fallen angel
       power as a demon.
       - All Hazeldines are not only vulnerable to holy weapons and
       vampire slaying weapons, but are also vulnerable to demon
       slaying weapons when they are using their demonic power. When
       using their demonic power, the Hazeldines have to be careful
       that their demon doesn't get killed, as their demon can be
       killed by taking enough damage through the Hazeldine against
       items like demon killing knives, holy weapons, and angel blades.
       Just as the vampire can be killed by vampire killing weapons,
       it's possible to kill the demons as well. It's also important to
       note that demonic regeneration can be interrupted by demon
       killing weapons, and things like regeneration negation powers
       and metals like varanium. Another unknown weakness to the
       Hazeldine demons is demon traps and demon casting. Hazeldines,
       since they are connected to demons, are vulnerable to demonic
       traps, being able to be trapped like any other demon, or cast
       out of an area through demon casting. This essentially provides
       opponents with another way to attack Hazeldines, as this is a
       demon weakness that the Hazeldines have because of their demonic
       contracts.
       - Hazeldines have to be careful of their demons, as some demons
       will take any chance they have to take over the Hazeldine's
       body. Should the Hazeldine not be strong enough to handle the
       demon, the demon can take over temporarily, possessing the
       Hazeldine. If the possession lasts long enough, the demon will
       slowly replace the Hazeldine's mind with their own, resulting in
       the Hazeldine no longer being themselves, but eventually can
       become permanently possessed by the demon. Once this happens,
       there is no recovery of the Hazeldine as their mind is gone
       forever. This means all Hazeldines have to be careful. Over
       time, this isn't as much of an issue as the demon and Hazeldine
       forge their bonds together through meditation and battle, and
       more experienced Hazeldines and demons will work together
       instead of fight for control during hard times. Should a
       Hazeldine be taken over, they are often hunted down and killed
       by the clan, and the demons will then serve its own purposes,
       assuming they are still in control of themselves, as some demons
       can also lose control if they aren't careful. And if this
       happens, sometimes even the Hazeldine's soul is absorbed by the
       demon as they permanently fuse together.
       - Most of the Hazeldine's supernatural abilities have their own
       weaknesses, such as magic being weak to magic negation, attack
       magic being counterable by holy attack magic or their alchemy
       being counterable by other alchemy powers or strong enough
       elemental users who can use multiple elements. Most of the
       Hazeldines powers are demonic in nature though, making holy
       power able to counter most of the Hazeldine's abilities. All of
       their abilities have their own counters, as most can be dodged
       or blocked depending on the ability, with some being better to
       dodge, or some betting better to block. Things like elementals
       are able to be countered like normal elementals, or certain
       energy type techniques counterable by other energies.
       - For the most part, Hazeldine demons grow through soul
       devouring. This means that if a Hazeldine is unwilling to let
       the demon devour souls easily, their demon cannot grow. The soul
       devour ability is not just for growing a demon's power, but also
       for sustaining it's power. Just as the Hazeldines need human
       blood to survive, the Hazeldines need the energy from souls to
       sustain and grow their demon's power. If the demon doesn't grow
       enough, or the growth isn't proportionate to the growth of the
       Hazeldine, it can create a lopsided bond between the two and can
       lead to the demon turning on the Hazeldine if the Hazeldine
       doesn't do what it can to give the demon what it needs. This
       also hurts the bond between the Hazeldine and their demon, as
       they two have to remain in sync in order to fight effectively,
       and a lopsided power bond can cause a lot of problems in a
       fight, such as the demon not having the strength to support the
       Hazeldine, or if the demon is too strong, the demon can take
       over entirely.
       - Every one of the combat styles of the Hazeldines can be
       countered by other fighting styles, and the elemental combat
       styles can be negated by opposing elements if one uses them
       properly, such as canceling out the nine rings of fire's effects
       with ice. While most Hazeldines can still boost their combat,
       this doesn't mean they can always beat an opponent with their
       combat abilities. And their blood arts require blood to use, and
       most skills power are proportionate to how much blood is used.
       Even the experienced fighters in the styles of the Hazeldines
       can lose to more powerful and/or experienced combatants if they
       have a better fighting style or are smart enough to figure out
       how to counter their fighting style.
       Personality:
       - Spitfire: Spitfire is a lot more cheerful than most of the
       Hazeldines, with him being a lot more talkative and interactive
       with people. Spitfire is a pretty good people person, and knows
       how to interact with the public. If one could tell from his
       quotes, Spitfire owns and operates a hair salon when he's not
       training or showing up around Olympus or other areas, to which
       Spitfire is a highly trained professional when it comes to hair,
       so much so that he's pretty well respected by the public, with
       his salon being a very popular spot. Spitfire is a pretty
       mysterious person when he is out and about, as he often shows up
       to watch fights, though he doesn't seem like he enjoys getting
       involved with fights that don't involve him. He's secretly
       watched a lot of fights, like watching Hei and Alice Hazeldine's
       fight the last time they sparred together in Japan or when he
       watched Dovelthain's fight against Qrow Darkfire once before
       Dovelthain was killed, despite the fact no one knew he was
       watching the fights, just wanting to learn more about others and
       watching other people's fighting styles. Though he's not as
       smart as some more higher level supernaturals, Spitfire does
       have a pretty high IQ, being able to keep up with with even the
       alternate Nightbane's strategic thinking in battle. Though he is
       very prideful, and this gets him into trouble sometimes as he
       can sometimes get too overconfident.
       - Zuri and Kazu: Zuri and Kazu are pretty silent most of the
       time, not really interacting much with those around them. Kazu
       is a tough wolf that is more bluntly honest, not being one to
       sugarcoat anything. While Zuri can also be blunt at times, she
       is a bit more tactful when she needs to be and has a softer
       voice than most might think. The two mostly only ever really
       talk to Spitfire, or some other Hazeldines they don't mind
       hanging around. Though for the most part, they prefer actions
       over words. In battle, Kazu is one for brute force, while Zuri
       is more of a strategic thinker. Though she often is a few steps
       behind Spitfire, so she doesn't really bother, just watching
       fights for anything Spitfire might miss. Kazu doesn't really
       care, and just opts for straight up fighting rather than relying
       on what he sees as "tricks".
       Bio: In the Hazeldine clan, the Hazeldines see their path to the
       top as "roads", which they travel to reach the king at the top
       of the Clan, which they see as at the end of the road travelled.
       In reality, these "roads" are more metaphorical paths traveled
       by the Hazeldines' training, in which they specialize in certain
       things to reach the top of the chain and make it to the highest
       level they can. There are 8 known "roads" with 8 kings residing
       over each one. Anyone is able to challenge these kings, in which
       new kings can be made when the king loses to someone in fair
       combat. This was the case when Spitfire, who was once a human
       saved by the Hazeldine Clan, beat the former Sky King, and took
       his reign from him, becoming the first adopted member to become
       one of the 8 kings and motivating all those adopted by the clan
       to strive for the top.
       Of course, Spitfire wasn't always a Hazeldine. When he was a
       human, he was nearly killed during a vampire vs werewolf battle,
       who had challenged Dovelthain Hazeldine, and during the fight,
       Spitfire was injured and nearly died. When the fight was done,
       Dovelthain had gone to find that Spitfire had not only survived
       due to his intense will to live, but had found and used a
       burning metal pipe to sear his wounds closed, saving his own
       life. Doveltain, impressed at the lengths Spitfire went to
       survive, took him to the Hazeldines and had him tested. Of
       course, as one might expect, Spitfire passed Dovelthain's test,
       in which Spitfire was told that he would only be made a
       Hazeldine if he begged for his life, using the test to see how
       strong Spitfire would be in the face of possibly dying.
       Spitfire, not being one to beg for his life, simply said he'd
       fight his way out and defeat Dovelthain, refusing to beg for his
       own life. Dovelthain, impressed by Spitfire's resolve, made
       Spitfire a Hazeldine, and gave him the name Takarama Hazeldine.
       After his change, he trained in the Hazeldine clan, and opted to
       go for the top, despite being told he'd never reach the top
       being an adopted member. After being trained by Dovelthain,
       Spitfire built his own varied ATs, which were popular at the
       time, and built the ATs into his combat style. Believing he'd
       never make it to the top under normal circumstances, Spitfire
       gained two demons instead of just one like most Hazeldines,
       ready to deal with the risks. Once Spitfire started making a
       name for himself, he started to get his current name, Spitfire,
       by those who fought him and saw his flame haze fighting style.
       Over time, he eventually continued fighting till he was able to
       challenge the Sky King, whom he defeated and took the spot from.
       Despite the term "Sky", it's more accurate to call Spitfire the
       Flame King, but the Hazeldines refer to the "road" traveled as
       Sky Road, a road which speed-based Hazeldines almost seem to fly
       through battles. Once Spitfire became the Sky King, he continued
       training and overseeing his portion of the Hazeldines who
       traveled the "Sky Road".
       During his time in Japan, Spitfire constantly trained with Jin
       Darkfire, wanting to learn how Darkfire swordsman and ice users
       fought. Spitfire never really had a real rival, but fought those
       he could learn from so he could learn new combat techniques.
       Spitfire now mostly just sits on the sidelines, only helping out
       in rare occassions, but watching fights and battles for ideas
       and to see inspirational things in battles. In his spare time,
       he runs a hair salon, with which he is very popular not just
       among the Hazeldine clan, but among everyone who's been to his
       hair salon. Now, he continues doing his own thing, continuing
       his Hazeldine duties. Though not really mentioned, he still
       devours souls for his demons by devouring criminals like some
       Hazeldines who try to avoid getting on the radar of human
       hunters. Spitfire moved to London after Alice went back to
       Japan, after being assigned to make sure nothing crazy happened
       with Lunae Liberi in charge like what happened when Lunae was
       framed for a Darkfire murder.
       Theme: Anthem 4 Pipe Dreams (
  HTML https://www.youtube.com/watch?v=1XQgvF89aB4&list=PL00F75795CB73248F&index=29<br
       />)
       Battle Theme: Massiveness (
  HTML https://www.youtube.com/watch?v=EOAwJRTqglI&index=35&list=PL00F75795CB73248F<br
       />)
       Spitfire Pics:
  HTML https://i.imgur.com/TIGADfS.gif
  HTML https://i.imgur.com/wNHEwAb.png
  HTML https://i.imgur.com/CBFjpYv.png
  HTML https://i.imgur.com/amKsu4G.jpg
  HTML https://i.imgur.com/AIt1T7t.jpg
       Zuri Pic:
  HTML https://i.imgur.com/xJrnX31.jpg
       Kazu Pic:
  HTML https://i.imgur.com/wm4Lkov.jpg
       *****************************************************