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RP Profile: Spitfire Hazeldine
By: Zorbak the Ebil Moglin Date: December 18, 2018, 11:29 pm
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"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
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