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#Post#: 2862--------------------------------------------------
Update: Senji "Voltan" Hazeldine
By: Coolcat207 Date: January 4, 2020, 7:35 pm
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"Like I said, Ven... Call me if you're going to play!"
"I only respect those that deserve it. That's it."
"Once the old you is dead and gone, you gotta own up to whatever
takes its place."
"If you are weak, don't bare your fangs."
"Only frustrated adults and naive kids believe themselves to be
special."
"My bones may be broken. But trust and believe that I'm still
going to find a way to kick your ass, old man!"
~Voltan, in his early teen years to his uncle, Dovelthain during
Voltan's test.
"I'll admit... you're faster than me. But I still got a few
tricks up my sleeve. If I'm able to keep up with Ven, then
there's one hell of a possibility that I can at least keep up
with you!"
~Voltan to Heidi Darkfire during one of their battles.
"This eye patch is a solid reminder of my cockiness. I thought I
had the upper hand of things and it cost me. The bastard
would've finished the job if it weren't for my friends. On that
day I've learned three hard facts: I ain't as invincible as I
thought, war half breeds like myself are affected on getting
scars one way or another... and I have one hell of a nasty
grudge."
"In my clan, below the leader, there are eight roads... along
with eight kings who rule over those roads. My old man ruled the
blood road. And now I rule it. Even though I got this title, I
still and always will view myself as the Blood Prince. Because
my old man is the real Blood King, even when he's dethroned."
~Voltan explaining the Eight Kings to his friends, V and Haru.
Hei and Alana walks up to see Hei's rival, Voltan finish telling
a story to the kids in the village that Alana protects.
Alana: Wow. Looks like the kids like ya.
Voltan: Yeah, I had experience when I was a cop. If your
Darkfire friend beats me, I'll tell them more Mayan tales...
though I promise to leave out the explicit details until they're
older.
Alana: Does she really have to though?
Voltan: I'm afraid she does, red. And don't worry, the fight
won't affect the people here.
Hei: Don't worry, Lana. It's fine. Besides, this won't take
long.
Voltan: You talking on my behalf?
Hei: You wish.
Alana: sighs Good grief...
"Every demon is different. Even before Akna became a demon, her
thing was blood. Not only it's easily drawn than souls but you
can also gain more power from it. Blood is more resourceful than
you think. Sure, souls are nice but with the right knowledge and
skill, it's possible to make blood powers make soul powers look
inferior. Akna's words, not mine."
~Voltan talking to Haru about his demon.
Name:
Senji "Voltan" Hazeldine
Title:
Blood King of the Hazeldine Clan (although he earned the blood
king title, Voltan still prefers the title prince and since he
believes that his father is the true blood king)
Other Names:
Volt
Blood Jaguar
Blood Demon
Blood Prince
Jaguar Prince
Red Knife Wielder
One Eyed Jaguar
Age:
27 in human years
Gender:
Male
Species:
Demigod (Half God/Half Vampire)
Family:
Mother: Ixchel (@Caterina Sfonza)
Father: Issun Hazeldine
Uncle: Dovelthain Hazeldine (@Zorbak the Ebil Moglin)
Aunt: Elsa Hazeldine (@Raven Tepes)
Organization:
Hazeldine Clan (freelancer)
Aligned with V
Darkfire Rival:
Heidi "Hei" Darkfire (@Raven Tepes)
Height:
6'2
Weight:
Unknown
Appearance:
Voltan is a tall, muscular man with a tan. He wears his short
black hair spiked back and has the letters DSMK tattooed above
his right eye in memory of his former teammates.
He wears dark blue pants with a black belt, a tank top, leather
shoes, and a long black coat. He also has two rings with
serrated blades built in them to slice open his forearms; he
wears these on his thumbs. After a mission, he lost his right
eye against an Order of the Dragon member and now wears a black
eye patch. Though his left eye shows that his eye color is
silver, like his mother's.
Demigod Powers:
Earth Manipulation:
~User can create, shape and manipulate earth and "Earthen"
elements including most solid objects, specifically all minerals
and mineral compositions regardless of their state (mountain,
boulder, sand or dust), dirt, soil, etc.
Earth Generation:
~The user is able to generate earth, sand, stone, or any other
minerals.
Ground Liquification:
~The user is able to liquefy any ground type (such as ice, rock,
sand, lava, etc.) and bend it to their will.
Tectonic Plate Manipulation:
~The user of this power can move the tectonic plates under
planet's surface to devastating effect.
Primordial Earth Manipulation:
~User can create, shape and manipulate the earth of an ancient
primordial nature.
Soil Manipulation:
~User can create, shape and manipulate dirt/soil, a natural body
consisting of layers (soil horizons) that are primarily composed
of minerals, mixed with at least some organic matter. In
horticulture, the term 'soil' is defined as the layer that
contains organic material that influences and has been
influenced by plant roots.
Unearth:
~The users can unearth anything/everything from underground.
Geothermal Manipulation:
~User can create, shape and manipulate the geothermal energy,
the heat energy generated by the planet with its molten core.
Thermal energy is the energy of substances due to temperature.
Within the planet are multiple layers that have been formed by
the planet’s tectonic transformation; the planet’s mantle, a
layer of molten rock that reaches scorching temperatures,
originates from older buried material. The geothermal energy is
generated by the radioactive decay of the substances below the
planet’s surface giving off thermal energy. Natural formations
like hot springs are examples of geothermal activity that can be
harnessed for energy usage, like heat and electricity.
Earth Energy Manipulation:
~User can create, shape and manipulate the energies of the
Earth, including geothermal energy and geomagnetism, as a force
to crush objects, cause earthquakes, create force fields,
project concussive blasts, form weaponry, and/or manipulate
physical aspects of earth, such as rock, etc.
Demonic Earth Manipulation:
~The user can create, shape and manipulate earth derived from
the deepest pits of Hell, sporting the capability to destroy
nearly anything it strikes with absolute malevolent intent. In
addition, the demonic earth is capable of inflicting
excruciating pain; both physically and spiritually tormenting
the victim, has the potential to corrupt one's soul, and is very
effective against the holiest of supernaturals, such as angels.
More powerful users can even ultimately summon/resurrect/create
evil spirits, elemental entities and/or demons from Hell.
Metal Manipulation:
~The user can create, shape and manipulate metal, a solid
material (an element, compound, or alloy) that is typically
hard, shiny, and features good electrical and thermal
conductivity. Metals are generally malleable—they can be
hammered or pressed permanently out of shape without breaking or
cracking—as well as fusible (able to be fused or melted) and
ductile (able to be drawn out into a thin wire).
Glass Manipulation:
~User can create, shape and manipulate glass, an amorphous
(non-crystalline) solid material that exhibits a glass
transition, which is the reversible transition in amorphous
materials (or in amorphous regions within semicrystalline
materials) from a hard and relatively brittle state into a
molten or rubber-like state.
Most commonly glass refers to soda-lime glass, but it includes
also fulgurite and obsidian.
Demonic Metal Manipulation:
~The user can create, shape and manipulate metal derived from
the depths of Hell, sporting the capability to destroy nearly
anything it strikes with absolute malevolent intent. In
addition, demonic metal is capable of inflicting excruciating
pain, both physically and spiritually tormenting the victim. It
has the potential to corrupt one's soul and is very effective
against the holiest of supernaturals, such as angels. More
powerful users can even ultimately summon/resurrect/create evil
spirits, elemental entities and/or demons from Hell.
Demonic Cinnabar Manipulation:
~Cinnabar is a metal known as mercury sulfide. It is a red
crystal, which holds a mercury element in it. This is a red
crystal-like substance in its natural form, similar to crystal.
This is one of Voltan's more unique uses of earth, as this is
mostly mined underground. However, this is useful in that she
can summon this to his, and use them as bullets, to which he can
use the demon aura to fuse with them and melt the cinnabar into
mercury, which infects the wound and gives the opponent mercury
poisoning. However, cinnabar isn't too easy to find in a battle
unless he pulls it from deep underground in certain areas, so he
has a deposit of the stuff he can summon to his at any time.
This is one of his better powers, as the sulfur part of the
element enhances the demon aura power, making it even more
powerful and dangerous, especially if it manages to infect an
opponent with the mercury and sulfur.
Plant Manipulation:
~Users can create, shape and manipulate plants, including wood,
vines, plants, moss, and parts of the plants, such as leaves,
seeds, fruits, and flowers. The user can cause plants to grow,
move/attack or even rise from the soil and "walk", mutate plants
by rearranging DNA structure and revive withered or dead plants.
They can use their power for defense and support by growing
plants from the ground and make them sprout
seeds/fruits/berries, or even to possibly use plant chemicals to
heal people or objects or manipulate their properties for a wide
range of effects.
Though less commonly activated by passive users, the ability may
deal a series of offensive techniques on a target. Using the
plants as weapons enables users to grasp and strike continuously
with vines and roots, project thorns at a distance, and quickly
regenerate the withering weapons at the user’s will. They can
make vines grow and climb around a target's neck, causing
choking, or even strike with plants. A more subtle technique is
to release damaging toxins and pheromones, affecting targets in
which conditions should be treated quickly with ailments.
User may also control plants in their altered forms, i.e.
concentrated forms, such as cotton clothing/fabric, paper, etc.
Demonic Plant Manipulation:
~The user can create, shape and manipulate plants derived from
the deepest pits of Hell, sporting the capability to overtake
nearly anything it strikes with absolute malevolent intent. In
addition, demonic plants are capable of inflicting excruciating
pain; both physically and spiritually tormenting the victim, has
the potential to corrupt one's soul, and is very effective
against the holiest of supernaturals, such as angels. More
powerful users can even ultimately summon/resurrect/create evil
spirits, plant entities and/or demons from Hell.
Wood Manipulation:
~Users can create, shape and manipulate wood/woody plants,
including trees, shrubs, and lianas. They can cause wood to
grow, move/attack or even rise from the soil and "walk", mutate
wood by rearranging DNA structure, revive withered or dead wood
or manipulate the dead wood as well as the living.
Demonic Wood Manipulation:
~This style is another demonic extension of her wood powers.
This style lets her use wood to attack people with. This is very
useful in that it can block water and lightning attacks as the
wood style is not a conductor, nor does it suffer from water
attacks. It's obvious weakness though is fire and wind attacks.
This style can be strong, but usually not strong enough to deal
with stronger opponents as the wood is nowhere near as strong as
metal.
Mineral Manipulation:
~User can create, shape and manipulate any/all minerals, a
naturally occurring, homogeneous inorganic solid substances with
a definite chemical composition and characteristic crystalline
structure, color, and hardness. This includes rocks, which are
composed of grains of one or more minerals or mineraloids held
together by chemical bonds.
Demonic Crystal and Diamond Manipulation:
~Another extension of his earth powers that let him use crystals
and diamonds. He can actually make these out of other elements,
but only specific elements. These are much stronger than normal
earth materials (obviously) and provide more in defense than
offense. However, diamond isn't nearly as strong as people
think, and can be broken with enough force. Another easy way is
to use some sort of laser attack to cut through it. While
strong, it does still have weaknesses. Voltan can actually
create diamond himself by mixing carbon and silicon carbide (An
alloy that is carbon and silicon).
Demonic Oil/Holy Oil Manipulation:
~Voltan is able to control oil, and using specific materials,
can create holy oil. This is very useful in dealing with
angels/demons, in that Voltan can create holy oil he can use on
demons or angels. He also has a variation of this that is a
demonic equivalent of holy oil, which does much more damage to
angels than normal holy oil and does the same as holy oil but
creates the holy oil from the demonic earth. He does have to be
careful when he makes holy oil and holy fire though, as this can
harm him too.
Carbon Manipulation:
~User can move, shape and otherwise manipulate all forms of
carbon, a naturally abundant (fourth most abundant by mass)
non-metallic element that occurs in many inorganic and in all
organic compounds, exists freely as graphite and diamond and as
a constituent of coal, limestone and petroleum, and is capable
of chemical self-bonding to form an enormous number of
chemically, biologically, and commercially important molecules.
The user can control carbon, forming constructs, changing it
into various physical states and altering properties, including
color, density, texture, and flammability.
Demonic Carbon Manipulation:
~Since carbon is a much more accessible and easier material to
get, and its hardness can be modified with matter manipulation,
this makes the most sense to use in a fight. Voltan can absorb
carbon, then modify its hardness. This grants him a carbon
shield or weapons, very similar in nature to Kendra Darkfire's
carbon shield or Cloud Strife-Darkfire's. Unlike them though,
Voltan can modify his body into weapons to attack with. However,
the problem with this power is that it weighs much more, slowing
his speed considerably in battle. So while good for defense,
it's not great for attacking.
Demonic Building Manipulation:
~Voltan is able to throw small buildings at people with his
earth powers. However, he can only do this when it comes to
small buildings, as things like skyscrapers have far too much
mass. However, he can ruin the foundation of one in order to
make it fall where he wants. He can also bring down small
buildings fairly easily with this power. Since all the materials
that make up a building are earth type, he can manipulate almost
anything in a building. When he brings it down, he can even
absorb its materials.
Metal Dust Manipulation:
~User can create, shape and manipulate metal in granular form,
ranging from coarse, sand-like consistency to powder-like or
dust-like.
Demonic Magnet:
~This skill lets Voltan create a sphere of electricity to charge
an opponent to turn them into a magnet, which is useful for
pinning them to large metal surfaces, or just making them
attract metallic objects in an area. Opponents can resist the
effects, though this is more for immobilizing opponents rather
than hurting them.
Magma Manipulation:
~User can create, shape and manipulate molten rock (magma while
underground, lava when on surface), a mixture of molten or
semi-molten rock, volatiles and solids, it may also contain
suspended crystals, dissolved gas and gas bubbles.
Solid Manipulation:
~User can create, shape and manipulate anything that is solid,
characterized by structural rigidity and resistance to changes
of shape or volume. The atoms in a solid matter are tightly
bound to each other, either in a regular geometric lattice
(crystalline solids, which include metals and ordinary water
ice) or irregularly (an amorphous solid such as common window
glass).
Monetary Manipulation:
~The user can create, shape and manipulate money, currency and
wealth, including coinage, notes, gems/jewels and anything that
is used as currency.
Subterranean Manipulation:
~The user can create, shape and manipulate caves and everything
in them, including all the aspects of the caves, from the purely
physical ones and also mythical/conceptual ones.
Caves are very deep and very dark, where the oldest of secrets
reside like ancient animals, mineral treasures or worse.
Feral Mind:
~User can tap into primal, unstoppable rage that allows them to
perform in vastly increased capacity, taking and inflicting
damage that they wouldn't in their normal state. In some cases,
the user's mind descends so far into the feral rage that,
mentally, they are little more than animals.
Fertility Inducement:
~User is able to increase fertility, the natural capability of
growth and reproduction. In animals this increases both the
number and health of offspring's, and gives the parents, in
plants in increases the fertility in soil causing healthy
botanical growth.
Claw Retraction:
~The user can project and retract razor-sharp claws of energy,
bone, metal, keratin, etc., from their fingertips/hands/fists
for various (mostly offensive) purposes.
Elemental Claws:
~The user can project and retract razor-sharp claws of the
different elemental forces from their fingertips for offensive
purposes. Voltan can create claws out of anything related to the
earth.
Violence Aura:
~The user can generate an aura of violence that can
amplify/induce aggression on beings inside their aura and gain
power from the emotions.
Wrath Aura:
~The user can generate aura of wrath that can amplify/induce
anger on beings inside their aura and gain power from the
emotions.
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
dependent 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
dependent 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 not
only requires more souls, and more deals to grow the demons. But
some stronger Hazeldines have managed to pull it off.
Bonded Demon: Akna:
~Akna is a demon that made a personal contract with Voltan when
the half blood was in his preteens. The demon is a corrupted
jaguar spirit that once served the Mayan underworld gods before
she was betrayed and almost killed. This demon is bonded to
Voltan's soul, and the main inspiration of his immense abilities
in combat, since Akna is a war demon. In order to keep balanced,
Voltan has to make sure the two of them grow in power equally.
Bonded Demon Weapon Form:
~This is an ability of the Hazeldine demons, in which they can
physically manifest themselves as a weapon to be used by the
Hazeldine they are bonded to. This lets their host, the
Hazeldine vampire, use their power without so much risk to their
bodies, and as the two sync their powers, the Hazeldine and
weapon become one, able to meld their powers together as a
formidable team as the Hazeldine is able to use their vampire
powers in combination with their demon's abilities in weapon
form. The form of the weapon is unique to each Hazeldine, as
some could get a sword, some could get a scythe or some even get
guns depending on the demon and the Hazeldine. And the abilities
the sword uses are also dependent on the demon bonded and it's
abilities. However, while this is one of the best uses for the
Hazeldine's demons as they can fight in battle alongside them
instead of the demon just granting power from the side, this is
also the greatest time of vulnerability for the demon as the
demon can be killed while in weapon form if the weapon is broken
or destroyed.
Unique Ability: Violence Empowerment:
~Akna is able to amplify Voltan's physical abilities by the
violence of Voltan's own, Akna's, and/or others, possibly
unlocking abilities related to the affinity and enhancing the
existing powers.
Unique Ability: Weapon Manipulation:
~Akna is a pretty unique weapon since she can manipulate and
shift into any kind of weapon, whether pre-modern, modern or
even futuristic using laser, plasma, antimatter or even more
exotic ammunition/attacks. If it is a weapon or could be
improvised as one, even if it's handmade, Akna can pull it off
and give Voltan the advantage of using it, even though he prefer
fighting with his powers and bare hands. Akna can even
communicate with other weapons, whenever it's sentient or not.
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.
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.
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.
Voltan may not be as highly skilled as many other shadow users
such as Underworld demigods, but he is skilled enough to the
point of his shadow abilities to not be underestimated.
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.
Voltan is only capable of performing elemental magic.
Dark Alchemy:
~This is an art developed by the Hazeldines solely to fight the
Darkfires. To battle the Darkfire's elemental abilities, the
Hazeldines practiced and developed a dark alchemic art, one that
is based in manipulating the elements around them. With this,
they can change the form of things around them, from creating
weapons out of objects, changing the form of elementals (AKA
freezing fire solid and turning it into an ice attack) or using
it to change something into something else. This art is also
developed in darkness, and the Hazeldines are able to combine
dark power with this art to grant their alchemy a darkness
element as well. However, this art is only as strong as the
Hazeldine's knowledge of the natural world and how creative they
can be with changing elements.
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.
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.
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.
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.
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
accessible, 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 spell books 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. Players must specify what elements
they use. Using more than three requires special permission for
power balancing purposes.
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. Ice users can freeze people through physical touch, with
the longer they are in contact resulting in more of the body
being frozen. Lightning users can shock their opponent through
physical touch, or use their lightning to control something.
Wind users can slash opponents when they grab an opponent, with
their hands being able to create a slicing wave on contact.
Earth users are able to deconstruct the elements in a person's
body, slightly withering away the body of the opponent through
decay. Earth users have to be careful though, as it is a slow
process and requires constant contact with an opponent. 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 fire bolt spell fires a
condensed fire spear which is fired for knock back more than
anything, designed to impact hard even through armor. More
charges can be combined to make this hit harder. The lightning
bolt is designed to knock back an opponent rather than pierce,
and multiple charges can chain to hit multiple opponents. This
one uses multiple charges to hit more people, making it better
for fighting groups. The ice bolt spell is meant more for speed
than power, designed to quickly charge and rapidly fire at
opponents, but don't do as much damage as a result. The earth
bolt is useful for attack with solid matter, being good for
fired at an opponent as a piercing attack or as a knock back
attack. Earth users can modify the technique, making it useful
to do different things depending on the earth used. Stone makes
for better knock back, while things like metal can be made more
for piercing. Though some can turn earth into smaller shapes and
fire bullet like projectiles. 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 knock back/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 knock back damage in addition to fire damage. The thunder
spell charges bolts of lightning, designed to stun opponents and
hit them with lightning when the attack explodes, which can hit
an opponent multiple times depending on how many charges are put
into the attack. The ice spear creates a large ice spear, which
explodes when it hits an object, freezing everything around the
explosion of the ice spell, and is a quick charge spell but
doesn't do as much damage. The earth spike summons spikes of
earth from the ground to attack opponents from below, which can
be modified depending on the type of earth used, within things
like metal being able to spear opponents or stone being good for
knock bad 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 lightning spear electrocutes
an opponent, exploding into lightning when it explodes and can
shock multiple opponents nearby. The cold spear explodes and
freezes an enemy with the explosion, freezing the affected area
for more ice damage. The earth spear move can be changed
depending on the earth used, such as stone being good for knock
back or metal being good for piercing, as well as size also
being able to change how fast the attack can be fired. 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 able to not
just do fire damage but concussive damage as well. Bolting fires
a single lightning bolt at an opponent, which is designed to
move randomly and attack one of the 9 vitals on a mortal's body,
piercing as it strikes the opponent, and does slight
electrocution damage. Fimbulvetr creates a cold wind tornado,
which freezes opponents if they are caught in the eye of the
tornado, bringing the temperature down while also designed to
trap opponents in the tornado. Vinetrap summons spiky vines to
come out of the ground, and grasp any opponents with vines
strong enough to even crush an orc's bones, designed to catch
and break opponents with thorny vines and can cut opponents if
the spell is strong enough. Hurricane wave fires a powerful wind
wave which passes through physical objects, designed to damage
anything the wave passes through. The hurricane 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 the
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 amplified
by dark magic to electrocute opponents, usually stunning most
hit by it. Ice dance creates a circle below the opponent similar
to Forblaze, but instead of firing a pillar of ice, it fires a
powerful freezing wave up and freezes everything in the circle
up to 10 feet in the air, doing heavy ice damage and causing
most opponents to freeze to death very quickly. Planetary
devastation is a technique that pulls up the ground, creating a
large meteor attack in the sky, which can be used to trap
opponents if they are caught in it, and crush them inside the
meteor. If they're not caught in the meteor, the meteor can be
thrown at the opponent if it fully forms. 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.
Voltan hasn't really mastered this ability yet but this is still
his deadliest attack which he will use at a last resort.
Elemental Combat Styles:
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.
Combat Style: Headhunter Golem Style:
~This style is very changeable, usually amping defense and
speed. Those who use this can manipulate the elements in their
body, making their bodies elements stronger or weaker depending
on what they want to do. Opponents who use this are able to
vary, such as using the carbon in their body to harden their
body slightly so they can have higher defense, or reducing some
of their weight by making certain elements weaker, which makes
them faster. Depending on how it's used, it can be made to amp
certain stats. Though while some can be amped, usually others
suffer, such as amping defense may reduce mobility. Though the
main use of this style is to strengthen the carbon slightly,
while weakening certain elements that slow the body down, and
thus increase speed and defense. Though those that use this
still have to worry about strength, unless they strengthen parts
of their body like the iron in their body, but doing so also
reduces their speed, but ups defense. This style is very
adaptable, and those seen using it are often compared to golems,
being able to take hits without going down and still hit
opponents.
Combat Style: Darkstream of the Night Style:
~This style is designed for mobility, using the darkness around
the Hazeldine to keep them hidden and hard to see. This style is
meant to be used in darker areas, where users are able to blend
into the shadows easily, where they are able to increase their
mobility in the shadows. This, in turn, makes them harder to
hit, as they become far more flexible in the darkness, making
them harder to keep track of. Advanced users of this style can
actually shadow meld into the darkness and transport between
shadows using their shadow control. This style is weak to light,
and lighting up an area often makes this style useless if
there's no shadows to hide in. However, advanced users of this
can use their shadow control to darken an area, blotting out
light. This style also scrambles abilities to sense presences,
as those who use it are harder to sense as even their presence
blends into the darkness around them. This is a favorite of most
Hazeldines, as almost all of the use darkness. Those who see
this often compare the Hazeldines to streams of shadows moving
through the night.
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.
Stepping Method: Earthstep:
~Like it's main style, the earth stepping method is adaptable,
being able to be used depending on what the user wants. The user
can reduce the moisture in the ground, making stepping easier
through a harder ground if they want to go for more powerful
stepping method, or they can increase moisture in the ground so
that they slide more easily and can move more quickly. They can
also make their legs more lightweight to increase speed, or
increase certain elements to amp strength. This is the more
adaptable style that focuses on whatever the user wants to focus
on and how they want to use it.
Blood Powers:
Blood Generation:
~The user can generate blood, whether by drawing from already
existing blood (theirs, others or separate from the bodies), or
by manifesting it from anywhere they want.
Blood Aura:
~The user can release and surround themselves in/with blood for
defensive and/or offensive purposes. The auras may also give the
user enhanced physical capabilities such as speed, strength and
durability.
Blood Empowerment:
~User becomes stronger, faster, more durable, etc. when they
come into contact with or are near blood, possibly unlocking
abilities related to the affinity and enhancing their existing
powers. Some users may be able draw sustenance from the blood or
even slow or stop aging.
Blood Cutting:
~The user can project blood in a way that allows them to cut
through matter from a distance. Although this attack does
usually slashing damage, some users are able to focus it into
single piercing stab like immaterial bullet.
Blood Crystallization:
~The user can solidify, or crystallize, the blood within
themselves or others to use as weapons and/or tools.
7th Circle Boiling Blood Manipulation:
~This lets the user summon unholy blood from the lake of boiling
blood in the 7th circle where violent souls are sent. The user
can manipulate the blood in a manner similar to normal blood
manipulators, letting them either splash it on people or form
shapes or objects out of it. This power like all the others does
unholy damage on contact as it is filled with demonic energy.
And since this blood is constantly boiling, it works great for
burning people alive when they are hit with this, as the boiling
effect burns people not immune to heat. For Voltan, he can form
all of his blood manipulation attacks out of this, and can
combine absorb this blood into him in order to sustain or power
himself up. Though mostly, he just summons this to form attacks
that not only do their normal damage, but damage people with
demonic energy infused in the blood.
Concentrated Blood Manipulation:
~With the more blood Voltan absorbs, not only does it fuel his
regeneration longer, but it also condenses in his body, in which
his blood becomes much more concentrated. This often makes
Voltan intensely strong, but also amps his other abilities. Not
only does this power let him store more blood inside him than
some vampires to make Voltan more like some powerful vampires,
but this also lets him use more of his blood manipulation
techniques, which are among his most powerful techniques. The
blood that runs through Voltan makes him much denser than a
normal vampire, as his body is very hard to pierce because of
this. Of course, as Voltan uses his blood manipulation powers
and loses blood as fuel for his vampire powers, Voltan will lose
this concentration, and eventually if he uses enough power,
either through using battle power or through overusing his
regeneration, he may run out of extra blood completely.
Blood Amp:
~By taking advantage of his blood manipulation, Voltan can
control his own blood flow, amping his stamina and physical
abilities in fights, by speeding up his blood flow enough that
his body doesn't wear down quite so easily. This lets him fight
longer and harder, letting his blood move faster so it can
transfer nutrients to his body faster than blood normally could.
Of course, the downside to this, is that his blood flows faster,
which means he loses more if he is cut or damaged enough to
bleed, and if his blood flows too fast, it can't absorb
nutrients well enough to be of any help. This means that his
blood flow can be fast, but cannot go too fast or it may hurt
more than help.
Blood Crow's Blade:
~This technique creates blood scythe blades that come out of the
back of Voltan's wrist. This essentially lets the blood solidify
into crimson scythe blades which allow Voltan attack weapons to
use in close combat where he can slash people using the blades
coming out of the back of his wrist. He can also control the
size of these blades, extending them to try and spear someone,
or just keeping them at a certain length. Smaller blades mean
faster attacks, though larger blades mean it's harder to dodge
and slice harder, but don't move as fast. He usually keeps these
about medium length, balancing strength and speed. He most often
forms two blades, one on the back of each wrist. This
essentially gives him attack weapons in addition to his other
bladed weapons, as he can supplement his attacks into two stage
attacks as well when using this, as if the first misses, the
second might hit if Voltan can time it right. That is, assuming
the opponent doesn't move out of range of the attack.
Invisible Black:
~This is a purely speed based variation of the crow's blade,
where Voltan puts his hand on the back of his wrist while it's
bleeding and essentially pulls out a blade with supersonic
speed. Not only does this pull out a blade extremely fast, but
the extremely fast speed also has much more piercing power than
the normal crow blades, and can slice through almost anything.
However, this is a one shot technique, designed to be similar to
a sword draw, and can only be used on one arm as Voltan has to
pull the blood blade out once he sticks the blood to his hand,
essentially pulling out a scythe blade out of his wrist. This
technique was designed against people who could negate his blood
power, as they could negate it at the speed of sound, but this
technique was designed to counter it by breaking it faster.
However, this is a one shot technique, and requires the opponent
to be within reach of it. And despite how fast it is, this
doesn't mean that Voltan can react at the speed of sound, only
that this is a very fast technique and can be used very quickly
on someone who's attacking him if he positions his wrist and
hand right before the attack gets close.
Stone Blood Claw:
~This technique hardens his blood like stone, where he creates a
claw out of solidified blood that he can use to slash opponents,
using his solid blood at the same time for more damage. This
requires blood to be harden, so requires a constant flow of
blood, but the amped physical strength allow better slashing and
piercing, and more dangerous close combat while this technique
is going as the hardened blood can badly damage people if they
get too close to the claws and don't move far enough from the
attack, the worst case scenario that the injuries from the
attack is fatal such as shattered bones and obliterated organs.
This attack is mainly used on those with tough skin or armor
that most weapons can't penetrate. However, Voltan has to get
close to the opponent in order to use it. This ability can also
be dodged.
Evolved Crow Claw:
~Because of his strong will to live, Voltan has developed the
ability to evolve his Crow Claw. The blades appear inverted at
the front and back of his palms instead of his forearms and
they're also larger. With the Crow Claw in its evolved state,
two differing black markings appear on his body. These markings
appear as curved lines that divaricate along the way from both
of his arms up to his left side of the face. It is unknown if
using this ability puts any added strain on his body. He can
manifest the blades on any part of his body, up to the point
that he can make his body into a living buzz saw if he wants to.
Healing/Unhealing Blood Claw:
~Voltan has a unique ability to heal or unheal others with his
blood. Due to his mother being the goddess of healing and
medicine, Voltan's blood is so heavily enriched with
regenerative abilities, he is able to regenerate from his wounds
from almost anything as long as his blood keeps flowing in his
body. It's powerful enough for him to be immune to any and all
diseases both supernatural and mundane.
By creating a claw out of solidified blood and transfusing the
blood to another, Voltan can heal others with his blood or
amplify someone's healing factor once it's entered in the body.
The same goes for his unhealing blood abilities by changing his
blood to unhealing at will whereas it's close to poison or acid
(look at blood manipulation for more info). Although he normally
does it whenever his blood flows out of his body, he can also
manipulate it in his body if someone tries to absorb or drink
his blood. This process is dangerous if he's not cautious since
he can damage himself as well.
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 strengthen 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.
Combat and Other Hazeldine Clan Training:
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 each Hazeldine has a demon in the form of a
weapon, 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, some styles like laijutsu,
battojutsu and laido that focus on sword draws), 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.
Celerity Art: Projectile:
~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.
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.
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.
Celerity Art: Dark Sonic Step:
~This is a variation for Sonido, which both Dovelthain and Elsa
developed as a modified version of the Darkfire art, 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 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 similar to
that of a bat which 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.
Demonic Intangibility:
~When not in weapon form, 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 in weapon
form, 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.
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.
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.
Crowley's Seal:
~In order to monitor each deal the Hazeldine's make, the deal
sets up a mark that connects directly to Crowley so he can be
the final approval on almost any deal made by the Hazeldines.
This lets Crowley have the final say on any deals made, or lets
Crowley take back a deal should a Hazeldine not give what they
promised or go back on their deal. As many know by now, Crowley
is very strict on his deals and won't let Hazeldines go against
what they promise. Should they do so, Crowley can punish the
Hazeldine, destroying the deal made, and in turn, this weakens
the vampire and demon if Crowley does so. However, as long as
the Hazeldine operates within Crowley's standards, the Hazeldine
usually has nothing to worry about, as this is just a method of
Crowley wanting to make sure none of the Hazeldines break his
rules.
Demonic Deals Power Gain:
~Thanks to how Crowley set up the demon contracts, both the
demon and the Hazeldine get a power boost from any successful
deals that are made. This is the Hazeldine's main way of gaining
power, as they are able to make deals in any way that they feel
appropriate. The deals can be simple or complex, depending on
what the human or supernatural wants. Once the deal is
completed, the contract is sent to Crowley, and the demon and
Hazeldine get their power boost. However, Crowley is very strict
with his deals as many know, and prefers to deal honestly when
it comes to deals, which means that deals that go back and/or go
against the word of the Hazeldine will result in punishment from
Crowley. However, the deal can be anything approved by Crowley,
such as something simple like sparing someone during a Hazeldine
killing a group, or as complex as someone wanting the Hazeldine
to kill their enemies.
Crossroads Demon Reality Shift:
~When a deal is approved by Crowley that requires more than the
demon and vampire can grant, such as eternal youth or wanting
power, a simple crossroads power activates and lets the
Hazeldine and their demon warp reality to grant the deal. This
is most often used for humans and supernaturals who want power,
as it's a way to grant someone power by changing reality, or
being able to shift reality to change someone's physical
appearance, or their possessions. As long as the deal is
approved by Crowley, this can be just about anything with a few
exceptions. The first is that one can never gain immortality
because it's not something a Crossroads Demon can grant, and the
power granted can't be beyond what Crowley can grant someone.
This also can't be used to cause instant death or taking
something away from someone, as that has to be done directly by
the Hazeldine in those situations.
Soul Devourer:
~Much like some demons and vampires, the Hazeldine's demons they
make contracts with can devour souls in order to survive and
grow. Over time, the souls will grow the demon and grant the
vampire enhanced ability to use their powers or grant them new
powers when they aren't making Crossroads deals. This growth
isn't as fast, and often requires a lot of souls for a noticable
difference, but this can grow a demon and vampire's power
effectively if they aren't able to make deals with humans or
supernaturals.
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.
Weapon Form Telekinesis/Weapon Bond:
~When the Hazeldine demons are in weapon form, their bond to the
Hazeldine lets them interact even when they are not in contact
with each other. This lets the Hazeldine and demon fight as one,
but also gives both an awareness of what the other is doing even
if they are separated in a fight. And through this, a Hazeldine
can control their demon in weapon form to summon it back or have
it attack. The demon can also be called back, with it moving
it's weapon form on it's own. Since the Hazeldine and their
demons are bonded through their minds, they are able to interact
in ways most people can't with their weapons and allow much
better coordination with attacks during offensive moments and
much better recovery during defensive moments.
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.
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/Demigod Speed, Strength, Stamina,
Durability and Defense:
~Each Hazeldine is specifically trained in combat and demonic
power, and comes with enhanced abilities depending on their
training and bodies. Depending on the Hazeldine, each may have
different stats in terms of enhanced abilities, with some being
strong and fast, some being fast and defensive, or some focusing
solely on defense, durability and stamina. This depends on the
training and how the Hazeldine chooses to fight, in which each
Hazeldine learns differently. The one thing they all have in
common though, is that the Hazeldines are not fighters to be
taken lightly.
Since Voltan is half god, he is also stronger than most of his
clan members along with many other creatures, especially most
demigods with mortal parents. This makes Voltan one of the
strongest and most dangerous members of the clan.
Other Skills:
Medical Intuition:
~The user has great, if not innate, medical knowledge, enabling
them to easily treat others' injuries and create medicines. One
with this ability can cook up concoctions and remedies for
ailments with nearly anything in one's environments. They are
also able to tell which things in the wild (or in one’s kitchen)
are poisonous and which are safe to ingest or to use to treat
injuries. This ability is not always accompanied by the ability
Healing, just the ability to discern sources of natural remedies
in domestic products and the like.
Law Intuition:
~The user possesses great, if not natural, knowledge of
different law/legal systems, understanding how laws work.
Battle Adaptation:
~The user is to become adept in a field of battle, allowing them
to fight on equal or superior grounds with their opponents. Each
battle fought strengthens the user physically, mentally and
tactically, slowly turning them into a One-Man Army.
Survival Intuition:
~The user has intuitive understanding in survival and all skills
applicable to survival, thus allowing them to actively prepare
for emergencies, including possible disruptions in social or
political order, on scales from local to international.
Survivalists often acquire emergency medical and self-defense
training, stockpile food and water, prepare to become
self-sufficient, and build structures (e.g., a survival retreat
or an underground shelter) that may help them survive a
catastrophe.
This also includes clusters of natural disasters, patterns of
apocalyptic planetary crises, or "Earth Changes", anthropogenic
disasters, general collapse of society, financial disruption or
economic collapse, global pandemic, or widespread chaos or some
other unexplained apocalyptic event.
Enhanced Surveillance:
~The user possesses great knowledge and skills of surveillance,
able to spy on and map out areas with ease and gather intel.
Transformation(s):
Jaguar/Werejaguar Form:
~This form is what he obtained from his maternal side of the
family. Voltan has the ability to morph into a jaguar or a
werejaguar at will. Nothing too big on this transformation
besides the fact that he can still use his powers in either of
the form though his jaguar form is limited to certain abilities
such as blood techniques.
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 Voltan,
his form is almost like a demonic version of a jaguar faunus due
to him having a crimson jaguar tail with black spots of a jaguar
along with sharp canines and claws. He also gains crimson Mayan
tribal marks all over his body, his eyes turn crimson with
golden pupils. In this form, his powers double along with his
physical stats.
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. With Voltan,
it's very hard to tell since his feral state is VERY similar to
his possessed state. Both Voltan and Akna try their best to
avoid this state as much as possible since the two get along
well. Though this state only happens when Voltan is fatally
injured and is on the brink of death.
Weaknesses:
The Hazeldine demons are the backbone of the Hazeldines power.
If the Hazeldine demon is killed, the Hazeldine loses all
benefits and powers of the demon until they summon and rebond to
another demon. Once lost, the demon cannot be regained once it
is killed unless somehow brought back to life, though most
demons cannot be brought back after death. Rebonding to a demon
does restore the power, but the new demon and Hazeldine must
forge their bonds from scratch as the demon is new to the
Hazeldine. While the demons can't be killed when in their normal
state, they can be killed if they are broken in weapon form
enough, and the weapon form can be destroyed should they fight a
tough enough opponent who can break the weapon. While weapon
form lets the Hazeldine and demon fight together as one, it also
means that it is the best time to be able to kill the Hazeldine
demon. Hazeldines have to be careful of their demons, as most
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.
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. And if they should be
able to fight the Hazeldine demon in the demonic form
transformation, things like angel blades, Heaven's Gate pieces
and other demon killing weapons also do more damage. Despite
their skill in darkness, they cannot permanently protect
themselves from light, with light being their main weakness.
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. For the most part, while
Hazeldine demons can grow through soul devouring, they mostly
grow during Crossroads deals with humans. This means that if a
Hazeldine is bad at making deals or for some reason cannot make
deals, their demon cannot grow as easily as some other demons.
The soul devour ability is a backup food source for the demon,
and not meant to be used as their main food source. Just as the
Hazeldines need human blood to survive, the Hazeldines need the
energy from deals to sustain and grow their 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. Voltan can't regenerate his
heart or brain, so if those are destroyed, he will die. Voltan's
elements can be countered by their usual counters. Though for
earth the best element to use is water/ice to combat him. Holy
water abilities do fairly well against his earth. Though wind is
also effective if those who fight him know how to use it
properly to counter her. As a pagan half blood, most weapons
used against his clan doesn't hurt him as much to the point of
him being highly resistant to it, but that doesn't mean that
he's immune. Oceanstone weapons are the bane of Voltan's
existence due to him being half god. The same goes for stilled
silver. Also, holy weapons can still harm Akna but not as much
as blessed Mayan weapons due to Akna originally being from the
Mayan pantheon. Voltan has to be careful with his blood
abilities or he'll become fatigued if he use or lose too much of
his blood. Though it's not too big of a deal if he draw blood
from different sources such as other people.
Weapons:
Bonded Demon Weapon: Akna (Main Form: Dagger):
~Voltan's demon Akna takes the form of an obsidian dagger. Akna
is a powerful demon even in weapon form, especially due to
coming out of the Mayan pantheon. Akna amplifies herself and
Voltan on the pain from others or from Voltan himself. Akna can
shift to any weapon Voltan needs in battle along with
manipulating other weapons or communicating with other weapons,
sentient or not. The weapon is capable of killing any creature
from the Underworld regardless of pantheons such as demons,
ghosts and ghouls. It can even harm certain other creatures such
as hollows, void creatures or things death wraiths normally go
after. Not many people know that Akna mainly takes the form of a
dagger or that the weapon even exist at all since in battle,
Voltan rarely use a weapon, even when he became a cop or when he
was a kid. He always use his powers and fists in a fight. This
comes to an advantage for a surprise attack since Voltan can
just summon Akna in weapon form at will.
Rings:
~In order to draw blood, Voltan is equipped with special rings
that have rotating blades on them. He wears them on both of this
thumbs to cut his forearms. The rings are what most opponents,
his own clan especially, believed to be Akna in weapon form,
which Voltan takes advantage of.
Coin:
~He has a one-sided coin with a Salamander on both sides that
was left to him by his father. This particular item is very
special to him. It's nothing too serious besides helping him
control his feral side.
Blood Regalia:
~This is his regalia that symbolizes his status as the Blood
King of the Hazeldine Clan. His regalia is a mercury ring with a
red jaguar symbol on it which empowers his blood abilities. This
also generates blood from the ring, and protects it from his own
powers.
Personality:
Voltan: Like any other Hazeldine, Voltan seems to thoroughly
enjoy violence, and his favorite phrase is "Dead Center".
Despite his wild and battle-hungry attitude, he does have a
sense of honor and respects strength and determination, seen
when he teaches V multiple ways to use her physical abilities
and how to use her beast powers. Voltan also appears to be
against the idea of needless killing and he can be kind and
thoughtful to those he respects. In an ironic twist, Voltan
becomes flustered and embarrassed when a woman acts immodestly.
When he accidentally walked into V getting dressed, Voltan
quickly closed the door and apologized, blushing red. Another
example was when Ian made an inappropriate comment to Hei about
her undercover disguise one time, making Voltan blush lightly
and cursed at Ian for being a pervert while Hei punch Ian in the
face. This is mainly with women he doesn't know that aren't his
enemy.
Akna: A once proud underworld spirit of war fallen from grace,
Akna is not a people person. She normally remain silent and talk
to only Voltan unless necessary. Her indifferent and kind of
anti social attitude more or less parallels against Voltan's own
outgoing personality. Akna acts like a guide to Voltan both in
and out of battle if she sees that Voltan needs help. Akna
doesn't show it much, especially around other demons but Akna
cares about Voltan to the point of the two forming a mutual
trust, up to the point of even letting Akna take over his body
if the situation calls it.
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 traveled. In
reality, these "roads" are more metaphorical paths traveled by
the Hazeldines, in which they specialize in certain things to
reach the top. 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 Voltan, who was previously born
as Senji, was born into the family from his father side, since
his mother is a Mayan goddess.
Voltan was born as Senji, a Mayan demigod born into the
Hazeldine family and nephew of Dovelthain and Elsa Hazeldine.
Not much is known about him except that his life was decent for
him and his family. He lived with his father but he also visits
his mother from time to time. When he first developed his powers
and bonded with a demon from Mexico, his family started to train
him. The training was immense but he was able to push through
it. He eventually became old enough to go out on his own and
start living his life. That was when he became a cop in Japan.
During one of his missions, he met a Darkfire name Heidi. Seeing
her as a strong fighter, he challenged her, which she accepted
to his surprise. The fight became a tie when a criminal was
trying to make a run for it and the two ran after him along with
helping out Senji's teammates. After the criminal was caught,
Hei left and Senji went back with his team.
During a raid, he was fighting some criminals that turned out to
be Order of the Dragon members. When one of them slaughtered his
entire team, Senji lost it and activated his blood powers,
killing all but one who escaped. That was when he met V, who
calmed him down and helped him extract his revenge on the Order
of the Dragon members. Unfortunately, he lost his right eye to a
high level Order of the Dragon member in a battle against a
Mayan demigod while V went to go fight Sakuya on her own.
Luckily, he was helped by V and Nadia hence him gaining an eye
patch.
Three years ago, he had a private talk with his father, Issun.
He looked like he was in trouble but when Senji asked what was
wrong, Issun not only told him a half truth but also offered his
son a challenge for the title of Blood King to not only to test
him but to also head off somewhere where he couldn't even tell
his sister, Elsa. It didn't take too long for the two to agree
to fight each other after Issun makes a blood promise that he
will return one day. After a long and hectic battle, Senji
defeated his father and claimed the title as Blood King in front
of a few witnesses including his aunt Elsa. After congratulating
him and giving him his regalia ring, Issun left with his last
words saying that he's proud of him and that he loves him.
When he became the Blood King, he changed his name to Voltan to
honor his teammate who was his mentor and partner. The half
blood became a bounty hunter and secretly helped out
organizations such as Special Forces from time to time. When he
heard the latest news of V's condition from a human named
Nightwolf, he went straight toward him and found V recovering
but well. He decide to train her and get her back to full
strength so she can beat the crap out of their enemies.
Lately, he has been helping his clan on the sidelines with the
whole Vobu incident along with future catastrophic events
occurring in Mexico which involves a cult (will do more later).
Theme Songs:
Main:
HTML https://www.youtube.com/watch?v=UrRNOXc0I8M
Battle:
HTML https://www.youtube.com/watch?v=0xesdrSwoH8
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