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London Profile: King Shark
By: Zorbak the Ebil Moglin Date: July 28, 2020, 10:21 pm
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"A lot of people ask me who would win in a fight: a wolf or a
shark. Spits out wolf bone. It's a shark." - King Shark
"Howdy!" - King Shark cheerfully saying hello to people
"I'm just a normal shark, doing normal shark things... Don't
worry about me." - King Shark to a group as he was passing
through town
"Is that a shark joke? He says with a glare, then starts
laughing and going back to his cheerful demeanor. If so, it's
very funny!"
"If you ever hurt innocent people again, I'm gonna have to
punish you, and you know I don't wanna do that... He smiles
cheerfully. I like being the cool boss." - King Shark to another
Hazeldine who killed someone by accident
"Oh you can kindly go f*ck yourself!" - King Shark to an enemy
who annoyed him
"Uh, I hate to be a downer, but we are completely and utterly
screwed. He stops for a moment, reflecting on what he just said.
Oh, I wore that well. Hmm. Maybe I don't hate being a downer...
Maybe I shouldn't feel so much pressure to put a positive spin
on things..." - King Shark during a mission when things went
horribly wrong.
"He's not as evil as he looks. He's a lovable bloke as long as
ya don't p*ss him off. He's the kindest of the 8 kings when it
comes to us Hazeldines, and he's good friends with Allison and
Alice Hazeldine. Plus, he's really good with technology... I
admit though, I'm glad he and I are kings. He's one of those
people I really don't want to fight if I don't have to." -
Spitfire about King Shark
Current Name: King Shark
Real Name: Nanaue Hazeldine
Age: Unknown
Species: Hazeldine Vampire
Gender: Males
Hunter Group/Team:
- Hazeldine Clan: The Fang King
- Ghosts of Legion: High Level Member
Weapons:
- Fang King Regalia: This regalia is King Shark's proof of him
being the Fang King, and for him, his particular iteration of it
takes the form of a fish hook necklace that he wears around his
neck. For him, this particular regalia isn't much in battle, but
it is more just something that he carries around because he has
to. This necklace has a supply of King Shark's fangs on it,
where he's removed a number of teeth to add to this necklace so
that he could use them as weapons when needed using this
regalia. The regalia seems to spit the shark teeth from his
sleeve into his hands, but instead of being just normal teeth,
they are formed into something akin to throwing knives using
dark alchemy, something done by the regalia itself. Usually,
these are designed to appear like smaller, faster weapons, so
that King Shark doesn't hinder his speed. With his strength, he
is able to slice through a number of strong materials, which is
also thanks to the teeth being strong enough to bite through
metal. This regalia is only the necklace, and doesn't include
the fangs that are around it, as they just act like ammunition
for his regalia to use dark alchemy to change the fangs shape
into blades he can wield. Using these fangs, they are empowered
by the regalia, and can store up impact energy to create attack
waves that King Shark can fire at opponents, usually allowing
him different attack options to fire waves of concussive
slashing force. Most think the fangs turned into blades are the
regalia in general, but the regalia is just the necklace. If
separated from King Shark, the fangs simply turn back into
normal fangs, and lose their power when held by someone other
than King Shark.
Hazeldine Abilities:
- Demonic Contract: Among the older members of the clan were a
few that never gained the ritual bindings of the demons when
someone else granted them power. Some kept their demonic power,
choosing not to share their souls with demons, which kept them
based in the old ways of the clan rather than the new ways.
Those that didn't update to the new method stuck to the old
ways, not out of disrespect for the person who powered them up,
but more because they didn't want to share their soul with a
demon (usually), and/or had no confidence in their ability to
maintain a bond with a demon. For this, some stuck to the old
ways, which was more in the ways of simple demonic vampire
power, to which very few users of the old ways still exist.
Because of this, those who still use this old method remain one
of the few Hazeldines without a demon, and focuses on growing
usually in unique aspects of their abilities rather than trying
to gain more supernatural power like most Hazeldines did when
someone else offered them power. The reason that most of them
updated was because they had reached the peak of the power Satan
had offered them, and weren't able to push beyond what they saw
as the "cap" Satan had placed on their power to keep them from
becoming strong enough to become a threat to him. Because of
this, those in the old ways have a few advantages and
disadvantages in this. Most of them don't gain the benefit of a
demon, but still have demonic power, even if it's not as strong
as the Hazeldine demons (usually). This has both advantages and
disadvantages, with the disadvantages usually resulting from how
the old ways are not as strong in supernatural power as the new
ways that were presented. The old ways are still useful though
for those that can find other ways to grow, even if they don't
grow as quickly as the Hazeldine demons do, but is still worth
it for those that don't wish to share their soul with a demon.
Usually those with this train differently, and instead of
gaining power through stronger supernatural abilities, they
focus on getting stronger through things like gaining stronger
techniques or stronger training through physical training.
- Demonic Enhancement Demon Energy: While most Hazeldines with
ritual bindings use wicked aura, those trained in the old ways
can use demonic energy on it's own to attack opponents thanks to
their demonic enhancement. When the Hazeldine uses their demonic
power, they are able to draw on their demonic energy, using it
in battle to fight opponents instead of having to be filtered
through a demon like the current demons of the Hazeldines, and
this also powers their demonic abilities they gain through their
demonic enhancement. 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 demonic power 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. While ritual bindings runs on
wicked aura that is generated by combining the Hazeldine and
their demon, the old ways demonic enhancement runs purely on
their demonic energy they generate once they are enhanced. Since
the old ways essentially turn the Hazeldine into a demon power
enhanced vampire, they generate this power instead of their
normal vampire power. Of course, this is still counterable by
holy energy and other holy powers that can counter demonic
abilities. This power isn't as strong as wicked aura, but is
much easier to generate, and much better for stamina control.
Usually, those with the old ways training have to find creative
ways to use demon energy, but they can use this to keep up with
the ritual bindings Hazeldines if they are creative and skilled
enough to find ways to use this.
- Unique Demon Enhancement: In the old ways of the clan, the
clan would gain demonic power through demon blood, and would
gain the powers of a demon through the contract they made with
Satan. This is an older style of demonic enhancement, and grants
unique changes based on the type of demon. This is different for
each Hazeldine, as they all gain different demon powers. Even
those that gain similar powers can gain different abilities
using this enhancement. For example, while a fire demon or a
shadow demon are very common demons, each Hazeldine that gains
powers through these might have unique abilities. For example,
one Hazeldine might use a shadow demon enhancement to get
demonic shadow manipulation, or another might get primordial
shadows from the same shadow demon enhancement. This mostly
depends on the individual Hazeldine, with each demon enhancement
usually coming with it's own set of abilities and powers that
are granted to the Hazeldine. Each demonic enhancement is
somewhat unique, and many usually get enhancements based on who
they are and their affinities. Usually, each enhancement has
it's own set of weaknesses, but usually, most demon abilities
are still counterable by holy powers, and the Darkfires even
learned to counter most of the Hazeldine's demonic enhancement
using their elemental abilities, such as using ice to counter a
fire demon.
- Unique Abilities: When enhanced in the old ways, the demonic
enhancements are done directly to the Hazeldine, in which they
become slightly altered in their physiology to match whatever
type of demon they gain the power of. For some aspects, this is
a good thing. Usually, this comes with advantages and
disadvantages, since these changes can come with weaknesses. For
example, a fire demon will usually gain some sort of fire
manipulation, or a specifically animal type demon might grant
the Hazeldine beast-like abilities. This depends on the
enhancement and how the Hazeldine's power responds to it, making
each Hazeldine unique. Usually, most Hazeldines who still use
this don't necessarily grow in supernatural ability like the new
ritual binding path, but instead they usually focus on growing
their power through developing new and stronger techniques.
Elders of this can often turn one simple gift into an entire
arsenal of techniques. For example, an earth user might find a
number of unique ways to use their earth manipulation or find
new ways to use it, such as certain Hazeldines that tried to use
sulfur from their demonic presence to react with their power to
create unique abilities using the sulfur, such as molten sulfur
creating hydrogen sulfide to generate explosive abilities. This
depends on the creativity and knowledge of the Hazeldines, since
each one develops their power differently based on what powers
they get. Some will actually change appearance, such as a
wolf-like demon enhancement granting enhanced claws and teeth,
or sometimes even wolf ears.
- Demonic Blood Manipulation: All of the Hazeldines can
manipulate blood, whether it's from themselves or from blood
spilled around them. For the most part, Hazeldines who still use
the old ways also have demonic charged blood when using their
own blood, which lets their blood also do demonic damage to
opponents. Usually, this demonically charged blood has a demonic
presence to it, usually charged with sulfur as a result of the
demonic presence. However, this only applies to their own blood,
and not to other blood 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. Both have
unique effects, such as acidic blood burning like acid, or
base-based blood causing things like irritation and itching to
people due to the base effect. They can also use this with their
combat blood arts. Some have other techniques, such as freezing
blood into solid shapes, or some who use the iron in blood to
create solid attack weapons. Depending on the person's skill,
they are able to use this in different ways. Hazeldines also use
this to more easily draw blood out of people to feed on, in
which they are able to consume the blood they draw to themselves
at times, usually as a way to drink blood that they can't always
get to such as blood spilling from an opponent.
- Demonic Blood Demon Blade Creation: This dark art was taught
to the Hazeldines when they received their training in using the
ritual bindings, and were taught to do this. By using blood
manipulation, the Hazeldine is able to create demon blades out
of the iron in their blood, which become black blades they can
use in battle. Thanks to some advice and a special blood arts
spell, the Hazeldines demon blades made from iron have unique
properties, including being made from demon blood, so they have
a demonic presence in them. These blades are made of iron
sulfide, which is usually a black metallic color, or these
blades can be made using iron disulfide, which is pyrite (or
fool's gold) depending on what the Hazeldine wants to do. Both
do the same thing though, as the demon blades act similarly to
angel blades. When used, the demon blades are able to interrupt
holy regeneration, being able to kill holy creatures like angels
or holy power users. These blades are very useful against holy
users they might face, and the iron in the weapons also makes
them great for fighting spirits and ghosts, since the iron in
their weapons can do more damage to ghosts, spirits, and even
death wraiths. For the most part, these are usually disposable
blades created by the Hazeldine that can be tossed aside after
they are done, or the Hazeldine can reabsorb the iron sulfide
back into their system by reverting it back into a demonic
presence iron and fusing it back into their blood with dark
alchemy. These blades are not the strongest blades, but are
still very dependable in strength in battle. These blades can
kill any holy being or angelic being if they are stuck in the
heart or brain, similar to how angel blades can kill angels and
demons. This even works on other demons as well due to the
similar natures of angels and demons (since angels and demons
are the same kind of creatures, but on opposite ends of the
spectrum of good and evil). The only problem is that these
weapons cannot kill higher level deities or archangels, since
these blades aren't strong enough to do so.
- Hazeldine Shadow Manipulation: 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 shadow manipulation is mostly just basic shadow
manipulation, in which most Hazeldines don't use special shadows
unless it's a unique power they possess, or the shadows they use
in dark defense or offensive shadow magic. This is a basic
shadow control that can mostly be used to fight opponents, and
also can be used to travel around using shadow melding. The
basic shadow power is able to let them use shadows to attack
people, creating constructs, or even be used to grab and trap
people. For the most part, this is a simple darkness
manipulation, though more advanced users can also use this in
different ways, such as manipulating acidic shadows, or creating
advanced unique types of shadow abilities depending on their
skillset. The main use most Hazeldines have for this technique
is using the darkness as a barrier for themselves, since they
are vulnerable to light, being a clan steeped in the power of
shadows. These shadows are countered the same as normal shadows,
with light being the main counter to darkness abilities. For the
most part, darkness users are weak to things like flashbangs,
which can temporarily negate most shadow user's powers. Some
shadows are even vulnerable to fire, in which some (Specifically
holy fire) can burn away shadows.
- Dark Arts Vampire Shadow Regeneration: For the Hazeldines,
many of the Hazeldines have some form of regeneration. While the
current Hazeldines mostly have their regeneration based in pure
demonic regeneration thanks to their demons, those trained in
the old ways have enhanced vampire regeneration, with their
knowledge of the dark arts that was originally granted by Vobu,
being used to power their regeneration. By using the power of
the dark arts and concentrating the power of darkness into
themselves, they are able to regenerate using darkness
passively, in which they can regeneration any part of their body
including their limbs and organs as long as their heart or brain
aren't destroyed with a holy weapon. This allows the Hazeldines
trained in this art to regenerate their body, which was a dark
art developed by the clan to match the Darkfire's elemental
regeneration. However, this art is based purely in dark arts
power, and uses darkness instead of an element. While the
Hazeldines that use this can also regenerate, the main danger to
this is light attacks being able to interrupt this, or a
flashbang negating this regeneration completely to basic vampire
regeneration. The basic regeneration is only able to close
wounds, and cannot regrow limbs or organs, but this is only when
the Hazeldine doesn't have darkness to rely on. For the most
part, the new ways with Hazeldine demons are a more powerful
regeneration, since the Hazeldine can regenerate from more and
their regeneration is harder to interrupt, but the old ways are
still useful for regeneration, and even have some of the newer
Hazeldines seeking to use this dark art to amplify their demon
regeneration.
- Hazeldine Shadow Meld: This lets a Hazeldine travel around
using shadows, as they are able to fuse into shadows and go
anywhere in the world as long as there is access to a shadow,
granted there is no supernatural warding for teleportation.
Unlike the ways that use demonic type teleportation, this
teleportation simply uses the shadow realm as a means of travel.
By using shadows, they are able to travel through the shadow
realm, which connects every realm through the Hall of Souls. In
addition to being able to go anywhere in the world, they are
also able to go between afterlife realms as well, in which they
are able to also go between the Veil where human souls remain
after they die, since they use the same travel paths as the
death wraiths do. However, it's rare for a Hazeldine to go to
the afterlife, since they usually are chased out by death
wraiths and/or grim reapers. This technique requires only that
the Hazeldine knows where they want to go, though since the clan
is naturally connected to the darkness, most Hazeldines know
their way around instinctively. This can also be used in battle
to a degree, if the Hazeldine can meld into a shadow if they
want to teleport around the battlefield. Some death wraiths call
this "shadow walking", a term that is common for this method of
travel and fusing to shadows. Hazeldines can stay in shadows for
an extended amount of time, but if the shadow they are in is
destroyed, they risk taking damaged when forced out of the
shadow if the shadow is destroyed by something like a flashbang
just like other shadow-walking races. Hazeldines with this art
of teleportation have more options on where they can go, but
will find it easier to get lost if they end up trying to go to a
place they don't know, making it dangerous if they end up not
knowing where they are in the world.
- Black Magic/Dark Arts: Thanks to the clan's natural talent
for darkness and the dark arts they learned from Vobu long ago,
they also found a talent for black magic, also known as dark
magic or dark arts. Both the old ways and the ritual binding
path both use these dark arts the same way. 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 (sometimes referred to as dark
support/defense magic), dark attack/shadow magic (offensive
magic that uses shadows and dark energy to attack people), or
dark elemental magic (dark arts element-based magic). Each
Hazeldine's black magic abilities are different and some can
even develop new black magic abilities as they practice dark
magic, and, as they grow, they are able to learn more advanced
magics. 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 or
use other magic options. Most usually stick with the family's
dark art spell-books, and/or modify known spells into their own
unique twists, such as adding a demonic element to an earth
spell, or adding demonic darkness (if they can use it) to a dark
attack spell. Some rare cases of Hazeldines are able to learn
neutral magic or even demonic magic instead of dark magic
depending on their affinities, though most of the time this
magic usually falls into elemental magic or buff/healing/support
magic as shadow/attack magic is solely dark 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 magic alchemic art, one that is based in manipulating the
elements around them using a powerful dark arts based alchemy by
using darkness to take control of the elements around them. This
is a basic elemental alchemy, but just uses darkness to use the
alchemy abilities. 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 like changing elements around. For the most part, this
power focuses on it's ability to change elements, in which many
people familiar with alchemy know that this art can change the
forms of things around them. 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. For the most part, this also has the same rules as
normal alchemy, such as it being impossible to convert
non-living matter into living matter, as well as certain taboos
like not creating gold using this alchemy. The abilities gained
and used often depend on the Hazeldine, their knowledge, and
their affinities. For example, a Hazeldine with enough knowledge
could use their knowledge of demonic presence of their sulfur
into elements they can use in battle, which was something that
they learned from watching Vobu fight. This is another power
that is used the same way no matter what training path the
Hazeldine takes.
- Alchemic Matter Conversion: Hazeldine elemental users are able
to convert matter through dark elemental alchemy, changing
matter as they see fit. This can be as simple as turning lead to
gold, or dispelling elemental energies or converting them. An
alchemist, if they know their environment and composition of
what they're manipulating, can use it to convert matter. This is
the main ability of alchemy that is used by the Hazeldines.
While this does cover elementals to some extent, this is far
more than just converting elementals, but includes general
changing of matter, such as changing the form of a metal to make
a stronger metal, or weakening certain materials if they are
trying to weaken armor or weapons (though certain types of
weapons and armor might be immune to this ability if the
Hazeldine doesn't know how the power of the weapon or
armor/shield works). There are two aspects to this power, and
that is change of form and change of shape. Changing the shape
can simply change the shape of something, and changing the form
changes the matter into something else. However, they do have to
know not only what they're manipulating, but also what they're
manipulating it into. This means that if they try to manipulate
a substance they don't understand, or don't know what the thing
they're trying to convert is made of, this power doesn't work
properly, and often completely fails or rebounds on the user.
- Dark Arts Familiar Summoning: Before the Hazeldines used demon
summoning, they used to summon vampire/dark magic familiars
using dark arts. After the contract was made with someone to
grant them new power, this art became mostly unnecessary, and
the Hazeldines also stopped using it for fear of summoning
familiar spirits loyal to Vobu by accident after an incident
with another Hazeldine and a follower of Vobu. This art summons
different familiar spirits to the Hazeldine, and the Hazeldines
can usually have up to 5 dark familiar spirits. Usually, the
familiar spirits become like pets to them, where the familiars
will aid them in battle, or can be used to help guide them in
knowledge of the dark arts. These spirits are usually bonded to
a Hazeldine similarly to the Darkfires and how they bond spirit
armors to them using their demon armor familiars. However, the
Hazeldines that use this art summon dark spirits, usually in the
form of animals to help them in battle. The familiars are
spirits bound to the Hazeldine, and can be summoned at any time.
When destroyed, the spirits don't die, but instead lose their
ability to manifest temporarily (depending on the damage taken,
they could lose manifestation ability for up to 5 rounds). Of
course, anyone who can destroy a dark spirit can destroy these
spirits as well if they have a weapon that kills spirits. For
example, iron will instantly dispel most familiar spirits, and
other weapons like zanpakutos or death wraith soul swords can
also be used to attack these dark spirits as well. When
destroyed, the spirit will have to be replaced with another
familiar summoning.
- Dark Arts Soul Energy Drain Power Replenishment: This art
isn't typically used to the ritual bindings, as the Hazeldines
found it far too costly in terms of having to survive on soul
energy. However, by using the dark arts that Vobu uses to steal
soul energy, those trained in the old ways have modified this
art so that it's not so costly to use. Instead of stealing souls
like the Hazeldines used to do, they only steal soul energy,
pulling on the soul energy from the soul of someone they want to
draw from. This doesn't kill the person being drained, and
instead just weakens their soul until they have time to recover.
This art lets a Hazeldine use stolen soul energy to replenish
their power, using physical touch to absorb soul energy from the
person they are in contact with. This art is very useful for
recharging a Hazeldine's power quickly, and can even be used in
battle to rejuvenate a Hazeldine's power. However, unlike
typical soul eaters, the Hazeldine doesn't gain the powers of
the soul, since they don't give themselves over to the full soul
devouring aspects of this power. They only feed on just enough
soul energy to replenish them to full power, and feeding on more
will not make them stronger, but just be a waste of energy
unless they have a way to store the energy for later in special
containers. For the most part, this can be a bit bothersome at
times, but is far more dependable than it used to be, since the
Hazeldine used to fall into a hunger for souls like many soul
eaters do. This can still happen if the Hazeldine isn't careful,
as some can steal souls entirely if they draw hard enough on the
soul, and if this happens, the Hazeldine will be cursed to
survive on this dark art as a result, similar to how Vobu fell
prey to an endless hunger and has to survive on souls and blood.
This can easily happen to a Hazeldine as well if they are not
careful, requiring them to carefully control how much soul
energy they take and how they do so.
Shark Demon Abilities:
- Hazeldine Demon Enhancement: Shark Demon: In the old ways of
the clan, the clan would gain demonic power through demon blood,
and would gain the powers of a demon through the contract they
made with Satan. This is an older style of demonic enhancement,
and grants unique changes based on the type of demon. For King
Shark, he gained the power of a shark demon, hence his name
"King Shark". King Shark is a shark type demon, with him being
one of the few water type demons known among the clan and among
demons (alongside those like Leviathan). King Shark's shark
abilities include water manipulation and a number of shark
abilities. For King Shark, this shark demon power is his unique
demon enhancement, and remains the focus of his combat and
technique training as the current Fang King, in which he is the
only known one of the 8 Kings that still uses the old ways. For
the most part, King Shark is a very dangerous opponent in the
water (Though he is still very strong and able to fight on land
as well), and is perhaps one of the toughest water users that
the clan has. For the most part, most people will be able to see
King Shark is not an ordinary vampire or person, due to the fact
that he looks like a very tall shark-man. Unlike other members
of his clan, King Shark cannot change into a human, and is only
able to walk around in his normal form, due to him not really
having great shapeshifting powers.
- Lungs/Gills Respiratory Adaption: Whenever King Shark enters
water, he is able to breathe in either water or air, in which
his respiratory system is a bit unique that it is able to
breathe in both water and air, able to passively process either
one at any time. As a result, King Shark is able to survive on
land or in water without any issues, and isn't required to keep
himself near water like certain other aquatic creatures would.
He is able to survive in water or land conditions, and his body
has a unique respiratory system that doesn't need to shapeshift
when he is in the water or on land. As a result, King Shark's
ability to switch between land and water requires no action from
him, as his body reacts based on what he breathes in. This means
that even if King Shark is drowned while on land (such as a
water attack trying to drown him), he will be able to breathe
without any problem. He doesn't need to shapeshift his body at
all to do this, and this ability works completely passively
whether he can use supernatural powers or not. For the most
part, the only real thing that can make breathing difficult is
if he is in too hot of an environment, like near a volcano or
won't be able to breathe in an oxygenless environment.
- Shark Teeth/Shark Teeth Regeneration: One of the first things
most people notice about King Shark is how he has a shark look,
which includes his teeth being that of a great white shark's.
His teeth are unlike typical vampires where King Shark doesn't
have typical fangs like a vampire, but has shark-based teeth
instead. King Shark's teeth are sharp enough that he is able to
even bite through metal, as King Shark's teeth are extremely
strong thanks to this empowerment. King Shark's teeth are
designed more to eat people rather than drink blood, so normally
King Shark has to get his blood from devouring people, unlike
many of the Hazeldines who simply drink blood, or he can use his
blood manipulation to draw the blood from someone into him
(though King Shark is more about eating people than using blood
manipulation). Like a shark, King Shark is also able to
regenerate his teeth at will if they are broken, and can
regenerate his teeth as many times as he needs to. While
normally vampires can regenerate teeth as part of their
supernatural regeneration, King Shark's shark teeth regeneration
doesn't cost any energy, since his shark teeth regeneration is a
natural ability he has thanks ot his shark abilities.
- Shark Skin Scales/Armor: Due to his shark enhancement, King
Shark has enhanced shark skin, which makes his skin far stronger
than normal beings. King Shark's shark skin is like armor, with
it being able to withstand a lot of major hits, and his shark
skin being much stronger than typical dragon skin thanks to it's
design. King Shark's skin is covered in small scales, which
together form a hardened armor around his skin. On the surface,
those around him cannot see the scales, but if one rubs his skin
the wrong way, they will see that his skin is like sandpaper,
just like that of a shark. This can also be used offensively,
where he can slash opponents with the scales, pulling himself
away from an opponent and using the scales to damage opponents.
This skin is very strong, and even able to withstand normal
bullets, requiring armor piercing rounds in order to pierce his
skin, or fighting strong opponents before one can break through
his skin. This skin is both a great defensive and offensive
tool, allowing him to use his skin for multiple uses in battles.
Of course, as one might imagine, there are still attacks that
can break his skin, but doing so requires a lot of power and
effort. King Shark's skin is almost stronger than dragon skin,
which shows how tough he is, and most normal bullets barely
affect him at all.
- Shark Fin Limbs: King Shark's arms and legs are enhanced using
shark power, where his arms and legs act like shark fins. The
main use of this is making swimming easier, since the fins are
usually designed for swimming. The second is using the sharpness
of his demonic fins in battle, where he can make his arms and
legs attack with a deadly sharpness that most people cannot see.
His arms and legs are able to slash opponents when he attacks,
and this helps him more easily damage opponents. His "fin"
enhancement makes his arms and legs slash similarly to swords,
with King Shark being strong enough to even slice through metal
using kicks, punches or strikes. This plays heavily into his
combat style alongside his shark skin, and lets him do heavy
damage to opponents when he is fighting in close combat. And
with King Shark's ability to transfer the force of his attack,
he can fire slashing waves thanks to his physical strength (More
in combat abilities). This skill is controllable by King Shark,
in which he can control when he does this thanks to his shark
shapeshifting skill, and can turn this off when he's not in
combat.
- Shark Elecotromagnetic/Water Sense: Being a shark enhanced
demon, King Shark gains two main abilities using his shark
powers to grant him additional senses. The first sense is using
electromagnetic senses to sense electromagnetic signals around
him. Thanks to being part shark demon, King Shark is able to
sense sources of electricity, with the most useful thing being
that he can sense any living being's nervous signals to allow
him to tell where anyone is around him. This sense also senses
sources of electricity, despite the fact that King Shark himself
cannot use lightning. This sense is very useful for him,
especially in the water where he can tell where all living
creatures are around him even without light. The second sense
allows King Shark to sense water pressure and moisture around
him. This allows King Shark to perceive movement in water, such
as water currents and other disturbances in the water with
incredible accuracy. This sense is useful for when King Shark is
in the water, in which he can use this to know his environment
and use it to tell where others are alongside his
electromagnetic sense. These two senses usually give King Shark
a very accurate interpretation of what's around him,
specifically working very well in the water, but not as well on
land due to sharks being water-based creatures.
- Demon Shark Digestive System: Thanks to his shark body and his
demon power, King Shark's body is a bit unique in how his
digestive system works. Unlike other beings, King Shark is able
to eat almost anything, even being able to eat metal as a result
of his shark enhancement. Due to this, King Shark is able to
devour almost anything, as long as it's not something he might
be vulnerable to, like something radioactive. King Shark's main
use of this is usually eating living beings, in which he has a
shark hunger to devour living beings. Usually, King Shark only
uses this to devour his enemies, in which he uses this to devour
the flesh of his enemies to feed his need for blood. However,
his body is able to digest almost anything he can eat, even if
it's not usually an edible item (as long as it's not something
that might make him sick). This means that one of King Shark's
most dangerous abilities is his ability to digest anything,
because it means he can eat just about anything, even using this
ability combined with his water manipulation to devour things
like fireballs. Of course, there are certain things he cannot
devour, like radioactive items, and he cannot devour certain
poisons that might affect him.
- Immunity to Metal Poisoning, Resistance to Poisons: Not many
people know this, but sharks are immune to metal poisoning
thanks to their unique bodies. They are able to eat these
materials despite them normally being undigestable. This also
includes a resistance to poisons, in which they are able to not
be affected by some typical poisons, and have a high resistance
to poisons in general. This makes it so that King Shark is not
affected by a lot of the things he might eat, such as devouring
metal or certain poisons, which can be very useful, especially
with him being able to bite through metal armors and weapons.
While he's still affected by supernatural metals like varanium
and stilled silver, he is still able to devour them and digest
them, even if the effects do still happen. King Shark is able to
use this to his advantage, since he is immune to the same metal
poisonings that normal mortals are weak to, which helps him
immensely against those like metal manipulation users, or using
this to devour supernatural metals people use against him. Of
course though, as stated, he is still vulnerable to varanium and
stilled silver, so he has to be careful not to devour those
metals or he might lose his supernatural abilities and/or
regeneration until the metal is digested completely or removed
from his system.
- Ocean Training Hardened Body: King Shark has a very hard body,
thanks to his training at the bottom of the ocean under insane
pressure in order to strengthen his body. By training constantly
changing pressures during his training, this means that King
Shark can adapt to pressure change much more easily than almost
most other races on earth due to his specialized training. King
Shark is able to go from ocean depth pressure to almost none
with no trouble, being able to withstand immense pressure or
lack thereof. This makes his body not only very adaptable, but
makes it extremely difficult to damage in a fight. It takes a
lot of strength to hurt King Shark thanks to his hardened body.
Combined with his impressive combat training, this makes King
Shark a very tough opponent. King Shark is also durable enough
he can be dropped from the sky, crash through a building, and be
relatively unaffected. His Hazeldine demon power is also much
stronger, and King Shark is strong enough that he could have a
building dropped on him without taking too much damage. This
isn't just in his skin and outer body though, as even his
organs, and parts of the body not usually strengthened are
strengthened due to the pressure he lived under and constantly
had to adapt to. And thanks to not being an underwater race,
King Shark is not limited by having to remain close to the
water, so he gained high training without gaining too much of a
weakness.
- Shark Enhanced Swimming/Enhanced Strength and Speed: Thanks to
his shark body and special training in the ocean, King Shark has
highly enhanced swimming, where he is able to swim almost as
fast as many supernatural underwater races thanks to his
specialized training. This ability not only grants him enhanced
swimming though, but also grants him highly enhanced strength
and speed thanks to his training underwater which heavily
strengthened his body. Thanks to great adaptability and enhanced
swimming, King Shark is a very dangerous opponent in the water,
and due to his shark physiology, shark form, and his
adaptability and training, he is able to keep up with almost any
underwater opponent, even being able to do damage to stronger
beings like larger monsters in the water known as "sea kings"
that are much larger sea creatures in the depths of the ocean.
This ability grants him highly empowered swimming, in which he
can swim close to the speed of a jet thanks to his specialized
training. With the Hazeldines old ways requiring good ways to
train the body and techniques, King Shark managed to do both
while swimming towards the bottom of the ocean, learning to
adapt to the pressure just like Atlanteans do. As a result, this
gives King Shark a huge advantage in the water, as he is strong
enough to lift a semi-truck, and fast enough he can swim as fast
as a jet. However, his speed is only that fast when swimming,
and not on land.
- Connection to the Clear: One of King Shark's abilities is his
connection to the Clear, in which he can connect to the life
force in the water. The Parliament of Waves is the mind behind
the force of life known as the Clear, a life force that connects
all water-based life on earth. Those empowered by the Clear gain
a powerful connection to the life force of any water-bearing
life (such as fish, whales and other water creatures), and can
even communicate with with them. The Clear is known for its
connection to the water or to the life in the water, and avatars
of the Clear become fighters to protect the water's life and
maintaining the balance that is necessary for the life in the
water to survive. Those that use the Clear don't just gain the
ability to communicate with fish and other water creatures
though, as they also gain the ability to utilize water and
manipulate it to their advantage. Avatars of the Clear are even
able to create water from vapor in the air, in which they can
use this to battle enemies of the Clear. Those that use this
power mostly are able to use this on water, or utilize this in
the water, and some can even gain the abilities of certain
aquatic life (like one who was able to gain the powers of a
shark). Avatars of the Clear are monitored by the Parliament of
Waves, who maintain the balance of nature's aquatic life
specifically. and focus primarily on making sure that the water
is kept safe for aquatic life to survive (Usually focusing on
the oceans). Typically, users of the Clear are powerful water
manipulators, and their strengths and weaknesses typically
reflect this. Typically, the best way to fight water users is
with lightning, which can separate water into it's individual
gases, and using any power that can help them kill aquatic life.
Certain other elements like fire (since it can boil the water
and evaporate it) can also be used if one is creative enough.
Typically, users of this are best utilized in the water, but
those that use this can use their powers in the normal world as
well. The Black is typically also a major enemy of the Clear,
just as it is an enemy to all of the Parliaments. Even though
King Shark is not an avatar of the Clear, he is someone who has
a connection to it. Since he doesn't misuse it, the Clear
doesn't really do much since he really only uses it to
communicate with aquatic life and doesn't really do anything
that might affect the balance of the Parliaments. Because this
is only a basic connection though, King Shark can only use this
connection to commune with aquatic life and can't use any other
aspect of the Clear (like advanced water/ice manipulation)
unless he were to become an avatar.
- Demonic Water Manipulation: Thanks to his training with
underwater jujitsu, King Shark gained an ability to manipulate
water, and his demonic power also gained this water manipulation
as a result of his training into dark elemental magic. Thanks to
this, he learned demonic water manipulation, which is water
manipulation with a demonic power enhancement. For the most
part, water can be a powerful weapon to use against opponents,
since many water users realized that pressurized water blasts
can do heavy damage to very strong objects thanks to powerful
water users like Leviathan. This type of water manipulation is
much like other water manipulation, and can be used the same way
as other water manipulation. However, in addition to being
water, the demonic energy in this water amps it's abilities
considerably, and allows this power to compete with other demon
and angelic entites. This water manipulation can be used a
variety of ways, with the two main variations being boiling
water and ice manipulation that most water users resort to.
However, there are plenty of other liquids that water
manipulators can manipulate, such as modifying the acidity of
water by modifying the PH level, or adding in other elements to
create an acid. To an extent, most will find that water users
can be just as creative as many other elemental users. However,
just like other elements, water has it's counters as well. The
two major counters for water manipulation would be lightning and
earth manipulation, though creative users can find ways around
these elementals if they are creative enough and know enough
about how elementals interact with each other.
- Boiling Water/Burning Ice/Ice Manipulation: These two powers
are the two biggest uses for water manipulation, in which water
users can use either of these abilities to enhance their water
manipulation. By manipulating the temperature of water, one can
make water into either boiling water or ice. Ice manipulation is
often considered it's own element, and can be used very
differently from normal water. Since ice is solid rather than
liquid, it has to be manipulated differently, something that
most water manipulators often figure out. When used, boiling
water can burn opponents, and if one knows enough about how to
create unique ice elements, one can use enough pressure to
condense boiling water into solid form to create a burning ice
manipulation that one can use like normal ice manipulation
except that it burns opponents instead of causing freezing
damage. This is just one way to use water manipulation, but
tends to be the main uses for water manipulationf or most water
users who don't know about the extended powers of water
manipulation or liquid manipulation. Of course, the main counter
to this is lightning, since lightning can be used to separate
water back into it's individual elements, hydrogen and oxygen.
- Acid/Base Water Manipulation: Not many realize it, but water
can be modified by adjusting it's pH levels, water manipulators
can change the base and acidity of water to better attack
opponents. Most don't know it, but water's ability to neutralize
base or acidic properties can be modified, in which the water
can be made acidic or basic. For the most part, acidic water
does exactly what people might think, which allows the acidic
water to corrode and melt if the pH level is low enough, in
which it can be used the same way as typical acid manipulation.
However, not many know how base manipulation in water works,
where increasing the pH level in water makes it more basic, and
improves it's alkalinity (it's ability to neutralize acids). By
using this in battle though, there is another use for this in
that water that is too basic causes irritation, itching and can
even blind people if thrown into their eyes. Of course, acidic
and basic water also have negative effects if introduced into
the body, which water manipulators can do through open wounds or
even just forcing water into their body. This can amplify a
water manipulator's ability to attack using these waters, adding
extra effects to their water manipulation. For example, a
pressurized water bullet using acidic water could more easily
pierce opponents and eat away an opponent's skin as the water
bullet pierces them, while basic water can case adverse effects
such as making someone sick, and even reduce someone's body
temperature.
- Demonic Sulfurous Acid/Sulfuric Acid Manipulation: Thanks to
his training and learning how to use sulfur, King Shark is able
to fuse his demonic presence with water, using the air to create
acid using demonic presence's sulfur. By doing this, King Shark
is able to create sulfurous acid easily by manipulating his
demonic water to interact with the air and create sulfurous
acid. He can also create sulfuric acid, which requires a bit
more oxygen and vanadium oxide, which he can add by using earth
manipulation. These acids are very strong acids, and much
stronger than most typical acids. This is a demonic
manipulation, and works alongside his demonic water
manipulation. He is able to control these acids, using them to
eat through most objects. While sulfurous acid is easier to
create, it is not as strong as sulfuric acid, but sulfuric acid
is stronger, even though it takes more power to create. These
acids are among some of the strongest acids in the known world,
with sulfuric acid being the most known as a dangerous acid.
Unlike some, King Shark cannot manipulate sulfur in a lot of
ways, since water and sulfur aren't normally a mix that can
create a lot of compounds/other combinations, with this being
the only real way to utilize his demonic presence's sulfur in
his demonic water manipulation.
- Aquatic Adaption/Underwater Combat: Those with water
manipulation are more easily able to adapt to being underwater,
in which they learn to draw water into them in order to survive
underwater without needing to breath normal air. While not
fish-like in nature, those that learn water manipulation are
able to use their water form mixed with their ability to absorb
water to make them able to stay underwater indefinitely. Many
with water manipulation even learn to take unique water forms
depending on their abilities. This also often translates to
those with water manipulation being able to battle opponents
underwater, in which water users can fight underwater much more
easily than regular opponents. This means that those that learn
to fight more easily underwater, and can learn to adapt more
easily to being in water or out of water can not only train
themselves to fight in multiple environments, but also train
their adaptability as well. For the most part, those with water
manipulation use this to their advantage, in which fighting
underwater can be highly beneficial against some opponents who
aren't used to the water. This is also good for fighting other
water-based opponents who learn this power as well. For the most
part, this grants more combat options, especially for those that
are out in open water or can generate enough water around them
to make an aquatic environment.
- Ice-Based Winter/Summer Adaption/Environmental Combat: For the
most part, ice users are able to use their abilities over ice to
do more than just freeze things and fire ice attacks. Ice users
are able to adapt to environments by using their ice abilities,
in which they are able to use their ice abilities to survive
almost any temperature. It may sound obvious that they can
survive cold temperatures, but ice users are able to adapt to
cold temperatures easily thanks to their constant training with
ice abilities, and their bodies adapting to using cold power.
The colder the ice user's power gets, the more easily they adapt
to certain cold conditions, with some even being able to live in
areas that are non-stop winter and see the weather as nice to
them. This doesn't just apply to winter weather though, as even
in deserts or in hot temperatures, ice users can use their ice
manipulation to keep their body temperatures down. While many
ice users would be weak to higher temperatures, and more prone
to things like heat stroke, advanced ice users learn to adapt to
higher temperatures by using their ice power. While this takes
more power than living in winter-esque weather, ice users are
able to live more easily in harsh tempatures than most people.
This also applies to combat, in which ice users mostly
specialize in adapting to the environment, such as using the
cold to their advantage. However, they can also use their combat
abilities in very hot water or around flames by using their ice
to keep themselves cold, and regulate their body temperature.
While fire can still burn them, hot temperatures don't do as
much to harm advanced enough ice users who account for their
weaknesses to fire and heat. Of course, this doesn't do a whole
lot against lightning users, and ice users can still be more
easily countered by lightning.
- Boiling/Freezing/Base/Acidic Water Touch: Those that can use
water manipulation can also use this power through touch as
well. They are able to use this a variety of ways in order to
manipulate the water in others. While it does require physical
touch, this can be a useful tool for damaging or killing
opponents. The main uses for this are for those that use the
water to literally boil an opponent using the water in them, or
can freeze the water, thus freezing them solid. This can be
useful in disabling or killing most opponents, since this power
can do severe damage to a body. However, those with basic and
acidic manipulation of water can also use this in physical touch
as well, since this can be used to essentially to change one's
pH level in their body, causing dangerous imbalances. As one
might expect, base manipulation can poison someone while acidic
manipulation can be used to eat away the body from within. This
touch is depedent on the knowledge of the water manipulation
user, since not all know how to use this ability effectively,
and doing so for some abilities can take enough time that
opponents will often counter attack before fully succumbing to
this ability. Of course, other water manipulators would be
immune to this since they can negate this effect, and lightning
users could electrocute water users through touch before they
can manipulate them.
- Dehydration/Rehydration Water Touch: Another ability that can
be used through touch is the ability to remove or put water into
someone, usually for specific effects. In battle, usually water
users will opt for using touch to drain the water and liquid out
of an opponent, dyhydrating them, even killing them if they
remain in physical contact long enough. A user could drain
almost all of the water out of someone, which can cause negative
effects. Anyone who has been dehydrated knows that it is not
good for the body, as it causes negative effects like
hallucinations and not being able to think or concentrate. Of
course, the other ability is by inserting water into someone.
Usually, this has no use in battle, except if one uses it to try
and overhydrate someone, eventually trying to make them explode
from within or drown them in their own body, though this takes
long enough that most opponents will usually counter before one
can pull this off. The main use is rehydration, which water
users can use on allies to revitalize them, and refresh their
allies in a battle. To an extent, rehydrating can even slightly
heal others. However, physical touch is required to do this, and
while it can weaken opponents, it also puts the user in prime
counter-attack position for an opponent to attack the user since
this isn't an instant process.
- Water Kinetic Energy Absorption/Impact Negation: One of
water's best properties that most don't take advantage of is
water's ability to absorb impacts and kinetic energy. Water is a
very good and useful thing for dampening attacks, even reducing
the impact power of most attacks. This doesn't just work on some
supernatural abilities like kinetic energy manipulation or wind
waves, but also works for absorbing physical impacts, such as
using water around them to absorb impacts from physical combat
attacks. Because of this, water can be used very well
defensively, in which water can be used to absorb a lot of
different kinds of impacts and physical forces. This can be used
a variety of ways, with it's ability being most useful in
physical combat, since most people don't use this particular
property of water manipulation, since it's something most don't
think about. Those that have trained in water and even trained
in physical combat underwater know how well water restricts
movement and power, with it being great even for absorbing
powerful impact skills. Of course, lightning is a natural
counter to this, since lightning combat can be used to counter
water.
- Water Absorption/Combat Enhancement: By absorbing moisture and
using it, those with water manipulation are able to use this
power to enhance their physical combat, similar to how certain
other elemental users are able to enhance their physical combat.
For water users, they are able to not only use water to absorb
kinetic impacts, but they are also able to use absorbed water to
keep themselves hydrated during a fight. This doesn't sound like
much, but because of the body's reliance on oxygen and water
fuel the body, this allows a fighter who is skilled in using
this to keep their bodies at peak physical condition longer,
using water to slow how quickly they will wear themselves down,
and allow a user of this ability to fight much longer than most.
This can also be used to manipulate the body, regulating the
body temperature using this skill, keeping the body from
suffering from drops or rises in body temperatures by keeping
the body's temperature constant. This doesn't just apply to
physical combat though, as many water users use this on a daily
basis to maintain their bodies and can use this to keep their
bodies in peak condition longer than most people can. This isn't
a passive ability, as it requires some concentration of water
abilities, but it can help a lot in battle, since many other
elemental users have their bodily enhancement abilities using
elements, such as lightning users increasing the nerve reaction
times and enhancing their abilities by using electrical energies
to charge themselves with more physical strength. Of course,
this requires knowledge of the body and how to manipulate it in
order to use.
- Pressurized Water Blast/Water Bullet: This attack was
originally developed by advanced water users, with the most
notable user being Leviathan. This attack takes water and
pressurizes it, creating a water blast that can blast and do
heavy impact damage to opponents, as well as objects around the
user. Much like how some fire strong attacks like lightning
users firing lightning beams, water users have similar
techniques. Depending on how they use this, they can fire larger
or smaller blasts depending on what they want to do. Larger
blasts can be harder to dodge, but they move slightly slower.
However, larger blasts can be fired with the force of a
canon-ball, and can do heavy impact damage to people and
objects. These larger blasts are strong enough to blast through
concentrate, and can do heavy impact damage to someone even
through armors. The smaller blasts may be a bit weaker, but are
much faster and harder to avoid than larger blast attacks. These
smaller blasts are strong enough to pierce through armors and
defenses, with smaller blasts being strong enough to even pierce
metal and blast through metal walls. Water can do immense damage
when used for impact abilities, which often make these
techniques hard to block. However, opponents can still dodge
these attacks, even if blocking isn't a good idea.
- Bubble Bomb: This is one of King Shark's unique attacks, in
which he utilizes the properties of bubbles to his advantage.
Usually, this attack doesn't look dangerous at first glance, as
it almost looks like normal bubbles, but those that fight him
quickly understand that this is not a simple bubble. In this
attack, King Shark forms what appear to be harmless bubbles, but
are actually bubbles that condense major physical air pressure
into them. When he uses this attack, the bubbles are hurled at
opponents, fired at them either from King Shark's hands, or
simply fired from the air around him. When the bubbles hit a
target, the bubbles burst with immense physical impact,
exploding with enough concussive force to blast someone open.
These are designed to hit with immense force, being almost like
small concussive force blasts in comparison except by creating
bubbles. He can also modify the effects like using demonic power
to grant demonic energy damage to the bubble's force as well, or
even use his base and acidic manipulation to change the
consistency of the bubbles for additional effects (like acidic
bubbles to affect an enemy with acid when the bubble hits). This
attack is fired at opponents similar to the water bullet and
water blast, and the size of the bubbles can be manipulated the
same way, with larger bubbles doing more damage but being a bit
slower and the smaller ones being faster but do less damage.
This can also do severe damage due to the moisture to mechanical
opponents and mechanical devices, especially when combined with
his acid water power. However, these are easy enough to destroy
or dodge if one knows they're coming, though one should always
account for the concussive force of this attack.
Dark Elemental Arts 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 powered by dark magic. They are
then able to control the element as they see fit. However, they
can only do this using existing elements, and if they don't have
the element to control, they must create it using their dark
alchemy. As an example, ice users have to use dark alchemy to
reduce the temperature of something to freeze it, then
manipulate the ice and turn it into dark ice. This can be a bit
tedious at times for Hazeldines who use elements not as easily
accessable, as they're not as skilled in elemental powers as
vampire clans like the Darkfires. However, this can be gotten
around if the user has a Hazeldine with support dark magic use
their item charge to charge up an item with a dark magic created
dark element, essentially making it far less tedious for them as
they can just use the item and summon the dark element to
manipulate. However, this requires preparation time. Since most
support Hazeldines use spellbooks to charge spells to pages,
they can hand pages over to those who want to use this. Any
element used can still be countered as normal elements, and can
be countered by holy energy. King Shark uses dark and demonic
water and earth manipulation.
- 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 whithering 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. The other way to avoid this is to just not get grabbed by
the user.
- Dark Element Bolt: The Hazeldine dark bolt spells essentially
are charged like bolts of elemental power, which are
concentrated then fired at opponents using an element. The
firebolt spell fires a condensed fire spear which is fired for
knockback more than anything, designed to impact hard even
through armor. More charges can be combined to make this hit
harder. The lightning bolt is designed to knockback 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
knockback attack. Earth users can modify the technique, making
it useful to do different things depending on the earth used.
Stone makes for better knockback, 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
knockback/piercing attack. Each Hazeldine usually can combine
them in special ways depending on the ones they have an affinity
for. Since the bolt spells is one of the simplest of the dark
magic spells the Hazeldines have for elementals, the bolt fusion
is meant to add depth and more ways to use the bolt spells so
Hazeldines don't always have to rely on higher level spells.
Advanced users of this bolt fusion can even use this to blast
through higher level elemental attacks, such as a fire/ice bolt
firing right through a lightning blast if the attack is strong
enough. Of course, this requires the Hazeldine to understand how
to combine the bolts and elements together, essentially making
this dependent on their knowledge of the elements they use and
how they combine the bolts.
- Dark Element Blast: These are blast dark magic spells designed
to blast opponents, doing damage to an area or group depending
on the element and spell used. The fireball spell charges a
fireball, when can then be thrown at an area, and explode,
damaging everyone nearby and doing knockback damage in addition
to fire damage. The 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 knockbad 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 knockback 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 spikey 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 hurrican wave works great on stronger opponents, as unless
one can negate the wind wave, even those with concentrated mass
can be affected, even though the effect is reduced on strong
opponents.
- Dark Element Sage Magic: This is by far the hardest set of
spells to use by the Hazeldines. These magic spells are
considered the "Dark Sage" spells, requiring mastery of dark
magic to use. These often require charging time, and for those
that want to try and charge an item with this spell, they have
to use more than one item, sometimes having to have up to three
items for one sage spell. These spells are also very costly in
terms of using magic power. Forblaze summons large pillars of
fire to come up from teh ground, which are hot enough to
incinerate most opponents if they are caught in it. The
lightning strike spell summons a storm which then channels a
powerful lightning strike amplied by dark magic to electrocute
opponents, usually stunning most hit by it. 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.
Dark Defense Arts Abilities:
- Dark Magic Item Charge: Those Hazeldines that can't use attack
magic still have ways of using attack magic, in that they can
charge items with dark magic spells. They can charge a
Hazeldine's attack magic to use spells in an item, which can
then be easily released should they want to release them.
However, this means that Hazeldines using this have to prepare
ahead of time, preparing spells usually with the help of another
Hazeldine that specializes in attack magic. Usually, Hazeldines
empower books to use this, charging each page with spells. This
lets the Hazeldines charge up their items/book pages, charging
them with either their spells or with another Hazeldine's spells
should they agree to use the spell so the support item can be
charged with the spell. This grants the Hazeldines who are
strictly more support in dark magic to allow them to still use
attack spells, even though most of their magic isn't attack
magic. The items used can be anything in the Hazeldine's
possession, such as rings, bottles, or even knives. However, as
stated, most often use spellbooks with enchanted pages, using
each page to hold a spell they can use by activating the page's
contained spell just like they would be able to use a normal
spell. This is partially why many support Hazeldines are often
seen with dark spell-books, since they often use this to empower
spells into the book for easy use. The spells would still be the
same though, meaning they would still have the same weaknesses
as whatever spell they're using.
- Evil Seal and Power Seal: The first spell is an example of a
dark magic skill that seals evil away. This uses the power of
darkness magic to draw an evil personality, sealing them deep
within the soul of the person they're trying to seal the dark
side in, and can be used to seal away evil power so the user
doesn't lose control of it. The evil seal is designed not only
for that, but can also be used to seal troublesome demons deep
into the Hazeldine's subconscious in order to allow them time to
grow stronger before trying to control the demon again. Despite
this being dark magic, this is a very useful spell for sealing
dual personalities, and even other beings sealed within the soul
to avoid them taking over for a while. The second ability is the
power seal, which can be used to seal powers when the seal is
placed on someone. Essentially, the seal placed on the user
becomes a way to negate one's powers temporarily for up to 4
rounds. However, the power seal has to be placed through
physical contact, and the spell has to be renewed if the
Hazeldine wants to keep the spell active. This allows a
Hazeldine to get an advantage on opponents who have their power
negated, since it puts opponents at a disadvantage (usually).
These two spells are essentially two ways to use the same spell,
even though they are treated as entirely different spells.
Usually, if someone wants to avoid the effects of this, they
simply need to avoid physical contact with the Hazeldine, and
those with strong enough counter magic can actually break these
seals on their own.
- Dark Empower: This spell powers up a Hazeldine's allies or can
be used to power up their demon (If they have one), powering
them up immensely in both physical and supernatural stats. This
empowers far more than a holy equivalent, and can be used to
empower allies with dark magic to enhance their abilities. When
used, this grants them a high level dark magic empowerment that
uses the Hazeldine's dark magic. This lasts for up to 4 rounds
if the Hazeldine isn't still focusing on the spell, and some
more advanced Hazeldines can actually empower people with other
dark magic-based abillities temporarily, such as a demonic
darkness user empowering a Hazeldine darkness user with demonic
darkness to not only grant a stat boost, but grant them
temporary use of the demonic darkness power. However, there is a
cost to this, as those who are empowered by dark magic will
recieve far more strain on their bodies as their bodies try to
handle the enhanced power. This technique provides a great boost
in power, but some allies can't be boosted unless they can
handle the dark magic, which usually isn't a problem for
Hazeldines, making this not too useful for anyone outside the
family unless they can handle dark magic enhancement. However,
even the Hazeldines can eventually start taking physical damage
from this spell if used too long. While it is strong enough to
keep up with high level opponents, the stress placed on the body
is not something to underestimate, since the empowerment is a
high level dark magic support spell.
- Dark Hazeldine Boost: This powers up a Hazeldine's combat
abilities, being an amplification using a Hazeldine's wicked
aura or demonic energy they generate depending on their training
path. The Hazeldine can do this for themselves, or another
Hazeldine. This amplifies only a Hazeldine's combat abilities,
amping them further than the dark empower spell. Since this is
focused in physical amplification, the body is able to fight
much harder than normal, and this can even restore some stamina
and energy when used, but overall, this is just a physical amp
that helps a Hazeldine in battle. However, this only works on
the Hazeldine family, as this uses wicked aura or the demonic
power to boost the body of another wicked aura user or a demonic
Hazeldine, since this power is designed solely to be used among
the Hazeldines. However, this only amps combat abilities, and
demons in weapon form are only amped in weapon form since they
don't fight while in their normal forms. This power can be used
to grant power equal to that of a transformation temporarily,
but cannot be maintained for long, because this spell too places
great stress on the body the more it is used. Similar to the
dark empower spell, this spell is designed for short bursts,
since overusing this can put enormous strain on the body as the
body tries to adapt the physical enhancement. Since this power
enhances much more than a typical enhancement spell, the body
often cannot keep up with this enhancement and will harm itself
if it cannot handle this power. However, using this in short
bursts usually prevents damage, at least temporarily.
- Dark Heal: This technique heals an ally or can be used to heal
themselves, using darkness magic to heal an ally or heal
themselves with concentration. This spell is mostly just a
standard healing spell, with some more advanced users being able
to use this to also restore stamina and energy by concentrating
the spell on certain aspects of the person they are healing.
When used by some more advanced users, this can even grant
darkness regeneration temporarily to those healed by it as long
as the dark magic is active. Unlike what people think, this
doesn't cause any ill effects, like disfiguration, when used by
experienced dark magic users, which is usually only something
that happens among novices that use this technique since it
doesn't work like normal healing. The Hazeldine is able to use
this the same way a healer would use healing magic, except that
the user has to use darkness to heal someone, which is different
from just repairing a body. For the most part, this works on
anyone, even if they are holy in nature as this is just a
healing power that just heals slightly differently than normal.
Usually stories about this spell paint it as a power that
disfigures someone when used, but this is only when used by
inexperienced dark arts users. However, as most Hazeldine's use
it, they usually are skilled enough to use it without worrying
about disfigurement or other ill effects that are rumored to
happen.
- Dark Stamina/Energy Restore: This spell lets a Hazeldine use
their energy to restore an ally's energy and/or stamina using
dark magic. This spell is purely restorative, using darkness
amplification to restore someone else's energy. Typically, this
works best on darkness users, or on those that are not holy in
nature, since this uses darkness amplification. They can also
use this on their demons for those with ritual bindings,
essentially feeding some of their power to restore their demon's
power if the demon starts to run out of energy. This spell can
also be focused using stronger darkness for a bigger boost in
restoration, with the Hazeldine also being able to control the
restoration by concentrating on what they want to restore, like
using this to restore energy first, making this more effective
based on the situation and what needs to be restored. This
doesn't heal people, but the darkness can boost their
regeneration if used properly if they have darkness, dark arts
users or demonic regeneration powered by darkness. However, the
energy gained is equivalent to the energy put in by the
Hazeldine, so this doesn't work on restoring their own power
usually, but as stated, can still restore their demon's power if
needed. Some advanced users can use darkness amplification to
restore more power with concentration, and some can even
replenish their own power if they have time to concentrate and
time to do so, since this can take a lot of time to fully
restore a Hazeldine's energy and stamina using this power.
- Dark Debuff: This uses dark magic to place a dark magic seal
on an opponent to lower an opponent's combat stats and weaken
their supernatural abilities for up to 4 combat rounds if the
spell's seal power is not replenished. This is meant to give
allies an easier time to battle an opponent if they're stronger
than the user, weakening opponents by using this seal. This seal
is placed through physical contact, and when placed, the seal
can weaken an opponent depending on how vulnerable they are to
dark arts. Usually, this works best on holy users, since it
weakens them more due to the conflicting nature, but also is a
danger since holy users can more easily break this debuff spell
seal if they have strong enough counter magic. This spell also
ignores resistance and immunity to darkness, granting this spell
the ability to even weaken darkness users. However, darkness
users are reduced the same way as those with normal
vulnerabilities, and doesn't use increased vulnerability.
However, to place the seal on the opponent, the Hazeldine must
do this through physical touch, so the easiest way to avoid this
is to avoid the touch that plants the seal on someone. And
opponents affected by this can break the seal if they are able
to use other magic equivalents of buff magic to buff themselves
back to normal, usually with holy magic equivalents being more
easily able to counter this. This is mostly only useful to
Hazeldines in order to counter buff magic opponents use, as it
can essentially cancel it out.
- Black Necromancy: This spell can bring the dead to life as
undead zombies to use in combat. This is useful when there are
bodies on a battlefield, as this can take control and bring them
back to life under the Hazeldine's control. However, this
technique requires the Hazeldine to control them, and holy magic
can still re-kill the zombies, as healing magic counters undead.
This technique is more like necromancy control, and designed
more for using dead bodies to help in combat rather than bring
someone back to fight alongside someone or bringing back an
ally. Most would think this an attack technique, but it is a
technique developed by the Hazeldines to support their family in
battle. This can also be used by advanced users to create
intelligent zombies, ones that act like they did in life,
usually as servants to the Hazeldine. When brought back, the
zombies are always under the Hazeldine's control, assuming that
the person's body or soul isn't warded against necromancy
specifically before-hand. This spell is designed so that a
Hazeldine can use others to fight battles, especially if this is
used as a support spell. In order to bring someone back, they do
have to be dead, and the soul doesn't necessarily have to be
brought back (most Hazeldines don't bring back the soul, since
it's easier to control a body without one). However, the body
does have to die before the person can be brought back with this
technique. Most zombies or undead created by this are usually
vulnerable to holy power, unless they were a holy user in life,
in which case they are weak to neutral abilities instead of dark
or light abilities.
- Sinclair: This technique uses the anger and hatred of either
the user or an opponent to create a power of darkness that can
be fired at opponents or be used for things like empowerment, or
creating constructs of more powerful darkness. This is a
powerful technique, but requires powerful anger or hatred to
use. As such, this darkness attack is useful for those who
release anger during a fight, whether it be opponent or the
user's or someone else's they can absorb. When used, it can do
things like firing an exploding orb or a powerful collection of
slashing waves, empowering opponents with the power of anger or
hatred, or be used to create weapons of anger or hatred,
depending on what the user wants to do. This technique can form
a variety of attacks when it's used, as it's a very flexible
power and can take any form the user wants, though usually it
takes the form of a type of darkness that absorbs the user's
anger and hatred. Usually they fire it as a more advanced shadow
wave or more advanced night spear attack, being a support attack
made using buff magic to channel attack magic shadows. However,
this power, while stronger than it's holy equivalent using
peaceful or calm emotions, is very dangerous to most users, as
if they use it too long, their anger or hate could cause this
power to damage them if they are not careful, or could cause
corruption in their minds with their abilities to feel hate and
anger. This is a problem not even the best members of the clan,
or even the one that created the attack (Vobu) can overcome, as
if anyone uses it too long, they will be damaged by this power
too. While angelic or holy variants of this power using peaceful
emotions aren't as powerful, they don't do the damage this does
if overused.
- Shadow Incarnation: This is a high level technique which uses
dark magic to steal someone's shadow, and bring it to life to
try and take out it's user to replace them as the dominant
force. The Hazeldine needs only grab someone's shadow, and then
rip it off the ground and sever it from the opponent, usually
using something like a knife or bladed weapon. Once done, the
shadow is manifested using darkness magic by the user to bring
it to life. Normally, this art is used by the Hazeldines to use
something as powerful as the opponent to fight them, with some
more advanced users being able to empower darkness into the
shadows to make them stronger. Normally, the shadow is actually
not only as strong as the opponent, but using more powerful
darkness empowers the shadow so it actually becomes stronger by
being a darkness element such as demonic darkness or primordial
shadows. Even holy users shadows can be empowered with this, as
a shadow will always use dark equivalents of any light powers
due to the dark nature of the shadows. These shadows take the
form of the person they come from, and will immediately try to
overcome their owner to become the dominant force. Unlike the
one that taught the Hazeldines this skill (Vobu), the Hazeldines
cannot control the shadow completely, but can focus the shadow's
attention to the original. After the original dies though, the
shadow becomes a new dark entity, usually becoming a shadow
connected to the darkness of the Hazeldine to strengthen their
darkness, or become a dark spirit and are released into the
world as such. Unlike other arts that use this, most shadows
disappear after the owner of the shadow dies, but most
Hazeldines that use this power usually empower the shadow so it
doesn't die with the owner. However, most cannot control the
shadow alone, since they cannot overpower the will of the
shadow, meaning that the shadow will act of it's own accord and
may even attack the Hazeldine if it accomplishes it's mission of
killing it's owner first. Light attacks and holy attacks are the
best way to counter this art, and if the opponent destroys the
shadow, the shadow will fade away and return to it's owner.
Blood Arts Abilities:
- 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 or their body, then slash while harnessing their dark
spirit power. Depending on the blood used, this can have unique
effects, such as the demonic enhancement blood being able to use
demonically charged blood to power this with demonic power, or a
ritual binding ability using this to fire a more powerful
darkness wave thanks to the demon's amplification. This ability
is designed to be fired at opponents using the blood, which
causes the attack to be fired from the blood used once the blood
art is fused with dark magic. When used, some more advanced
users can even throw the blood at people and delay the attack so
the darkness is fired as close to an opponent as possible,
making it harder to avoid usually to catch an opponent off
guard. This ability can be avoided, or blocked assuming the
opponent has the power to counter the number of slashing waves.
This can be strengthed by now much blood is on the sword or on
the part of the body attacking. So a weaker attack means the
attack can be used more often while stronger attacks can't be
used as it takes more blood. This attack is also one that
usually only works once or twice before the opponent figures it
out.
- 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. When used, this is usually used for one power strike,
and depending on the blood used, some can modify the effects.
For example, one could use demonically charged blood to grant
this technique a demonic damage element to the blood, or one
could use black blood empowered shadows to add a darkness
element to this power. For the most part, this is designed to be
a one-strike move, and designed to be used in close proximity to
an opponent. There aren't many ways to modify this skill, as
it's abilities are mostly about piercing and cutting through
objects rather than things like increasing the speed of the
strike or adding other damage to the attack. 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 attack connects, or the user can also do this using
physical attacks as well. Most opponents only see a flash of
light when this attack happens, due to the blinding speed of
this skill's movement which is how the technique gets it's name.
Depending on the user, demonically charged blood or black blood
can also be used to enhance this skill, where they can add
special effects based on the power used to amplify this attack's
damage. However, this can only be used once every five rounds
due tot he stamina needed, 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 to strong opponents.
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. This is hard to dodge once the attack is initiated,
but if an opponent who knows it is coming moves before the
attack is initiated, they can dodge this. It is also possible to
block this, since this typically cannot pierce defenses.
- Blood Art #4 Aura Breaker: This lets the Hazeldine negate
energy attacks with their weapon or with a physical defense for
up to 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 they can't counter
normally. 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. This can also be empowered by
the blood used, such as demonic blood granting temporary
immunity to demon power or black blood granting temporary
immunity to normal darkness abilities. Though while this is
useful for breaking defenses, this technique can still be
blocked by physical attacks, and those that use simple physical
attacks cannot be countered with this ability unless the
physical attack is amped with supernatural power, such as a
punch enhanced with fire abilities. For the most part though,
this can be a double edged sword, since the Hazeldine also
cannot use energy attacks when this power is active, since this
also negates the Hazeldine's own energy including their darkness
manipulation and their demonic energy manipulation. Usually, any
energy generated is instantly negated when this is used.
- Blood Art # 5 Super Sonic Slash: This lets the attacker fire
waves of high frequency waves at an opponent during a slash or
physical attack using the blood to trigger this blood art. This
is a single slash attack which can disorient a person if they
are too close to it by scrambling sound waves and affecting the
inner ear to disorient someone's equilibrium. This is designed
more to scramble sound waves when they are processed by the
inner ear, making this useful for anyone that can hear sound.
Usually, most beings are vulnerable in some way to this as long
as they have a mortal-esque body that can hear like normal
people can (some with unique bodies may be immune to this, like
those made entirely of things like shadows that have no real
"substance"). The best way to avoid the affects is to counter
with another element wave to cancel the wave, such as another
sound 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. It is also possible to avoid the
attack completely if one can cut off the sound to their ear and
not let the sound be processed by the inner ear.
- Blood Art #6 Soul Body: This ability creates a solid dark red
blood 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 up to 3 combat rounds.
This is usually used as a way to attack opponents without having
to be close to the opponent, as the red blood clone can solidify
and turn liquid-like as needed, allowing it a degree of
versatility. This power can also be enhanced using the
Hazeldine's blood, with demonically charged or darkness charged
blood granting the clone certain immunities to dark or demonic
power respectively, or be used to empower the clones to be able
to fire demonic or darkness attacks depending on the blood used
to power this skill. 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. This also typically requires more blood
than many other blood arts due to how much blood is usually
required to create the clones.
- Blood Art #7 Blood Mist Prison: This ability requires the
attacker to take a fatal injury, while their weapon or a part of
their body is coated in blood (The attacker has to hit the
Hazeldine and do actual damage). When the opponent hits with the
attack, the attacker does a replacement skill where they
disappear and leave behind a blood clone of themselves from the
blood spilled during the attack's hit. The blood explodes from
the body and then solidifies in the area with the opponent still
up close to the Hazeldine. The blood solidifies in spikes, which
can cause damage at almost point blank range where they strike
the target. This skill can also be empowered by black blood or
demonic blood, depending on the skill of the Hazeldine, usually
for additional effects, such as darkness damage or demonic
presence damage. This skill is very effective for if a user
needs a quick escape, since this can be used to escape a battle
should a Hazeldine be in a dangerous spot. 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, due to the condition usually requiring enough blood
that most users would pass out after using this skill.
- Blood Art #8: Dark Blood Familiar: This art lets the user
create a blood familiar from their weapon or from their body
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, while smaller familiars can be created with less blood,
or users can use more blood to make the familiar more potent,
thus making it stronger. 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, or can be used to
attack opponents with special blood abilities, such as demonic
blood being able to use demonic presence abilities, or black
blood being able to concentrate darkness abilities to battle
opponents. This technique is similar to elemental familiars used
by the Darkfires, but this simply requires blood instead of
elemental power. Beating these familiars 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. Sometimes, some can even use things like
hydrogen peroxide, or anything that can wash away blood to
dispel this since the familiars are purely designed to be used
using blood. If not exploding on an opponent, these familiars
can also be called back to the Hazeldine, and refused into their
blood to keep them fighting longer.
- Blood Art #9 Blood Lock: This lets the attacker lock their
position and harden themselves until they become so solid using
the blood that they are almost impervious to damage temporarily.
When used, the user is completely still, and uses this to stay
in one place temporarily, usually to avoid an attack. However,
this requires completely standing still, and while the skill is
active, the user 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 almost any attack as long as
it's not an attack that passes through physical matter.
Depending on the user's blood, this can grant complete immunity
to either demonic or darkness based on what kind of blood is
used, where each training path has it's own use for this power.
Each can also have certain effects, such as demonically charged
blood having a demon presence combining to create iron sulfide
which can dispel spirit beings on contact, and darkness being
able to use black blood to create an acidic darkness to damage
opponents who try to physically attack the user. However, the
user can't stay in this for long, or they may leave themselves
open when they come out of it. They also 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 before the user needs to come out of this or
risk damage. This is purely defensive in nature, and cannot be
used to attack at all.
- 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. Depending on the blood used, this can have additional
effects, with the two main ones being demonically charged blood
and darkness style black blood. Demonic blood can cause demonic
damage within the body if the blood makes it into the body,
which works great against angelic opponents and other holy
opponents. Darkness users can use black blood to infect
opponents, causing darkness damage with does more damage to
light users and can be used to blacken blood in the opponent to
turn it against their body 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. Opponents can also
purify it out of their systems using certain things like holy
water to purify demonic blood or purifying light against
darkness-infused blood. Depending on the powers that the user
can fuse into the blood, this can have many different effects,
such as plant users being able to poison their own blood and use
it in the attack, or other energy users being able to charge
their blood with other skills like lightning charged blood or
other skills based on the blood they use. This is dependant on
the Hazeldine, though even on it's own, this can be dangerous
since introducing foreign blood into someone else can be a
problem if they are different blood types.
Combat Abilities:
- Combat Style: Ice of Fortitude Style: This style is purely
defensive, in which the user is taught to use the moisture in
their bodies for two things. This style focuses on defense and
stamina more than anything. Users of this style are able to keep
oxygen flowing through their bodies using water in the blood,
making their stamina able to last far longer. The second main
use of this style, is that the moisture can harden the body
immensely, increasing defense even above that of a dragon's
skin. This is a great defensive style, in which users often
become tanks for damage when using this style in battle.
However, those who use this style have reduced mobility due to
the hardening, though the hardening can be turned on and off.
This style is weaker to fire styles, and while the defense is
strong, stronger opponents can still break through it or just
dodge the attacks. While users can be strong, speed and mobility
are sacrificed with this style. Though advanced users of this
style are able to freeze opponents who hit them, making this
able to attack opponents through defense. Those who use this
become like a wall of ice, and are hard to break through.
- Combat Style: Headhunter Golem Style: This style is very
changable, 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. Some who use this can hit
the earth around them and transfer their blows through the
earth, such as hitting a rock and transferring the force of the
blow to the person on the other side of the rock.
- Combat Style: Darkstream of the Night Style: This style is
designed for mobility and stealth, 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 Hazeldines use darkness in some
form. Those who see this often compare the Hazeldines to streams
of shadows moving through the night. The main weakness of this
style is those who are equally as stealthy, like death wraiths
who can use similar attack styles, which often conflict with the
Hazeldine unless the Hazeldine is better at the style than the
person they are fighting.
- Stepping Method: Icestep: This stepping method goes with the
ice combat style and reduces friction for users, letting the
user slide around as the bottoms of their feet appear to freeze.
This lets users of this style avoid attacks a little more
easily, and tries to make up for this style's lack of mobility
by allowing the user to slide around and increase movement.
Advanced users of this style can cause frostbite to opponents by
kicking them with their feet, as their legs grow extremely cold
using this method and sometimes even freeze the area they kick.
This doesn't amp speed though, though this does slightly amp
power, using the solid freezing aspect to add more substance to
the legs so that they are able to hit much harder. This is a
good training style, as adding more substance using this ice
power can help a Hazeldine train by increasing their weight.
This is more defensive than offensive though, and users can
sometimes even freeze the ground when using this which can cause
problems if they aren't careful. Usually, the biggest weakness
of this is speed, even though the strength and defense often
turn people into tanks for damage, but at the cost of mobility
and speed. Those that use this usually have to train harder to
be faster in order to use this style effectively, especially
training their stepping method so they move faster than normal.
- 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 based on the earth under them. They
can also make their legs more lightweight to increase speed, or
increase certain elements to amp strength or even move more of
their heavier elements to the top of their body to make movement
easier, though this might come with certain side affects if
misused. This is the more adaptable style that focuses on
whatever the user wants to focus on and how they want to use it.
Like it's parent style, the user can often choose how they want
to focus this, whether it's for speed, strength, or defense
depending on how they use the elementals in their legs to amp
this style. The main weakness of this style, like it's parent
style, is that usually as one stat increases, another decreases,
such as speed reducing strength or defense decreasing mobility.
Depending on how it's used, this is a versatile style though.
- Stepping Method: Darkstep: This stepping method essentially is
designed to be used in the shadows, and can help the user step
between shadows more easily. This stepping method is designed
for stealth, making users able to hide in the shadows, often
becoming dark blurs in the shadows as they are able to focus on
speed and jumping from shadow to shadow. More advanced users of
this combat stepping method can actually blot light around their
feet, reducing the light as they pull up the shadows from the
ground around them. Some can even used darkness as a stepping
stone, or as a way to propel themselves, using the shadows to
boost them like one would use a bouncy surface. Some users of
this specifically battle using darkness around them, with the
more darkness being around them, the more they are able to do
with this skill. Some have even been able to kick darkness at
people, much like someone kicking dust at someone, except some
can actually kick slashing waves of darkness or shockwaves of
darkness using the darkness under their feet if it's potent
enough. This style's main weakness is light, as one might guess,
since the style requires shadows to work. Users can be forced
out of this style when bright lights remove the shadows from an
area, or some more skilled users might be able to push the
Hazeldine out of the darkness (with such creatures like death
wraiths being more skilled darkness users).
- 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, which
was the preferred style of the Hazeldines since the clan was
founded. 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 or the demonic
enhancement Hazeldines also having weapons they use in battle,
it is important for them to learn this, and many often learn
other styles in addition to this depending on their weapon of
choice. People can learn all sorts of styles branching off of
this, because this style is so adaptable and has spawned so many
variations as it's seen as the basic sword style. 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 that are used in Japanese jujitsu. This
combat style is designed to defeat the strengths of armor which
made striking ineffective in physical combat, with the style
also having different countries using different versions of this
style. 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. This style focuses on grapples and holds, and
advanced users can do things like dislocating joints, breaking
bones, using an opponent's center of gravity against them, and
even being able to knock opponents off-guard and throw them with
the momentum of their own attacks. This style is usually
defensive in nature, specializing in turning an opponent's
attack into an advantage for the user. Users of this style can
turn defense into offense without having to shift stances like
certain other styles, since this style fluidly uses both at the
same time.
- Celerity Art: Projectile: This is a basic vampire celerity art
skill which most vampire clans teach, and is pretty easy to
learn by vampires with a speed-based skillset. This combat
technique speeds up something thrown at opponents, letting
vampires transfer their celerity combat speed to projectiles.
This speeds up an attack or weapon thrown using this training,
essentially making a thrown knife into a speed akin to a bullet.
In addition to increased speed, the increased speed also does
more damage, as not only does whatever projectile hit the
target, but the impact damage of the increased speed also does
more damage as well. Fast opponents can still dodge this, and
the attacks can still be blocked. This is designed for opponents
fast enough to dodge normal projectiles, as this technique is
designed solely for speeding up projectile techniques and making
them harder to dodge.
- Celerity Art: Flower of Death: This is a vampire celerity art
combat technique where a vampire transfers their speed with
their celerity training and applies it to their combat tactics.
This gives them a huge boost in hand to hand combat, letting
them move extremely fast in their combat and making it so they
are extremely hard to keep track of in a fight. Combined with an
already fast opponent, this art can be deadly in close combat if
the opponent can't keep up with the user. Users of this are
taught to fight in close combat at incredible speeds, enhancing
their speed, and at times, their strength as well due to the
increased speed. Those who use this are dangerous in close
combat, and when combined with techniques like Sonido and other
martial arts, this technique can make a deadly fighting style
even deadlier.
- Celerity Art: Zephyr: This celerity art is akin to comic
book-style uses of enhanced speed, where the user moves so fast
they can do things like running across water, running up walls,
and in some faster cases, running across a ceiling. This
technique requires precision control though, as one can easily
flatten themselves into a wall if they can't keep up with their
own speed. And for the most part, most vampires can only move
this fast while in motion, as when they slow down, they will go
back to their usual speed. This particular ability acts like a
high speed amp, amping the speed of vampires. However, if one
wants to train this, their best bet is to train their own speed,
as their base speed increases more with this than trying to
train the technique itself.
- Celerity Art: Dark Sonic Step: This is a variation of Sonido,
which Dovelthain and Elsa Hazeldine 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.
- Supernatural Strengths and Weakneses Expert: Since the
Hazeldines have fought for so long and fought so many
supernaturals, they have learned everything they can about other
races and have become experts in almost every kind of creature,
even knowing a lot of creatures that have been forgotten and
knowing most creatures in the world. In Japan and among the
Hazeldines, they mostly specialize in Voodoo gods (Due to their
original connection to Vobu), and spirit deities of the Shinto
religion (one based around spirit deities, or "kamis") which is
a national religion of Japan that the Hazeldines also
acknowledge. The Hazeldines have entire libraries on all manners
of supernatural lore and creatures, and they know the strengths
and weaknesses of almost every race, including spells, exorcisms
and traps used against almost all manners of supernaturals. For
the most part, they not only have knowledge of everything that
has happened since the Heaven/Hell war thanks to Vobu originally
training them as well as additional knowledge from Crowley, but
they have had a lot of time since the earlier days of man to
learn all they can about supernaturals, humans and even deities.
Though the Hazeldines are not a supernatural hunter family in
the traditional sense, they aren't afraid to fight supernaturals
who cross them, or stopping people who become a threat to their
forces. For the most part though, they mostly use their
supernatural knowledge and their knowledge of supernatural
hunting techniques to kill supernatural hunters that become a
threat to the family, which does happen from time to time.
- Supernatural Hunting and Tracking: Though not a supernatural
hunter, the Hazeldines know a lot of the tricks supernatural
hunters use through research into supernatural hunting
techniques, and picked up a lot of tricks to track people down
partially through experience of hunting down supernatural
threats, but also through the knowledge the clan has gained
since they were established. This has left them with not only a
great sense for hunting down opponents they need to hunt down,
but also left them with an innate ability to track opponents.
They are able to do very subtle things, like tell whether a foot
print is his target or not by things like the shape of the boot
and how deep the boot-print is, as well as also being able to
tell where his opponents go thanks to things like walks on
plants, and animals that are unusually silent in one direction.
They usually have a sense of when opponents are near, as well as
usually knowing which way an opponent is going. And thanks to
supernatural senses as well as enhanced normal senses, almost
all Hazeldines have a great sense of where things are around
them.
- Supernatural Hunter Training: Exorcism, Weakness and Trap
Knowledge: All Hazeldines are trained in how to use demonic
exorcisms and traps for a multitude of creatures and
mythologies, due to their loyalty to hell. During their time
working for Satan and now Crowley, they were taught demonic
style exorcisms and traps in order to take advantage of other
races weaknesses. For example, the Hazeldines know that holy oil
works well for trapping angels, and even know demonic exorcisms
to exorcise angels back to Heaven. For the most part, they also
know how demons operate, in case they should find themselves up
against other demons. The Hazeldines are fully trained on every
recorded way hell has to exorcise and trap other beings, since
Crowley has given them access to hell's demonic library of
knowledge. As such, the Hazeldines have had plenty of time to
gain the knowledge they need. While many of them are vulnerable
to things like demon traps and exorcising demonic presences,
they also use knowledge of these things to avoid their
weaknesses thanks to knowing how those exorcisms work. The
Hazeldines are trained as much as possible in this art so that
they can learn everything they need to know to survive.
- Hazeldine Assassination/Interrogation Training: As part of
their training as warriors, many Hazeldines are trained for not
only assassination, but interrogation as well. With their
stealth training, assassination missions usually come fairly
easy if the user is skilled enough at keeping hidden, which
Hazeldines typically are great at hiding in the shadows, often
keeping themselves as secretive from people as possible. Most
usually have their own ways of doing assassinations, though most
usually use some sort of weapon to stealthfully kill their
target, or use the shadows to hide to surprise opponents. Those
trained in assassination are usually also trained in
interrogation techniques, usually used on those that try to
infiltrate their villages so they can figure out who sends them,
or interrogating enemies on the battlefield. This is very
useful, with many specialists in interrogation and assassination
usually being very good at intimidation and killing people.
These don't always go hand in hand, but many learn both since
they are necessary for Hazeldines who might have to do things
like making deals that involve stealing something or killing
someone. However, not every Hazeldine is as good at one as the
other, and since assassinations and interrogations don't always
go the way they want, This requires them to be very adaptable
when situations change, or unexpected complications come up in
certain situations.
- Murderous Intent Sense: This lets those with this sense when
an attack is coming. This is a skill the Hazeldines got by
fighting constantly for many years, learning how to sense
someone's murderous intent. This technique lets the user read
his environment as well as the spirits of people around them in
order to see what attacks might be coming their way. This gives
them a passive sense of reading people who might try to hurt
them, as they can sense when someone is ready to attack by their
murderous intent. This gives the user time to dodge or avoid an
attack, and to some extent, helps the person predict what
opponents will do in a fight. However, this sense is not
perfect, and some opponents can't be read if they have similar
skills or can disguise their murderous intent or they learn
skills that can deceive this kind of sense. This sense is
usually pretty reliable unless one can suppress their murderous
intent, and can give away when someone who might want to kill
him is following him.
Passive Abilities:
- Demonic Vampire Wings: All of the Hazeldines have demonic
vampire wings 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 usually depend on the
Hazeldine, as those based in the old ways often have unique
wings, or some with specific demons might also gain unique wings
based on their abilities. Usually, these wings are almost always
demonic in nature, radiating a demonic vampire energy from them.
Some can use these as defense to block attacks, if their wings
are strong enough, and depending on the wings, some may even
gain special abilities based on the wings they gain, such as
water-based wings being able to fire water attacks. This depends
mostly on the Hazeldine and their demon/demonic enhancement. The
wings can also provide some defense against light, since the
wings don't burn as quickly as their skin does. These wings can
also use vampire generation like the Hazeldines, and many can
use specific demon abilities to regenerate as well, such as some
using demonic energy to regenerate, or using a demon/demonic
enhancement's special ability to repair itself if damaged.
- Dark-Barrier Shadow Defense: Most Hazeldines have weaknesses
to light, in which they take more damage, and sunlight can burn
them more easily than most people no matter which training path
the Hazeldine uses. 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. This skill is strong enough
that it can even resist a flashbang, as the darkness is
concentrated to be strong enough to bend light around them, even
if a flashbang tries to pierce it. 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
as long as the Hazeldine has energy to maintain this, similar to
the rules of things like aura defense except this only defends
against light. 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. It is possible though that concentrated light can
break through this more easily, and if broken, normal light can
burn a Hazeldine much more quickly than normal people.
- Affinity for Physical Combat/Natural Combat Talent: From a
young age, the Hazeldines are all trained to be natural
combatants, with them all being trained in fighting to grow
stronger through battles. From a young age, the Hazeldines are
taught to be adaptable in fights, training them to be highly
concentrated on fighting and learning to adapt their fighting
style as they fight strong opponents. Even after they grow up,
they are taught to seek strong opponents, to which they usually
seek strong opponents in the Darkfire clan to challenge for fun
in order to have battles that can help them grow as warriors.
Each Hazeldine is usually trained in this, and while some have
more battle potential than others, almost all Hazeldines have
some talent for learning. Usually, every Hazeldine is able to
learn from fights they're in, whether it's learning how a
certain fighting style works, or finding ways to make their
styles more effectively, such as using a fight to test ways to
make their attacks more accurate, or trying out new combat
technique ideas. This is partially why each Hazeldine is taught
to seek battle from a young age, so that they can make the most
out of this, and become even better warriors as they get older
than they normally would be.
- Affinity for the Dark Arts and/or Demonic Power: The
Hazeldines are stepped in darkness, having learned dark arts
from Vobu, and demonic power from Satan and/or Crowley depending
on the training path they choose. Regardless of their path,
darkness and demonic power are the two main things that the
Hazeldines specialize in. The dark arts is usually through their
dark magic and their darkness abilities, since the Hazeldines
are very good at using these types of powers, and even have
years of knowledge of how to use dark arts, demonic abilities
and can even teach Hazeldines how to create their own unique
dark arts or teach them unique ways to use general demonic
abilities. As time goes on, the clan learns new dark arts,
developing new ways to use their darkness and dark magic, which
can help the clan grow stronger in their dark power. Whether
it's by demonic enhancement or ritual bindings, Hazeldines are
able to gain a natural talent for demonic power through their
training path, which grants them the ability to grow more easily
as they adapt to using their demonic power more and come up with
new ways to use their powers. Some can even come up with very
unique ways to use their powers depending on their skills, with
the clan having many ways to train these abilities, and them
having a natural talent for it.
- Demonic Physiology Adaption: Unlike the ritual bindings
Hazeldines, the demonic enhancement Hazeldines use their power
specifically through their demonic power, which changes their
physiology to match whatever type of demon they gain the power
of. For example, if a Hazeldine gained the power of a wolf
demon, they would gain the abilities of a wolf, including
enhanced senses of a wolf, and even gain a physiology resembling
a wolf demon such as wolf-like ears and claws/teeth. This
particular ability influences their passive abilities, in which
they may gain other passive abilities through this physiology
adaption, such as a water type demonic enhancement allowing it's
user to adapt and live underwater. This is usually dependant on
each Hazeldine and their demonic enhancement, and even those
with the same abilities often have different subtle differences
in their physiology that others might not have, as this mostly
just depends on the individual Hazeldine and how their body
reacts to their demonic enhancement. Unlike ritual bindings, the
Hazeldine puts all their focus into their new physiology and
find ways to use it battle, since this is the main focus of the
demonic enhancement power.
- Demonic Presence: Because the demonic enhancement Hazeldines
are specifically designed to be more demon than vampire, the
demonic enhancement Hazeldine have a specific demonic presence
that they generate, since their entire power is based on demonic
power where they use demonic energy to power their skills. This
leads to them all having a demon presence, which can be unique
to each one depending on the demon. Most usually leave traces of
sulfur in their presence, just like most other demons do, which
is the most common trace of a demonic presence. This is the most
common demonic presence, with some having unique variations of
this as well. For example, a water type demon could leave behind
unusual moisture that has a sulfur type presence to it, or an
ice type demon could freeze an area they are in. Depending on
the demonic enhancement, this can be different for every
Hazeldine, as some might not even generate sulfur depending on
the skills they gain. This presence can also be exploited by
skilled enough demonic users, as those like Vobu have proven by
combining it with certain skills, usually through dark alchemy
or elemental abilities to grant unique demonic presence
abilities.
- Demonic Telepathy/Blood Communication: While the Hazeldines
with ritual bindings have their own special communications, the
demonic enhanced Hazeldines also have their own way of
communicating with the clan and with friends, thanks to their
demonic enhancement. Unlike the ritual bindings, demonically
enhanced Hazeldines use demonic communication, operating on the
same communication as normal demons by using special blood
spells to communicate with people similar to how angels use
angel radio. Just like demons who use this, a demonically
enhanced Hazeldine can use this to communicate, and can even use
this to summon others to them, or let others use specific blood
communication with a specific summoning circle designed for them
so that the family can summon them as needed. The Hazeldine also
has demon telepathy, where they can also communicate through
normal demon telepathy as well, which works similar to vampire
telepathy and allows them to also use normal telepathy to talk
to others.
- Crowley's Limit Reduction: After Crowley found out that some
wanted to remain using normal demonic enhancement because they
weren't confident in their ability to make deals, Crowley
offered them a way to continue growing as demonic enhanced
vampires, since Satan had limited them. While Crowley wasn't
able to completely remove the limits placed, he was able to
decrease the limits on them so that they could gain more power
as a result. Due to this, Crowley tried to help those that stuck
to the old ways, and offered that he would give them deal-making
abilities anyway, even if it doesn't actually make them grow as
demons. However, this limit reduction allows the Hazeldines to
continue gaining power (at least for now), and has reduced the
limits Satan placed on them. This allows the Hazeldines with
demonic enhancements to grow in supernatural power, something
they couldn't do once they reached the max their power would
allow. As a result, the Hazeldines were able to rely on this
training path again to a degree, even though this path doesn't
grant as much of a power gain as the ritual bindings path.
However, most Hazeldines usually adapted to this by their own
training, covered in the next demonic enhancement passive skill.
- Demonic Enhancement Combat Adaption and Technique Adaption: In
order to grow as supernaturals, those that stuck in the demonic
enhancement abilities chose to find new ways to train to grow
their abilities, rather than trying to gain more supernatural
power. While the Hazeldines previously used soul devouring to
grow their demonic power, the Hazeldines that use this now find
new ways to train. Instead of supernatural power, they focus on
combat training and technique development, focusing on finding
new ways to defeat opponents rather than just trying to find
more supernatural power. Most demonic enhancement users that
still use this have found ways to train their body so they are
intensely powerful physical fighters and can keep up with the
ritual bindings Hazeldines. There are two main aspects to this.
The first is physical training, where they focus on training
their body to become stronger, often training their demonic
bodies to be able to fight harder, such as a wolf demon focusing
on their claw attacks and training to use claw slashes to
concentrate their power more, or a beast-like demon training to
increase their mobility and speed to outmaneuver opponents at
higher levels. This can be done through intense physical
training and physical adaption as they train. The second method
is technique training. As the Hazeldine develops their demonic
power, they will often figure out new techniques and new ways to
use their abilities, such as a fire user finding new ways to
make their attacks explosive, or finding new combinations of
skills like learning to combining demon abilities to create new
abilities. The technique training is designed to allow a
Hazeldine to adapt to combat by coming up with new techniques in
battle to find new ways to battle stronger opponents. As a
result, this grants them unique ways to grow that don't require
increasing their supernatural power, or their energy output.
- Crossroad Demon Enhancement: Even though this isn't the focus
of their power, Hazeldines with the demonic enhancement also
gain the ability to make simple deals. Similar to the Hazeldine
demons, they gain the ability to run deals through Crowley.
Unlike the demons who require specific focal points in Crowley's
mark, the demonic enhanced demons mostly are just given the
properties of Crossroads demons, promoted by Crowley as such
when he offered to grant them places so they could make deals
should they want to. While most Hazeldines stuck to the old ways
to avoid it, they can make deals to a certain degree. They don't
gain the reality shift of the ritual bindings Hazeldines, but
the Hazeldines who have demonic enhancement are able to make
simple deals with humans and supernaturals, usually doing things
like killing someone specific or stealing something for someone
else, which don't require reality shifts. Another example is the
Hazeldine granting deals by using their own connections to grant
a deal, such as using governmental connections to get someone
into a high level government position. This is a basic
enhancement, and all the deals are sent to Crowley, but the
Hazeldine is able to use this to make deals. For the most part,
this is mainly for Hazeldines to test out making deals and get
better at it in case they one day decide to switch over to
ritual bindings, or just allowing Crowley to make more deals
with people, even if it's just one deal at a time.
- Demonic Hazeldine Soul Devouring: This was the main method of
expanding the demonic enhancement Hazeldine power, where they
devoured souls to power up their demonic abilities. Similar to
how the ritual bindings demons can grow their demons on demonic
deals, the old ways used soul devouring to power up their
demonic abilities, even going as far as to use the power gain of
soul devouring to gain new abilities similar to the Hazeldine,
such as a fire type Hazeldine gaining new fire types by
devouring souls of other fire users. For the most part, this
method is the Hazeldine's main way of growing the demonic
enhancement power, with the demonic enhancement power able to
use this far more effectively than the ritual bindings path. For
the most part, this works the same way, in which the Hazeldine
needs only devour a soul and the soul will amplify their
abilities. However, as a Hazeldine in the old ways does this,
they get diminished power increases with each soul, since the
Hazeldines stopped using this due to the power limitations
placed by Satan when he granted the power originally. However,
this is a good way to grow their demonic power, even if the
Hazeldines that use the old ways focus on other methods of
growing their abilities. Of course, as one might expect with any
soul devouring, any powers gained will also gain the weaknesses
of the power, with some power gains having to change their
physiology.
- Enhanced Vampire Blood Absorption: Thanks to their blood
manipulation, the Hazeldines are able to feed on people much
more easily than they would otherwise. Unlike normal vampires
who have to usually bite an artery or vein in order to easily
drink their blood, the Hazeldines are able to use their bite,
combining blood manipulation with their bite to more easily draw
blood from opponents. When they bite an opponent, they are able
to use their blood manipulation to draw the blood to them and
can absorb the blood from someone far faster than a normal
vampire could. Usually, biting an opponent and draining them
takes far less time, allowing them to optimize their feeding
using their blood manipulation to speed up the process
considerably. As a result, they are able to drink blood much
faster than other vampires, which helps them immensely if they
are fighting someone and drinking their blood. For the most
part, as long as they are in physical contact with the opponent
and have bitten them, they can use this to draw blood from the
opponent, with the best use of this being biting the neck and
drawing the blood to them, though they can bite another part of
the body even if the effect won't be as fast. As such, opponents
biten by a Hazeldine have to remove the Hazeldine quickly from
drinking their blood, or else their blood will drain far faster
than with other vampire, causing massive blood loss within one
round, and being able to drain a body completely of blood in two
rounds. This is a very dangerous enhancement, and makes the
Hazeldines very dangerous when they feed on others.
- Demonic Vampire Blood 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 as a standard
vampire power. 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 with demonic enhancement 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 dark or demonic powers, and any holy powers are
converted to demonic power instead of holy. Depending on the
power, the Hazeldine usually gains the power taken with this
being a good way to gain new abilities for demonic enhanced
Hazeldines. 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. Usually the best way to avoid new weaknesses is to
only absorb powers similar to the user, such as a darkness user
absorbing blood from someone with a unique darkness ability to
gain that darkness ability. For the most part, this is fairly
standard except for the fact that the Hazeldine gains a demonic
equivalent rather than just gaining the power.
- Multilingual and Ancient Language Experts: Just like most
creatures who have been around for thousands of years, the
Hazeldines can speak multiple languages. For the most part,
depending on where they live and where they have lived, most of
them speak a number of languages, and are experts on ancient
laguages, with most being able to speak and write in almost any
ancient language of humans. Most are very fluent in Enochian,
biblical Hebrew, normal hebrew, and even most major languages
spoken in major countries. They can even spoke mostly forgotten
languages that most don't even know, like the original languages
of the world that have been lost to time. For the most part,
most Hazeldines are very good at learning new languages and at
speaking and writing in multiple languages that have been used
over the years. Most usually stick to Japanese or English, the
official languages spoken in Japan, but most can switch
languages for almost any occassion. A Hazeldine is able to speak
most major languages in the world, including English, French,
Spanish, Portugese, Italian, German, Russian, Chinese,
Mongolian, Mandarin, and Japanese. A Hazeldine also knows
forgotten, or "dead" languages (languages not used with no new
words being added), including sanscrit, biblical hebrew, latin
and many ancient languages like ancient Egyptian, Mayan, Incan
or even knowing native american languages thanks to knowledge
given to them by Vobu during their early days.
- Attach Item to Self/Weapon Telekinesis: This is a fairly basic
vampire ability that the demon enhancement Hazeldines use since
they don't have bonded demons that take weapon form. Hazeldine
vampires are able to bond weapons to their soul, allowing them
to summon their weapons from anywhere, even being able to store
them in their soul. This power lets them have a special
connection with their weapons, also making their weapons a part
of them, not unlike the Hazeldine's demons that take weapon
form. In doing so, not only can a vampire summon their connected
weapons from anywhere, but they can also control these weapons
on the battlefield, such as calling a weapon back to them, or
using it telekinetically through concentration to attack
opponents. This power lets a vampire interact with their weapons
far more than some vampires would. Depending on the vampire,
some vampires have different arts for this, but many use this
type of connection in some form for their weapons.
- Demonic Supernatural Life Span: Whether it's through the
regeneration of the ritual bindings demons, or the shadow
regeneration of the demonic enhancement Hazeldines, the
Hazeldines all live an indefinite lifespan. It isn't known how
long the Hazeldines will continue to live, as the clan's
founding members haven't died of old age, but the regeneration
of the Hazeldines has essentially slowed down their aging to a
stop. Many of them are able to reach their prime and then they
stop aging, with their regeneration negating most aspects of the
aging process. While many older Hazeldines still show some signs
of age over time, most Hazeldines are still in their prime,
which could also be partly due to the clan's heavy combat
training and toughening using physical training to keep the body
in it's prime condition for far longer than most mortal beings.
It's not known how long a Hazeldine can live, but the older
members of the clan like Dovelthain and Elsa have been around
for almost 2,000 years if one looks at their history to include
their time when they were just "The Miura Family". Currently,
it's believed that the Hazeldines will continue to live on to
have indefinite life spans, with them only dying of old age if
their regeneration stops working when they reach a certain age,
similar to how death wraiths eventually age and die once they
reach a certain point in their life. Because no Hazeldine has
died of old age yet, no one is sure how long a Hazeldine will
live, but it is estimated that a Hazeldine could probably live
for thousands of years, if not tens of thousands of years
granted their regeneration doesn't give out on them before then.
- Enhanced Supernatural Senses: Every Hazeldine has enhanced
senses, like many supernaturals, and gain a passive enhancement
thanks to their supernatural nature. Each Hazeldine, depending
on their skills and their demonic abilities (Whether it's
through demonic enhancement or ritual bindings), they gain
enhanced senses. All of their senses enhance in some way, with
most of them gaining specific senses depending on their skill
set. For example, a Hazeldine based in a wolf demon power could
gain a highly enhanced sense of smell, or a bird-based demonic
power could grant highly enhanced hearing and sight. All
Hazeldines usually also gain the ability to see, hear and smell
things that most humans cannot, with some gaining specialities
in this based on their abilities, such as a wolf smell being
able to smell things humans cannot, or certain animal-demonic
senses that sense frequencies and sounds that humans can't
perceive.
- Hazeldine Darkvision: Since the Hazeldine clan is so steeped
in darkness, all Hazeldines are able to see in all levels of
light, being able to perceive what's around them, even if it's
total darkness. This means that all the Hazeldines have the
ability to not be affected by darkness restricting attacks that
attempt to blind opponents since they can see even in total
darkness no matter how powerful the darkness. For the most part,
this is a pretty simple power that comes from the clan's natural
ability to control darkness and having affinities for darkness.
They specialize in darkness, so they have to be able to see in
the dark in order to see, especially withe their darkbarrier
passive ability blocking out light around them. However, things
like flashbangs can blind them, and things like smoke or other
vision obstructions can still blind them as well if it's a
physical obstruction and not just pure darkness. This mostly
only applies to darkness and darkness based attacks that try to
blind them.
- Supernatural Sixth Sense: Much like vampires and other
supernaturals, supernaturals with this sense can sense the
presence of other beings, and sensing who and what they are.
This can sense not only one's presence, but their levels of
energy and how tough they are, allowing the user to gauge how
they stand against them, as well as often being able to tell
what they are by their presence if the user recognizes what kind
of presence it is. However, this can be deceived by skilled
opponents, sometimes not appearing correctly if the user can't
sense the opponent's full power or use powers that fool this
sense. There are also skills that hide one's presence so those
with this sense can't sense them, or some opponents can suppress
their presence so they're not fully able to be sensed. While
this isn't always the best judge of someone's abilities, it can
provide a slight insight to help the user as to what they face
or what's around 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 they have a demon). 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 (if they have one),
which is often done so the Hazeldine 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 (for ritual bindings Hazeldines),
making this slightly more difficult in ritual bindings
Hazeldines, but easier in the fact the demons can help them
manage their mind, assuming the demon doesn't try to take over.
The demonic enhancement Hazeldines usually don't have that
limitation, and can focus their minds more easily without having
to worry about their bonds getting in the way, but they don't
gain a second presence that can protect their mind.
- Vampire and Combat Trained Enhanced Physical Stats: Each
Hazeldine is specifically trained in combat and demonic power
depending on their training path, and comes with enhanced
abilities depending on their physical training, their abilities,
and their focuses in their training. 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. Depending on the
Hazeldine, it's hard to predict their specific stats since each
one is different, but since every clan member is trained from a
young age for combat, they quickly gain an affinity for it, and,
by the time they are full grown, are usually very effective
warriors. The one thing they all have in common though, is that
the Hazeldines are not fighters to be taken lightly in battle,
because they are specially trained for combat against strong
opponents. King Shark is perhaps one of the physically most
powerful and hard to damage opponents the Hazeldines have,
making him one of the better fighters despite his rather passive
demeanor. King Shark is mostly about strength and defense, so
his combat style is more about tanking attacks and hitting
strongly, though King Shark is still extremely fast in a fight
(enough to keep up with faster supernaturals). King Shark is
physically strong enough to life and throw cars with one hand,
and can hit people hard enough to punch holes in them when using
his full strength. Due to his strength and defense, most people
have to transform into more powerful states to fight him.
Transformations:
- None
Weaknesses:
- All Hazeldines are able to be killed if their heart or brain
is struck by a holy weapon. Both paths have strong regeneration
in that they can regenerate their heart and brain, but if it is
struck by a holy weapon, like an angel blade, demon killing
knife, or a vampire killing holy weapon, the Hazeldine can be
killed. The Hazeldines may be strong, but the Hazeldines are
still prey to this one major weakness. And since the Hazeldines
are also still vampires, they can be affected by things like
poisons and other afflictions that would affect any mortal
beings. While Hazeldines don't age like normal humans do, they
can still be killed, or they can age if they lose their
regeneration for a long period of time. For the most part, they
suffer the same weaknesses in body that many mortals suffer,
such as being vulnerable to poisons or being affected by gravity
(unless otherwise stated). The Hazeldines biggest weakness is
their heart or brain though, which can be killed with almost any
kind of holy weapon. Since angel blades are usually passed
around in supernatural hunting circles, it's very common for
supernatural hunters to have angel blades in some way.
- All Hazeldines, no matter what training path they use, have a
main weakness to light. While they don't burn to ashes like
rumors might suggest, they do take more damage, and strong light
can burn them much more easily than most people due to their
clan being so steeped in darkness and darkness abilities. As a
result, the Hazelines all have this weakness, with very few
light users ever having been reported among Hazeldines, and
attempts to gain the power of light haven't ended well for the
clan. The only successful light user has been Alice Hazeldine,
the current lord of the clan after killing her father. Once one
manages to get past their dark-barrier passive skill, the
Hazeldine will take enhanced damage from light, and still
remains their biggest weakness in battle. While some do have
powers like corrupted light, normal light still does extra
damage, and holy/divine light does even more damage due to it's
holy natures. It doesn't matter which training path the
Hazeldine takes, as this weakness is among both paths as it's
their main vampire weakness.
- All Hazeldines also have a high weakness to holy power.
Because the clan's both training paths focus on demonic power in
it's own way, both sides of the clan are still weak to holy
power. While their demon weapons (whether ritual bindings weapon
form or demonic enhancement demon blades) can kill holy beings
and even angels, that doesn't mean that the opposite isn't true.
Things like angel blades, and demon killing weapons work
extremely well on the Hazeldines, with holy and angelic powers
being their other main weakness other than light. In addition to
demon killing weapons, holy vampire killing weapons also do far
more damage to them, with them having classic holy weapon
weaknesses. Most of the clan can be killed with holy weapons,
but angel blades and demon killing knives are among the easiest
ways to kill the Hazeldines since these weapons can instantly
kill a Hazeldine similar to a demon if they are struck in the
heart or brain. All Hazeldines have this weakness in some form,
no matter which training path they take. As a result, the
Hazeldine has to always keep this weakness in mind since many
opponents they might face might have holy weapons, and
supernatural hunters are usually equipped with such weapons.
- Because of the clan's steeped darkness, and their dedication
to the dark arts, the clan is extremely talented in darkness,
but if they ever come across anyone who uses darkness better
than them and can overpower them, the Hazeldine can find
themselves overwhelmed. One such example is death wraiths, who
are born in the shadow realm. While many Hazeldines can fight
death wraiths, some are more skilled in darkness, and death
wraiths, with their long life spans that span hundreds of
thousands of years, most death wraiths they might encounter are
far more experience. This also applies to deities of darkness,
who can easily overpower the clan. The main deity that the clan
considers their worst enemy is Vobu. Vobu is not only the origin
of the clan and the one that taught the clan the dark arts, but
Vobu is also a much more skilled darkness user that none of the
other Hazeldines have been able to overcome, not even the elders
of the clan. Because a demon like Vobu can take control of all
their darkness techniques and has counters for everything the
Hazeldines have in terms of dark arts, darkness abilities and
even their blood arts, deities of darkness are usually the worst
kinds of enemies a Hazeldine can face.
- All of the Hazeldine's dark arts, blood manipulations and
other supernatural abilities all have their own weaknesses. For
example, their dark arts are all counterable by equivalent holy
arts or holy powers, such as a holy vampire's holy arts, or even
some who have more powerful counters. The blood manipulation
typically is weaker to water manipulation which can usually wash
blood away, or certain earth manipulations can soak up blood.
Things like their dark arts/dark magic are still weak to things
like magic resistances/immunity and magic negation, and their
dark arts alchemy powers tend to be counterable like any alchemy
ability would. For the most part, someone with enough holy power
can counter almost everything a Hazeldine has available, since
almost no Hazeldine has holy power to use, unless it's some form
of corrupted holy power that is unique to them. Most Hazeldines
grow in dark arts, but for every dark art available, there are
usually equivalent holy arts available to others as well. The
clan's main supernatural power is darkness and demonic power,
and if an opponent can counter with equivalent power, they are
usually in good shape to take on a Hazeldine granted they can
overcome the Hazeldine's abilities. Even some higher level dark
users like death wraiths can beat them if they are just higher
level darkness users. One such example is Vobu, who has proven
that strong enough darkness users can counter anything a
Hazeldine can throw at them. The main thing is to have power
strong enough to counter the individual Hazeldine.
- Whether it's a demonically enhanced Hazeldine, or a ritual
bindings Hazeldine, both training paths are able to be stopped
in their tracks by demon wards and demon traps. It is worth
noting that demonically enhanced Hazeldines are more vulnerable
to this than ritual bindings Hazeldines, since demonic
enhancement Hazeldines have no way to "turn off" their demon
power. However, a ritual bindings Hazeldine can essentially turn
off this vulnerability any time their demon is not manifested,
as this only works on a ritual bindings Hazeldine when their
demon is in weapon form (aka the weapon is manifested in the
physical world where it can be contained in a demon trap). This
does work on both training paths, but works far better on the
demonic enhancement Hazeldines than the ritual bindings
Hazeldines. The ritual bindings Hazeldines are able to turn off
their ability to be trapped or warded against like a demon
simply by un-manifesting their demon back into it's intangible
form, to which they are then no longer bound by demon traps or
demon wards as the Hazeldine no longer has a demonic power
manifested that would be contained in a demon trap. However,
demon traps and wards do still work on a Hazeldine when their
demon is manifested, so a demon trap or a ward can work if the
Hazeldine has their demon manifested in weapon form, since even
a weapon form demon is still a demon that can be warded against
or trapped in a demon trap.
- The biggest weakness of the demonic enhancement path is that
the Hazeldines have a cap to how strong their demonic power can
grow. While they can devour souls to grow in abilities, they all
have a max power they can reach. Because of this, it has become
important for those trained in the old ways to find other ways
to train their powers, with the two main methods of growth being
physical training and new techniques developed to counter higher
level opponents. Some have even tried to use supernatural blood
to grant higher level abilities, like some trying to gain access
to demon prince blood to enhance their powers further and
possibly reduce limits placed on their power. Even others has
not been able to overcome the limits placed on the power of the
Hazeldines by King Satan, and only Satan himself would be able
to remove the limit completely. Because of this, the Hazeldine
that still use the old ways may not have to share their minds
and have more freedom in how they use their power (since they
don't have to focus a demon to use their demonic abilities), but
their growth is not nearly as strong as those with the ritual
bindings training. This is part of the reason why the clan has
very few people that still use the old ways, and why they're
referred to as "the old ways" of the clan. However, this doesn't
mean the clan member can't be as strong as a ritual bindings
Hazeldine, just that they have to do it differently.
- Because the demonic enhancement Hazeldines have direct demon
power unlike the Hazeldines who have intangible demons, the
demonic enhancement Hazeldines are more vulnerable to demonic
weaknesses than the ritual bindings demons are. Because of this,
things like demonic exorcisms, demon traps and other methods of
trapping demons do work on the Hazeldines with demonic
enhancement. However, this doesn't just apply to traps, as
Hazeldines are able to be exorcised to hell just like a normal
demon can. Because of their direct demonic power, they are more
vulnerable to things like demon killing blades, with their
regeneration being able to be interrupted/negated by things like
angel blades and demon killing knives as a result of their
demonic power. And due to this, salt and blessed salt also works
very well at repelling a demonic enhancement since they are able
to be repelled similarly to a demon. In addition, demonic
enhancement Hazeldine are also not able to walk through demon
wards like the ritual bindings Hazeldines, so opponents can use
demon wards to keep demonic Hazeldines away from a certain area
or person if they have strong enough wards (assuming the
Hazeldine doesn't find a way to burn the wards or break them).
This also means that burning holy oil can kill a demonic
Hazeldine if they are hit with enough of it, similar to how
burning holy oil can kill a demon.
Personality: King Shark, despite his evil appearance, is
actually a pretty cheerful (and usually) person, who always
tries to keep a smile. Even thoug he's a king of the Hazeldine
clan and cannot turn down challenges by those who might want his
place, he is still a pretty passive person who will fight to
train, but usually doesn't like fighting unless there's a
purpose to why he's fighting. However, the one thing that is
noticable about King Shark is that when he gets angry, he
becomes an entirely different person, willing to eat people (if
they're enemies) and he has been known to be sensitive to
certain subjects. In addition, he is also very intelligent,
smart enough that he is a tech expert and seems to have a
surprisingly high IQ even for a supernatural. Most of the time,
King Shark is a very friendly person, and easy to get along
with, but when he is angry, is someone that one doesn't want to
mess with. In battle, King Shark typically has a lot of fun
destroying things, and sometimes sounds like a kid having fun
more than a shark demon/vampire monster. His voice is
surprisingly happy for how one would expect him to sound, and
overall, he's a pretty respectable person when he's not angry.
When he goes into battle mode though, he won't hesitate to kill
his enemies, and will eat an enemy without a second thought.
King Shark usually wears opponents down by being a tank in
battle, but is surprisingly strategic due to how smart he is.
Overall, he comes across as someone who uses their brute force,
but he is usually one of those people with a plan.
Bio: King Shark's real name is Nanaue Hazeldine, a Hazeldine
born during the time when Dovelthain was leading the clan. After
Nanaue gained the powers of a shark demon, he eventually earned
the nickname King Shark, which everyone started calling him.
King Shark was always hated by Dovelthain for his passive
attitude, but was impressed how King Shark was only using the
old ways despite everyone else around him having had upgraded to
the ritual bindings. King Shark was a close childhood friend of
Alice Hazeldine's twin sister, Allison Hazeldine, who spent a
lot of time with King Shark, and the two were good friends.
After Lunae Liberi was framed for the death of a Darkfire, and
the person who took the position had been brought to justice,
the strongest of the Fang Road Hazeldines held a battle to
determine who would become the new Fang King after Lunae refused
to return to the clan. Once the battle had concluded, King Shark
ended up being the new Fang King, and has been the Fang King for
many years. King Shark is one of the Eight Kings sent to London
to help lead the Hazeldines while they are working with Hei's
group. King Shark is also a good friend of Spitfire and Lunae
Liberi, who he sees as close friends, due to having pretty good
ties with them since they are pretty respectful towards him.
Overall, King Shark is usually one who hunts down people that
the clan wants exterminated, but he is also the one who handles
tech in the clan since he is the smartest one when it comes to
handling technology. As such, King Shark is more than just a
shark who can kill people, but he can also work for Hei's group
in a technical aspect thanks to his intelligence and tech
knowledge.
Theme: King Shark Theme (
HTML https://www.youtube.com/watch?v=eT1xMWDYQmw
)
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