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       #Post#: 5421--------------------------------------------------
       London Profile: King Shark
       By: Zorbak the Ebil Moglin Date: July 28, 2020, 10:21 pm
       ---------------------------------------------------------
       "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
       )
       *****************************************************