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30XX Community Race: The Darkfire Clan (Human Version)
By: Zorbak the Ebil Moglin Date: September 25, 2021, 10:22 pm
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Community Special Race: The Darkfire Clan (30XX Version)
"Humans normally couldn't compete with supernaturals... So we
had to even the odds somehow. Alchemy was what we were good at,
and elemental magic was what our clan was known for. So we used
that to become something more than just normal humans and used
that power to take out our enemies." - Qrow Darkfire to his sons
(Kindron, Hei and Kendrix) about the Darkfire clan
The Rogues Darkfire Faction Theme: Contact (
HTML https://www.youtube.com/watch?v=JqK7N2AdUL4
)
The Dark Magicians Darkfire Faction Theme: Savior (
HTML https://www.youtube.com/watch?v=z-qEpfMca-A
)
The Swordsmen Darkfire Faction Theme: Out of Time (
HTML https://www.youtube.com/watch?v=q2LI9EIiKdY
)
Introduction
There are many universe versions of the Darkfires. In some
universes, they're vampires (like the London version), and in
some universes the Darkfires are demons (usually descended from
Hades Darkfire, one of the early demon kings or from Qrow
Darkfire as a demon lord of hell). However, in the 30XX universe
and some other universes, the Darkfires are human supernatural
hunters who have mastered elemental and alchemic magic in order
to fight the forces of darkness. 30XX's universe is such a world
where the Darkfires are human (with exception of
supernatural/human hybrid Darkfires which may exist)
supernatural hunters that have fought vampires, werewolves and
many other forms of supernaturals to protect humanity. The clan
would have humble beginnings, in which Qrow Darkfire and his
wife, Raven Branwen, would tap into the spirit realm in their
spirit training and meet the lord of the Spirit Realm, who would
teach them how to tap into their magic ability and grant them
enhanced elemental abilities that they would use to protect
themselves and mortals from enemies of humanity. Qrow and Raven
would eventually start the Darkfires, and with some help from
the Branwens allied with Raven Branwen, Qrow Darkfire would
develop the Darkfire arts. The Darkfires would focus their
elemental magic mostly into regeneration and other techniques
like elemental teleportation and taking elemental form. The
Darkfires would eventually be split into three factions, as the
sons of Qrow Darkfire would lead the clan against different
threats over the years after Qrow Darkfire would lose his magic
power in his final fight with Dovelthain Hazeldine, and
eventually die of old age in the 17th century after losing his
long life span without his elemental regeneration.
The three factions would be led by Kindron Darkfire, Hei
Darkfire, and Kendrix Darkfire (The oldest sons of Qrow
Darkfire). Known as the "Three Prodigies" for their natural
talent and power that surpassed everyone but Qrow Darkfire
himself in his prime, the three would go on to lead three
factions of the Darkfire clan against different threats under
the supervision of Qrow Darkfire (at least before he died of old
age) as the Darkfires would battle three major threats over the
years in what would become known in the Darkfire family history
books as "The Three Great Wars". The first faction leader would
be "Black Reaper" Hei Darkfire, who had taken on Qrow Darkfire's
assassin identity and become the new Black Reaper as Hei would
go on to lead his faction of Darkfires against the Hazeldine
Clan, who would become the Darkfire Clan's biggest rivals. Hei
was known as among the fastest fighters in the world, known for
his incredible speed and assassin abilities. Hei would not only
train the Darkfires in his faction in how to use assassin
abilities, but would also go on to lead the Darkfire faction in
the war against the Hazeldine clan as the Hazeldines would
become a major enemy of the Darkfire clan over the years. The
next faction leader would be the one known as "Shadow Demon"
Kendrix Darkfire. Kendrix would lead his faction of Darkfires
against the Wolf Wraith tribe, who were the remnants of an ally
werewolf tribe of the Darkfires before the tribe joined Drakath
in his quest to conquer the world. Kendrix was an unusual
Darkfire who had the power of darkness that earned him his
nickname as Kendrix's darkness was often seen as demonic to his
opponents, especially after he made a deal with Crowley during
his war against his friend Constantin Petryovich in order to
gain the power he would need to attempt to beat the Wolf Wraith
tribe. After making his deal with Crowley, Kendrix would gain
the power of the demon "Pride," gaining Pride's shadows and
becoming the new Pride after killing Pride and stealing his
power thanks to help from Crowley. Kendrix's faction would also
start using dark magic in order to combat the Wolf Wraiths, as
their normal elemental powers were ineffective and the Darkfires
would build up different dark magics to fight the Wolf Wraiths.
The last faction leader would be "Wolf Mask" Kindron Darkfire, a
supernatural hunter who had joined the church and became known
as one of the most skilled swordsmen of the Darkfire clan. While
Kindron never forced any of the Darkfires to join the church
with him, many Darkfires in his faction would join the church
for a time with Kindron due to Kindron's views in the church
having a visible positive impact on the operations of the
Darkfires (as the Darkfires noticed that Kindron was not as
violent as his two brothers, and would adopt a code of peace
rather than constantly hunting down everyone as a threat that
most Darkfires in Kindron's faction respected). Kindron was
known for his holy sword, and the wolf mask he wore as part of
his supernatural hunter persona. Kindron would go on to befriend
a few different groups, with the two major ones being the
werewolf alchemists and the vampire ninjas. However, Kindron's
faction would regret befriending the alchemists and vampire
ninjas after the two groups went to war over who the Darkfires
would ally with, forcing the Darkfires into the war to defend
themselves as they wanted to remain neutral.
History of "The Black Reaper" Hei Darkfire's Darkfire Faction:
The Rogues
In the world of 30XX, just as the Hellsing and Van Hellsing
Clans were known for their battles against Dracula in the
1500-1900s in Europe, the Darkfires were known for their war
against the Hazeldine Clan (originally known as the Miura Clan).
The Hazeldines ruled Japan for years as the Miura Clan before
the Darkfire clan rose and attacked the ruler of Japan, Takumi
Miura (who would later become Dovelthain Hazeldine) after the
Darkfires settled in Japan. The Miura family would eventually
start an active battle against the Darkfires and make a deal
with King Satan to become the Hazeldine Clan (though they
wouldn't gain the ritual bindings demon skills until they made a
deal with the demon, Crowley, much later), and would begin a war
against the descendants of Dovelthain in order before the
Darkfires removed the Hazeldines from family. The Darkfires and
the Hazeldines would fight for years, with the Darkfires opting
for humans to rule themselves and believing in the positive
potential of humanity, and the Hazeldines asserting that
humanity could not and didn't deserve to rule itself as they saw
the destructive nature of humans. For many years, the Darkfires
and Hazeldines would battle, with Hei Darkfire being turned into
a vampire by Alice Hazeldine and forced into killing people to
turn Hei against the Darkfires. However, Hei Darkfire's soul
would find his way to the church with Kindron Darkfire, who had
become a grand priest angel, and would seek to purify himself.
After much trial and tribulations, Hei would eventually use some
of Kindron's angelic power to create a way to turn himself into
a purified fallen angel, and join the church as Father Hei,
becoming known as the White Knight. Father Hei would return to
the Hazeldine/Darkfire war after Kendrix had taken his place
(before Kendrix's death at the hands of a demon), and Father Hei
would negotiate peace between the Darkfires (who were then led
by Kendrix Darkfire after Hei had been turned into a vampire and
was killed) and the Hazeldines (led by Alison Hazeldine after
the death of her sister Alice Hazeldine). Father Hei, along with
his wife, the holy vampress known as Countess Blair Valerie (who
was head of a family of vampires who tried to join the church
for years but were unable to until Father Hei had developed a
way to purify supernaturals and create holy vampires, to which
the Valerie Clan was able to join the church) were able to
finally end the long war between the Hazeldines and the
Darkfires in the year 1984. Afterward, the Darkfires and
Hazeldines worked together and became friendly rivals as the
Hazeldines only ruled with the support of the human government,
and the Darkfires shared in that rule as a means of peace so
that the two clans would rule over humanity together. While the
Hazeldines focused on trying to counter the more destructive
side of humanity, the Darkfires would focus on building the
positive potential of humanity. After Hei's death (which
happened after Kindron Darkfire's death), the faction would be
led by Jin Darkfire, who had taken up Kindron's faction after
Kindron Darkfire had been killed in battle. It is believed that
the Hazeldines and Darkfires still rule parts of Japan today,
but their rule has mostly diminished in the current age to the
point that they are only known to have control of one city in
Japan, which is the city of New Kyoto, and their extent of their
control is minimal compared to the 20th century when they ruled
all of Japan alongside the Darkfires. At some point, the
Darkfires and the Hazeldines eventually lost control of Japan,
and now mostly live in secret among humans in Japan while trying
to rebuild the cities damaged by war and natural disaster.
History of "The Shadow Demon" Kendrix Darkfire's Darkfire
Faction: The Dark Magicians
During the years, the Darkfires would find many enemies and
allies. Among their enemies would be the Wolf Wraith Tribe, who
had been a remnant of allies, the Ghost Wolf Tribe, they had
lost during a red moon spell. During the Darkfire's journeys
fighting enemies, they had come up on the Ghost Wolf tribe, a
tribe of werewolves peacefully trying to live away from humans
and trying to strengthen their connections to the spirits of the
world. Soon, Kendrix Darkfire and the werewolf Constantin
Petryovich would become friends and the two clans would work
together. However, after the destruction of the Ghost Wolf tribe
when an enemy group had used a red moon spell on the Ghost Wolf
tribe, the Ghost Wolf tribe had mostly destroyed themselves in
the rage and corruption of the red moon. The surviving Ghost
Wolf members eventually met the exiled death wraith, Drakath,
who had escaped his execution, and the remaining members became
the Wolf Wraith Tribe, creating a new type of werewolf that
would bond the death wraith abilities of death and darkness with
the ghost wolf abilities of life and nature to create a new
powerful werewolf type that would gain more powerful abilities.
The Wolf Wraith Tribe would eventually be defeated by the
faction of Darkfires that were led by Kendrix Darkfire (at the
time). Once the tribe was defeated, eventually, Kendrix and
Constantin put their differences behind them and Constantin was
eventually beaten and killed by Kendrix during their final
battle. Afterward, the Wolf Wraith Tribe would fall apart, and
the Darkfire faction led by Kendrix Darkfire would go eventually
move on to help the other Darkfire factions. before being killed
by a demon who would come to collect on a deal he had made with
Crowley (against Crowley's will, which the demon was killed by
Crowley for). Kendrix would eventually return though as
Crowley's second in command, and replace the demon most would
call "Pride." After the death of Kendrix Darkfire, Jin Darkfire
would take command of the faction. As Kendrix was the last one
of the Three Prodigies to die, Jin had already taken command of
the other Darkfire factions, and taking command of Kendrix's
faction would lead to the Darkfires once again being united
under one banner.
History of "Wolf Mask" Kindron Darkfire's Darkfire Faction: The
Swordsmen
The Darkfires that were led by Kindron Darkfire would gain
allies in the vampire ninjas and the werewolf alchemists tribe,
befriending both as guardians of humanity. Kindron Darkfire's
Darkfire faction would go on to work with the alchemists and
vampire ninjas to protect humanity, even with this Darkfire
faction even learning to battle dark spirits using spirit
purification. Kindron Darkfire, the supernatural hunter known as
"Wolf Mask" for the wolf mask he wore in battles, would befriend
the heads of the two groups. He would train with Kazu Shinke
(head of the vampire ninjas) to learn how to better use his
elemental abilities and teach the vampire ninjas more about
elemental techniques. Kindron would also train with Sirion
Darkwolf to learn spirit purification which the Darkfires would
apply to their alchemic magic since the werewolf alchemists also
used alchemy magic and Kindron would train the alchemists in who
to better use alchemy using scientific knowledge. However,
things would come to a boiling point when Kindron's Darkfire
faction would get caught in an outbreak of war between the
vampire ninja clan and the werewolf alchemists. Not taking
neutrality, the two groups fought over who the Darkfire faction
would ally with. This would lead to a three way war where the
Darkfires would have to fight the alchemists and vampire ninjas
(who were also fighting each other). Kindron Darkfire would lead
the Darkfires to battle against the alchemists and vampire
ninjas, as Kindron tried to leave both groups as he didn't want
the Darkfires involved with the vampire ninjas and alchemists
war against each other. During a battle with the leaders of all
three groups (Sirion, Kazu and Kindron), Kindron would be killed
by Sirion and Kazu, leaving the Darkfire faction without a
leader until Jin Darkfire would come and lead the group. Jin
Darkfire would eventually lead the Darkfire faction to leave the
alchemists and vampire ninjas to fight each other, abandoning
their war as Jin Darkfire would pull the Darkfires away from the
alchemists and vampire ninjas. Jin Darkfire would refuse to get
involved with the alchemists and vampire ninjas, and warned them
if they got involved with the Darkfires, the Darkfires would
destroy both clans. This led the vampire ninjas and alchemists
to avoid the Darkfires under Jin's leadership. The vampire
ninjas and alchemists are believed to still be around in the
current age, though they are rare given the state of the world,
and the fact that the alchemists and vampire ninjas live in
secret while trying to find ways to fix the world that is on the
brink of total destruction.
Legacy of the Three Prodigies:
After the death of the Three Prodigies, Jin Darkfire would lead
the three factions, uniting them back together under one banner
after the three factions would finish their individual wars.
Those that know the history of this world know that the Three
Prodigies wouldn't stay dead forever, as all three would
eventually return, each in their own way. Kindron Darkfire (the
first to die in life), would come back as a grand priest angel,
as Kindron had earned a place among them for his faith and pure
heart in God. Kindron, who would not go back to leading his
Darkfire faction, would eventually start a tech company called
Darkfire Tech, which would become a global tech company and one
of the top ranked in the world as Kindron started a new life for
himself. As for Hei, he would return with help from Kindron
after Kindron returned (before Kindron would go on to start a
company). Kindron, who had returned as a grand priest angel,
would eventually find Hei's soul avoiding Purgatory as Kindron
had been traveling the world at the time. As Hei had killed
people and been turned into a vampire, Hei was supposed to go to
purgatory and was running from the grim reapers. After taking
some of Kindron's angelic power, Hei would join the church as a
spirit, and turn himself into a purified fallen angel after
using Kindron's angelic power to turn himself into an angel by
finishing a formula the Church would never complete on their
own. Hei would become Father Hei, and join the church as one of
its strongest members as Father Hei would lead the church into a
new age of prosperity. As for Kendrix, Kendrix would be killed
by a demon falsely claiming to be working for Crowley, as the
demon had told Kendrix that he was collecting on Crowley's deal.
However, Kendrix tried to fight back unsuccessfully, knowing the
demon was lying. Kendrix would be killed, and then his soul
would be sent to hell where he would eventually return to the
living world as a full demon and as Crowley's second in command
after Crowley found out about Kendrix's death and killed the
demon who killed Kendrix. Kendrix would go on to build his own
criminal group, Black Sun, that would be focused on ruling
humanity from the shadows (with Crowley's help). The Three
Prodigies would all go their own ways, no longer leading the
Darkfire clan (which would be left to the next ones in line like
Jin Darkfire). Kindron and Father Hei would both find wives and
get married as Kindron would marry an FBI detective and Father
Hei would marry a vampire he had turned into a holy vampire.
Over the years, the three would all go on their own path, not
returning to the Darkfire clan.
In terms of humans vs supernaturals, supernaturals that eat
humans would no longer need to kill humans after the 20th
century, which would lead to much conflict between humans and
supernaturals ending, and would lead to the Darkfires falling
into the background, as humans slowly were shifting to no longer
needing protection from supernaturals. Some time in the 20th
century, Darkfire Tech, the company led by Kindron Darkfire
would start a partner company called Red Brand Foods. Red Brand
would go on to make synthetic foods that supernaturals could eat
without having to eat humans. Red Brand would start making foods
for all kinds of different supernaturals, from blood nutrient
foods for vampires, flesh nutrient foods for werewolves, and
even rotting corpse nutrients for creatures that eat corpses.
With Red Brand now making synthetic foods and leading a new
revolution of food development, the need to feed would no longer
require supernaturals to kill or hunt humans. This would
eventually reduce the hatred between supernaturals and humans,
as humans and supernaturals would eventually get closer
together. As humanity started to accept supernaturals,
eventually supernaturals started to accept humans (though some
still fought and killed each other as some might imagine). The
final conflict would be the third Black Sun vs Ragnorok war in
the 25th century, in which the war for control of the world
would be stopped by humans and supernaturals working together to
remove both groups from ownership of the world. Of course, this
doesn't mention the natural disasters that would plague the
world over the years, such as the meteor strikes. While the
Darkfires would continue to guard humanity, they would have to
shift not to fighting supernaturals, but to fighting artificial
threats.
As technology grew, and supernaturals and humans started to put
aside their differences, the Darkfires became less and less
necessary, and would slowly fade into the background until a new
threat would start to rise. With the Hazeldines and the Church
on their side, the Darkfires would end up watching as humanity
started to shift from humans vs supernaturals, to humans vs
robots as machines would rise after the development of advanced
AI. Sometime in the 20th century, the rise of technology would
develop reploids, machines that could think just as humans.
While some reploids would become disillusioned with humanity,
most reploids would work alongside humanity to bring humanity
into a new age of technological growth. However, with certain
reploids turning against humanity, certain safeguards would have
to be put in place to keep reploids from turning against
humanity completely. While humans and supernaturals would start
working together and put aside much of their old differences,
the war against the rogue reploids (termed Mavericks) that would
become major world threats would soon bring the Darkfires back
into action as they would team up with the Hazeldines to battle
the threats of the rogue reploids. With groups like those led by
the reploid Sigma, and a group called the Maverick Lords that
were trying to wipe out humanity and have a world of reploids
only, the humans would build a group of reploids specifically
designed to battle these types of threats. This group would be
the Maverick Hunters, which would go on to work with humans like
the Darkfire and Hazeldines in order to take out threats to the
world as the Darkfires and Hazeldines would continue to fight
threats as they arose.
However, the biggest threat would come when Dr. Black would rise
to power after the natural disasters that plagued the world had
crippled much of the world. Those that know the story of 30XX
would know that Dr. Black would become the biggest threat to the
world as he would start trying to take over what was left of the
world. The Darkfires would focus their efforts from reploid
threats (who had mostly all been eliminated over the years), and
focus on the battle against Dr. Black and his creations.
However, as many might know about the 30XX world, the battle
would turn in Dr. Black's favor after Dr. Black and his
creations attacked the families of Father Hei and Kindron
Darkfire, killing both families and killing Father Hei. Kindron
Darkfire would have died that day, but was saved by cybernetics
by Dr. Black and put under his control, with Kindron becoming
the one that would become known as Omega. After the closing of
Heaven and Hell's doors, Kendrix Darkfire would be trapped in
Hell for years (with his organization, Black Sun, eventually
falling apart and dissolving without his leadership), until he
would eventually find his way through the reaper path between
the afterlife and the living worlds. Kendrix would go on to join
Phantom in order to get more souls for hell, leading to Kendrix
starting Club Eternity in Japan. The Darkfires would not be
focused on Kendrix's actions, as they would be more focused on
trying to survive Dr. Black, as Dr. Black had nearly succeeded
in killing most of the Darkfires thanks to having Omega to know
how the Darkfires fought, and using Omega to fight the Darkfire
and Hazeldine clans. Thankfully, the Darkfires left would find a
new leader in a clone of Kindron Darkfire that would go on to
lead the biggest resistance to Dr. Black's rule of the world.
Now, most of the Darkfires follow the clone Kindron as the new
leader of what was left of the Darkfire Clan.
Social Structure
For the most part, the Darkfires are all about family, and
defending each other, while also focusing on protecting humanity
from dangerous threats. For the most part, the three factions
might go about the end result differently, but they all believed
the same general idea: If someone hurts the family, it is the
equivalent of declaring war on the Darkfire family. For the most
part, the three factions would all go down different roads for
their individual beliefs on how best to protect humanity. For
Hei Darkfire, his faction of Darkfires would be assassins,
killing anyone they saw as a threat to humanity. The clan would
have strict rules to prevent the Darkfire assassins from killing
innocents, and Hei Darkfire would learn assassin style skills
from Qrow Darkfire. Hei's Darkfire faction would go on to become
some of the most notorious assassins in the world, but with
Hei's strict rules, the Darkfires would only go after evil
people, and never hurt innocent people. Kendrix Darkfire would
lead his group to use dark magic spell work and demonic sigils
in order to battle their enemies, where Kendrix Darkfire would
focus on using forbidden magics to fight their opponents.
However, Kendrix had strict rules as to how this magic was to be
used, attempting to prevent Darkfires from becoming corrupted by
this dark magic. This dark magic and forbidden magic would lead
the Darkfires led by Kendrix to become more darkness based, and
would lead to Kendrix building a criminal group using his
Darkfire faction to build up a group that would rule humanity
from the shadows while still leaving the humans to make most of
their own decisions (similar to the Hazeldines). Meanwhile,
Kindron Darkfire's faction would join the church and develop
their swordsmanship, to which they would focus their training.
Kindron's faction lived by the strict Bushido code, and mostly
lived by the bible, as many of those in Kindron's faction would
join the church with Kindron. This would lead to Kindron's
Darkfire faction to also gain a proficiency with holy weapons as
the Darkfires would gain access to holy weapons of the church
that would help them in their battles.
Surprisingly, though each faction seemed radically different in
how they handled things, the factions mostly worked together and
never had any real problems getting along even if the factions
wouldn't always agree on how to do things. For the most part,
the Darkfires all had their own ways, with each having their own
specific code. The one code that was common among them all
though was to protect family first, and protect humanity second.
The codes of the three factions basically amounted to the same
thing: Kill those that are evil, but never hurt innocent people.
This would be the focus of the family. Those that broke the code
would often be punished, which could end in exile or death if
the Darkfire that broke the code doesn't change their ways. No
matter the faction, each Darkfire faction had their own methods
of handling those that broke the code. While one faction might
be more forgiving than others (such as Kindron's faction was
often known to be forgiving of others more than the other
factions), the factions would enforce strict rule in order to
avoid Darkfires going against the clan beliefs. As Darkfires saw
themselves as guardians of humanity, their social structure was
reflected in that belief, and their strict beliefs about who
they would fight and who they would leave alone would be similar
among all the factions as the basic social structure that was
put in place by Qrow Darkfire would stand in all factions even
if the factions would all slightly develop their own individual
beliefs. The Darkfires eventually were united under one banner
again after the death of the Three Prodigies, and these days,
all three factions have been mixed together since the 20th
century to the point that most don't remember the days of the
three factions, as the last thousand years or so would have Jin
Darkfire having reunited the factions, allowing the factions of
the different Darkfires to live by the codes put forth in their
own factions. The clan is very strict about enforcing its code,
and going against this code will not go unnoticed. The Darkfires
can be forgiving in certain situations depending on the
situation, but those Darkfires that constantly break the code
(such as some that may constantly kill innocents), or break
major rules in the clan (such as if one Darkfire hurts or kills
another Darkfire) will find that the Darkfires strict
enforcement of the rules will be something that those that break
the rules cannot escape. For the most part, the Darkfires have
stayed as guardians of humanity, never hurting innocents
(usually), and the Darkfires would be more united as a family
than most other clans due to the family putting the needs of the
family first. While they view protecting humanity as important
and should definitely be one of their top priorities, they also
believe that if the family falls apart or dies, then humanity
would lose one of their greatest guardians.
In terms of families, there's not any real strict codes one who
is allowed to marry into the clan, or who can or cannot be
adopted into the clan, as long as the person coming into the
clan will follow the rules of the clan. Some Darkfires will take
in others and train them, while some will marry into other
families. In addition, the Darkfires are not too strict about
relationships with supernaturals like some other supernatural
hunter clans, as the Darkfires usually are accepting of
supernaturals as long as they're not killing humans, and have
even made friends with certain groups. For example, the werewolf
tribe Children of Gaia would become good friends with the
Darkfires since the Children of Gaia were about trying to end
the violence of humans, werewolves and vampires. This has led to
some Darkfire supernatural hybrids being born. For example,
there was Father Hei and his wife, the holy vampire Countess
Blair Valeri. Their children would be accepted into the Darkfire
clan (even if Father Hei's family didn't live with the
Darkfires), despite the fact that the children were half holy
vampire, and half purified fallen angel. Some Darkfires who are
born as supernatural hybrids usually also have an advantage in
that they are usually born with variations in their skill-sets
that them unique abilities. For example, a Dark Magician faction
Darkfire was once born of a vampire and human Darkfire to create
a human/vampire hybrid that had a natural talent for dark magic
without the usual dangers of corruption that most human
Darkfires have had in the past. While the Darkfires are strict
about their codes, they are also very accepting usually of those
that seek peace with them. While many Darkfires might seem dark
or evil in some ways, most are actually fairly friendly to those
that are not enemies. However, because each of the factions
believes something slightly different, and have different codes,
there can be some conflict about how certain rules are enforced,
as the different factions were all different levels of strict,
and most were strict on different things.
The Rogues Faction Code
"There are more than enough people to kill that deserve death...
The innocent are not among those people." - "Black Reaper" Hei
Darkfire
Hei Darkfire's faction beliefs can be summed up in one sentence
(for the most part): Those that hurt others or oppress innocent
people deserve death, but innocent people are to be left alone.
The Rogues faction are mostly made up of assassins, who will not
hesitate to take out targets. However, the faction has a strict
rule about only going after those who have committed crimes
against others, such as killing murders and rapists. The
Darkfires usually evaluate people before they go for an
assassination, and will only kill those they view as evil, or a
threat to everyone else. This faction has strict rules about who
deserves death and who does not deserve death. Though they may
say that evil people deserve death, they do not kill unless
someone has committed a crime and the Darkfires can prove it
(this faction doesn't act on mere hearsay). The Darkfires of the
Rogue Faction are not only assassins, but tend to specialize in
criminal investigation and criminal analysis, since they always
seek to prove the evil of those they go after to the point that
they will even often send the information to the police or the
government before going for the assassination. This faction is
the most strict about who is to be killed and who isn't, because
of the fact that these Darkfires often walk a thin line between
good and evil, and a lot would see their views as more of in a
moral gray area. Because of their moral gray area, the clan is
careful about who they kill so that Darkfires will not start to
become disillusioned by who is good and who is evil, and start
skewing the lines as that tends to be one of the biggest
weaknesses of this clan. The major downside to this faction is
that it has more Darkfires turning to evil than any other
faction due to a lot of Darkfires eventually skewing this code
until they throw it out completely (at which point they are
hunted by the other Darkfires). Those that break the code on who
is to be killed and who isn't are often punished much more
heavily than other clans due to the fact that the Darkfires in
this faction seek to make sure that the Darkfires in the clan
don't turn to evil. While most Darkfires are mentally trained to
keep their darker selves in check, there are those that let
their darker personalities get the better of them. Most that
know this faction know that this faction operates somewhere in
between the moral codes of the other two factions. This faction
is often seen as having a "necessary evil" type alignment, and
people may or may not look favorably on this faction depending
on their own views. The Dark Magicians see the Rogues as weak
for them restricting in order to keep them from crossing certain
lines, while the Swordsmen often see the Rogues as going to
unnecessary extremes to kill those they view as evil as well as
worrying about the Rogues skewing what they view as "evil."
The Dark Magicians Faction Code
"If you're an enemy, we will kill you. It is that simple." -
"Shadow Demon" Kendrix Darkfire
Before Kendrix Darkfire became a demon and started Black Sun, he
used to believe one simple truth: Sometimes fighting darkness
with darkness is necessary to protect the people you care about.
Kendrix was always gifted with darkness abilities unusual for
the Darkfire clan (as most never got into darkness abilities as
they saw them as redundant when combined with most Darkfires
having some sort of dark spirit elemental already, and using
dark darkness is redundant to them). However, the Dark Magician
faction would learn to utilize dark magic, where they would
learn to counter darkness using special dark magic with a
positive nature devised by the Darkfire's research into magic.
However, as one might imagine, dark magic is a dangerous path,
and the Darkfires who were in this faction carefully monitored
who used this power and how they used it. Like the Rogues, they
believe that those who are evil deserve death and those that are
not evil deserve to be left alone. However, the Dark Magicians
faction believes that fighting monsters may require certain
drastic extremes, something that has put them to the test in
their years fighting the Wolf Wraith tribe. For the most part,
this clan uses special dark magic to counter darkness abilities,
and with this dark magic comes strict rules on how it is to be
used and the arts that are allowed to be used. Unlike the Rogues
faction though, the Dark Magicians don't focus as much on who
dies and who doesn't, but instead focuses most on what dark
magics are allowed to be used and which are forbidden. Because
dark magic is a slippery slope, the clan has strict rules about
the arts allowed to be used as they worry about the corruption
potential of dark magic. While Kendrix and the other Darkfires
have used dark magic quite effectively, the Darkfires of this
faction watch for signs of corruption, and will punish anyone
who uses any forbidden dark magic, such as diving into the dark
arts used by the dark spirits, or using certain dark magics that
corrupt the soul. While this faction does have rules about how
their power is used and who it is used on, it is more about
preventing corruption than protecting others which makes this
faction less about protecting people, and more about protecting
themselves from corruption. The rule enforcement in this faction
focus more on which powers are used, and watch for any signs
that Darkfires could be corrupted by darkness. These Darkfires
also operate on a thin line between good and evil, but are more
at risk of corruption than willingly turning to evil since it is
usually corruption from using forbidden techniques that causes
Darkfires in this faction to turn evil. The Darkfires are a lot
less restrictive about who is to be killed and who isn't, as
they don't seek to prove crimes before acting, and will kill
anyone they see as an enemy, even if that enemy or enemy group
isn't as big a threat as they think. This faction is often seen
as the most shady faction, as the members are not afraid of what
they have to do to their enemies, and will not hesitate to kill
anyone who opposes them. This faction is seen as evil by many,
and have the least restrictive code on how they handle enemies.
Many in the other Darkfire factions believe that the Wolf
Wraiths views have corrupted this faction during their war, and
the other factions often believe this faction goes too far in
their pursuit of enemies.
The Swordsmen Faction Code
"Killing is never justified, no matter the reason. We must have
standards if we are to be better than our enemies." - "Wolf
Mask" Kindron Darkfire
This faction is perhaps known as the most grounded and
disciplined faction of the Darkfire clan. This is because when
training under Kindron Darkfire, the clan was strict about
following the Bushido code, which incorporates strict rules
about how to act, not oppressing innocent people, and even
respecting others. In addition, there were many Darkfires in
this faction that were known to be members of the church, and
followed the rule of "Judge others lest you be judged." As such,
this faction has among the most lenient code since the Darkfires
in this faction are trained according to Bushido principles and
sometimes trained by biblical principles. As such, this faction
is far more controlled than others, and is known for having much
better mental control than the other factions. In this faction,
killing others is only done as a last resort, as this faction is
believes that killing is wrong no matter the circumstances. As
such, the Darkfires in this faction won't kill others unless
there is no other option or an innocent life is in danger and
killing the opponent is the only way to save a life. This
faction focuses more on the pursuit of knowledge and truth
rather than on the pursuit of power. This faction is known to be
far more friendly and forgiving of others than the other
factions, and are known for their more peaceful approach to
problems rather than trying to kill all of their problems like
the other factions. As such, this faction has the least amount
of Darkfires that turn evil, due to them restricting fighting
and killing heavily. While the codes in place are much stricter
since the faction tries to get rid of violence as best they can,
this faction is known as one of the stricter factions in terms
of how they treat others and how they respond to situations.
However, it is also the most forgiving faction, as there is a
lot of forgiveness for those that might break the code. Though
they forgive though, that doesn't meant that they won't enforce
the rules, and they will punish those who break the rules.
However, the punishments are a lot less severe than the other
factions, as those in this faction will usually use fair more
lenient punishments, and they rarely ever resort to exile or
execution like the other factions unless there is no other
option left. This faction is the most lenient faction of the
three, and while is often seen as the "good" or "just" faction
by many due to most of the Darkfires in this faction living by
the example they feel others should live, and believe that
compromising values for things like power only leads to
self-destruction. For the most part, the other factions see this
faction as weak for their more forgiving views and their views
on not resorting to killing unless necessary.
Alchemist Taboos:
"There are rules no alchemist should ever break... Or else they
could hurt themselves and others as a result. There are certain
rules in alchemy that are not meant to be broken." - Sirion
Darkwolf about alchemic taboos
- Negation of Equivalent Exchange: This is one of the big taboos
of alchemy, in which alchemists in general view it as a major
taboo for alchemists to find ways around the equivalent exchange
principle that is the basis of all alchemy. No matter the
alchemist, almost every alchemist is bound by the equivalent
exchange principle: "In order to gain anything, something of
equal value must be lost." Many see this as the law of the
universe, in which everything is quantifiable under this rule.
From the exchange of energy, to the inability to create or
destroy matter, and any attempt to change one form of matter
into another, no alchemy doesn't follow this rule in some form.
Even the ability to use creation magic requires energy in order
to use it, meaning that the energy is converted into creating
matter (so it is seen as not being outside of equivalent
exchange). In general, every alchemist, including the Darkfires,
forbid attempting to get around this. There have been alchemists
who have tried, but overall, there is no known effective way
around this, but only different ways of using equivalent
exchange. Some alchemists may create philosopher's stones to try
and get around this, but even a philosopher's stone is subject
to some form of equivalent exchange, with the only difference
being on how that exchange is accomplished as philosophers
stones may use soul energy or other powers instead of normal
alchemic energy. This is considered among most alchemists to be
the one unbreakable rule, to which even many alchemists who have
tried to break this rule eventually find out that they lack the
means to break this rule. In the Darkfire clan, this rule is
just as important as it is for any other alchemist group, and
attempts to break this rule have not ended well for those who
have attempted. While the Darkfires do punish those that break
this rule, the Darkfires are somewhat lenient because of the
fact that alchemists who break this rule often do more damage to
themselves than others. However, the Darkfires will put a stop
to anyone that uses others lives to try and break this rule,
such as some who use souls to create philosopher's stones.
- Manipulating Life: Manipulation of life is another skill that
is a taboo among alchemists. Typically, the most known rule is
that using alchemy to bring someone back to life, or trying to
create life is a major taboo among alchemists. Even dark
alchemists who may try to control life (like the Hazeldines)
know that this is a slippery slope and can go wrong in so many
ways. There are a few different different ways to manipulate
life, and all of them are forbidden in alchemy. For example,
using alchemy to alter brain chemistry or try to control someone
is absolutely forbidden, not because of the inability to do it
but because of the immorality of it. Another heavily forbidden
art is altering physical beings, usually most prevalent in
bio-alchemy where some alchemists combine creatures together to
create new creatures (often referred to as chimeras), although
the Dark Magicians have been somewhat loose with the rules of
creating chimeras, as they have successfully created useful
chimeras as familiars. This is most often applicable to
bio-alchemy, in which bio-alchemy can be a very slippery slope
of one isn't careful about what they're dabbling into.
Alchemists view manipulating life as one of the biggest taboos,
in which they feel that life is not something that should be
manipulated by mortals. Another thing to note is that life based
transmutation alchemy has a bad tendency to rebound on the user,
in which any attempt to create or manipulate life usually
rebounds and either takes something from the user (such as body
parts, magic potential or even their lives). So this isn't just
about staying out of the realm of manipulating life, but also
trying to prevent alchemists from doing something dangerous that
might get them killed. Among this are a few sub-taboos, but this
more or less covers anything that manipulates life unnaturally.
It is important to note that this does not mean alchemists
cannot save lives, such as using medical alchemy to heal people,
or using potions to cure illnesses, or even extended one's life
(as long as it's not at the cost of other life). The natural
extension of life is not considered taboo, and neither is doing
what they can to save lives, but rather, the taboo is the
twisting of life to one's own ends (which includes trying to
bring people back from death, or trying to control living
beings). The only part of this that isn't enforced in the
Darkfires is the creation of chimeras, as the Dark Magician clan
has perfected an art of creating elemental chimeras that can be
used as familiars, and this has led to some other Darkfires in
other factions learning this power as well. However, the
Darkfires do enforce this rule, and those that break this rule
outside of the clan's given boundaries will be punished (if they
are still alive to punish as most attempts to manipulate life
usually end in permanent damage to the user or may kill the
user). For the Darkfires, this also doesn't cover blood
manipulation, even though some alchemist groups would consider
this in this taboo. Since the Dark Magicians have used dark
magic to manipulate blood, they know that this is something that
can be done effectively, so the Darkfires allow blood
manipulation under specific guidelines given in the Dark
Magician faction.
- Manipulation of Life and Death Power: This is another power
that alchemists refuse to get involved with. Most alchemists,
including the Darkfires, are forbidden from messing with life
and death energies, or learning magic that manipulates life and
death power. While healing magic and certain life force powers
are acceptable as long as they are specifically for healing,
going into the realm of life and death is something that
alchemists are forbidden from doing. For alchemists, they
believe that the realm of life and death is the realm of the
reapers, and the realm of Death himself. Most alchemists respect
Death enough to not try to mess with his domain, as the few that
have quickly figured out that the realm of Death is far beyond
their normal understanding, and Death is not afraid to punish
those that mess with his realm. However, there is another reason
they don't like going into this realm, and that is that it is
easier for them to accidentally get close to Phantom and Xeles,
as the realm of life and death can also lead to the Shadow Realm
where the Hall of Souls and Hell of Souls both lie, and without
knowing the realm, one can easily get lost and end up in the
wrong part of the Shadow Realm. Because the Hell of Souls is a
place even the bravest of souls dare not go unless they are
allied with Xeles, they stay out of this realm completely. For
the Darkfires, they usually try to stay out of this, but are not
too strict on those that manipulate life and death energies
through certain unique abilities. However, the Darkfires ARE
strict about making sure that those abilities don't interfere
with the realms of life and death. If the manipulation is a
threat to life or death as a whole, the Darkfires will put a
stop to it. The Darkfires feel it is better to stop their clan
from interfering with life and death than to wait for Death to
put a stop to it, as Death has been known to kill people who
pose a threat to his domain. The Darkfires stay out of this
realm, and the only ones that have attempted this realm are the
Dark Magician faction, and even they have limits on what they
will do in this realm.
- Manipulation or Absorption of Souls: While the Darkfires don't
flat-out forbid this ability, it is still a taboo among
alchemists. While this does fall into the "don't manipulate life
and death" taboo, this is a unique taboo in that the
manipulation of souls can be a bit unique in the options of
those that have learned how to manipulate souls. This particular
taboo is another slippery slope that every Darkfire is careful
around. Those that have tried to absorb souls quickly learn how
dangerous this power is, whether they're human or otherwise.
Those that absorb souls develop a hunger for souls that can
affect their physical being, and permanently change a user. Once
absorbing souls, users have to keep feasting on souls, or else
their physical body rapidly ages and breaks down due to the fact
that absorbing souls causes the soul to have to expend the
bodies energy to keep the soul contained to utilize the extra
power gained from soul absorption. Another part of this is soul
magic, in which users who absorb souls may learn soul magic to
draw power from absorbed souls, such as a user could absorb a
dragon soul and then use soul magic to draw that dragon's power
to power their abilities. This is not an impossible-to-survive
taboo, but it is a very difficult life for those that go into
this territory, as once they are down this road, they cannot
turn back or reverse the permanent changes that come about from
this. Some in the Dark Magician faction have experimented with
this, and have learned dark magic to use souls, but the Dark
Magicians still have the same problem in that they must continue
devouring souls once diving into soul magic or else they will
die as their bodies rapidly age and deteriorate. However, the
other factions do not enjoy this aspect of the Dark Magicians,
and most of the Darkfires will not permit this power to be used
for fear of what it will do to those that use it. While the
Darkfires are not as strict at enforcing this because the Dark
Magicians break this rule if they use soul magic, they do
carefully watch those that use this to make sure that they don't
become corrupted by this power and start doing things they
shouldn't be doing.
- Dark Spirit Power/Harnessing the Deep Shadow Realm: This taboo
is another one that the Darkfires of EVERY faction are very
strict about. All alchemists, including all the Darkfires, know
the reason why and understand completely, due to the fact that
this basically keeps them away from Xeles and Phantom, since
dark spirits and the Deep Shadow Realm is Xeles's realm. There
are a few aspects of this taboo that alchemists like the
Darkfires have in place to avoid the realm of Xeles and Phantom.
The first is that alchemists are forbidden from trying to gain
the power of dark spirits, or utilizing dark spirits in any
fashion due to how dangerous dark spirits are and how far south
dealing with dark spirits can go. Those that know of dark
spirits avoid them for a reason, and usually will not risk
trying to control dark spirits. Those that have tried have
suffered horrible fates, and alchemists have opted not to even
attempt to utilize dark spirits or dark spirit power in any way
no matter the situation. Xeles or Phantom, who are always
looking to find ways to spread their influence, are never going
to say no to those that try to dabble in their realm, and some
even say that selling your soul to the devil is not as bad as
selling your soul to Xeles or Phantom. The other main aspect is
that the Darkfires are never allowed to make deals with Xeles or
Phantom, and are never allowed to harness the power of the Deep
Shadow Realm, which has made most any mortal go crazy that have
tried. This means that anyone who possesses the Whispering
Darkness of Xeles will usually be seen as an enemy, and those
that attempt to utilize their power are usually punished. Of
course, it is not hard to convince others to avoid this taboo,
save those who ally with Phantom or Xeles, because most that
learn of this realm learn the fate of those that go into this
realm is often described as being worse than being sent to hell.
This is something that isn't really enforced in the Darkfire
clan, but more the Darkfires will warn against dabbling into the
Shadow Realm and into the realm of Xeles and Phantom, and if the
Darkfire chooses to dabble in that realm, it is their soul they
are gambling by doing so. Of course, the Darkfires will put a
stop to it if someone dabbles in this taboo and gets others
involved that don't want to be, which will result in immediate
action being taken by the Darkfires to stop those that get
others involved in this realm, as there are those that might try
to sacrifice others to dark spirits.
- Deconstruction/Destruction Alchemy: This is another taboo of
alchemy, in which alchemists consider this a power that just
destroys, rather than benefiting alchemy. Any alchemist could
essentially learn this pretty easily, as it only really requires
one change from normal alchemy. As many know, alchemy is in
three steps. Deconstruction alchemy specifically is designed to
only use the first two steps, and doesn't use the last step of
reconstruction. As such, this deconstructs objects rather than
reshaping them like normal alchemy. While this is not
necessarily an absolute rule in the Darkfire clan, it is an
unspoken rule that they don't use their alchemy for this
purpose. Because of their natural spirit and nature connection,
the Darkfires know that this power can cause problems for nature
and spirits if this power is used, as it serves no purpose other
than destruction. While there are those that feel that this is
useful in battle, this is a skill that is often seen by the
Darkfires as being purely for destructive potential, and the
Darkfires are usually very careful about not letting themselves
get into the mindset of using powers solely for that reason.
Those that do use this power in things, such as unique alchemies
and spellbook powers (as some have had deconstruction style
spells), are often carefully monitored by the Darkfires to make
sure they don't misuse this ability. For the most part, the
Darkfires don't restrict this because it will hurt a user, but
more just on a general alchemist moral standard, as most
alchemists restrict this skill, and the Darkfires abide by this
as a respect to alchemy as a whole. While this is a simple
alchemy to learn and use, it is rare to see Darkfires use it
even among the Dark Magicians (but there are Dark Magicians that
might use this art). The Darkfires also don't use this to avoid
making unnecessary enemies of other alchemist groups, as most
alchemists groups outright forbid this.
- Creating or Pursuing Philosopher's Stones: One thing that is
always associated with alchemists is the philosopher's stones,
and almost every alchemist knows something about the
philosopher's stones. The philosopher's stones are seen among
almost all alchemists as a taboo and a foolish journey, mostly
because these stones are often proven to not be what alchemists
stories say they are. Another major reason to forbid this though
is that the only known method to create philosopher's stones
requires souls, which breaks yet another taboo of alchemists. As
such, alchemists flat-out consider the philosopher's stones to
be taboo, and forbid alchemists from seeking to create them, or
seeking out the powers of existing ones. Philosopher's stones
have yet to be created (at least to the knowledge of alchemists)
without requiring at least one taboo to be broken by alchemists,
and using philosopher's stones opens the doors to breaking even
more taboos, due to the philosopher's stones abilities being far
beyond normal alchemists since the stones don't have equivalent
exchange in the traditional sense (though they still have the
aspect in a different way). For example, some philosopher's
stones have been used to create or bring back living beings, and
some have been used to create other things that break other
taboos among the alchemists. As such, this is a major taboo, and
forbidden to be used among alchemists. While amplifying alchemic
power is fine, most alchemists do not seek to break the laws of
alchemy, and instead seek knowledge to better use alchemy in the
world. Because this breaks so many taboos, these stones are flat
out forbidden, and those that use or pursue these willingly in
the Darkfire clan will usually be stopped if they start pursuing
these stones. It is worth noting that most philosophers stones
do have an equivalent exchange, in which the spirits or souls in
the stones are used to create in alchemy, rather than converting
matter through transmutation. The Darkfires do not condone the
pursuit of philosopher's stones, as they seek to gain
understanding of the world and grow through battle experience
rather than by alchemy to try and cheat the system.
- Creating or Pursuing Shadow Stones: Not many people know about
the shadow stones. The original shadow stones are 5 stones that
were generated in the Shadow Realm, which were designed by Xeles
himself to be used to bring his darkness into the universe and
create a cataclysmic event from his part of the Shadow Realm.
However, at some point, the shadow stones were eventually
replicated and less powerful shadow stones were mass produced
(the copied stones don't summon the cataclysm though). When
used, each Shadow Stone (and the 5 originals known as the True
Shadow Stones) grants special abilities to the user, and act
like stones that use darkness to empower a user with a small
portion of Xeles's darkness. This isn't enough to cause negative
effects in the user, but it is enough that it often corrupts
weaker-willed people, and the shadow stones will often be seen
as a dangerous force in the world. When the alchemists encounter
them, they see to either destroy them or give them to Death so
he can remove them from the world completely. Each shadow stone
can grant unique abilities to their users, and a user who bonds
to a shadow stone gains powers based on the stone's abilities.
The True Shadow Stones are rare and much more powerful, but they
grant fixed powers, with each having unique powers granted to
the user. The shadow stones are a very dangerous creation, and
it is not known how to destroy the True Shadow Stones, though
the created shadow stones can be destroyed with strong enough
holy power. These stones are taboo for one simple reason: The
stones are all the product of Xeles's power, and almost every
single alchemist out there refuses to even go near these stones
(the only ones that do are the ones that want to destroy these
stones). This is another type of stone that is not allowed to be
wielded by alchemists, as it opens the door for them to
eventually become servants of Phantom and Xeles, who have gotten
people who become corrupted by these stones to eventually give
themselves over to working for Xeles. Typically, the shadow
stones, and even more so the True Shadow Stones, are usually
only sought after by those who work for Phantom or Xeles, and
the only ones that can wield the 5 True Shadow Stones are direct
champions chosen by Xeles himself.
- Creation of Money: This is sort of a minor taboo among
alchemists. This isn't a real enforced taboo, as every alchemist
has had to do this at least once in their lives. Even in the
Darkfire clan, there are plenty of people who have broken this
taboo at least once, even in some cases for good reasons. For
the most part, the Darkfires do consider this taboo, but
overall, since they live in a world where money is used to buy
things (though this has become less and less common in the
current age with the only places having money exchanged are in
Japan and the few livable areas in Australia (as areas like
Europe and Asia are more about bartering for resources rather
than payment due to the lack of established cities and economic
systems in most of the world these days. Things like creating
money, or creating things like gold from lead, are usually
forbidden thanks to this taboo. However, this rule is often very
lenient, as there have been few alchemists that have not needed
money at some point in their lives and done this. Alchemists
will also often pay for things with things created or used for
alchemy, so this rule is not always consistent even among
alchemists as some alchemists use alchemy to create things they
can trade for resources. This is perhaps the most lenient taboo
in any alchemist society including the Darkfires, due to the
fact that most alchemists only follow this taboo out of respect
for what would happen to the economic systems (or what's left of
them) if they didn't. However, this taboo is mostly in place to
prevent alchemists from getting the idea to try and overwhelm
other sources of money by creating masses of money (such as
creating a mass of gold to increase the amount of gold in the
world and overwhelm the demand for gold as a currency in the
parts of the world with currency). Overall, in the Darkfires, as
long as this is just for necessities and isn't abused, this is
usually overlooked and allowed to a degree as long as it's not
being used to destroy economies (at which point then the
alchemists will step in and take action). The Darkfires in
Europe and Asia are honestly more concerned with finding new
resources than worrying about this taboo anyway though.
Race: The Darkfires are mostly their own race of elemental and
alchemic magic user. The Darkfires are mostly human with certain
exceptions (like supernatural/human hybrids). There have been
some Darkfires (like the Three Prodigies) would start human and
be changed over time into other creatures. Very rarely, some
will be adopted into the clan, or there will be others that
marry into the clan. There is also the case that some Darkfires
might be hybrids depending on their parentage. While the
Darkfires usually encourage human relationships and don't really
encourage relationships with supernaturals, they also don't
restrict supernatural relationships as they understand that
supernaturals are not always enemies. This has led to many
Darkfires being born of different lineages and many might have
different sets of abilities that might lead to unique Darkfires.
There are also Darkfires who started out as human but have
become other creatures, with the best example being the Three
Prodigies (with Kindron being an angel, Hei becoming a purified
fallen angel, and Kendrix becoming a demon). For the most part,
the Darkfires usually will try to marry into other supernatural
hunter clans first before supernatural clans, but there have
been supernatural allies that the Darkfires do accept without
any negativity, such as the Children of Gaia. For the most part,
the Darkfires have expanded a lot over the years, and Darkfires,
while most are born into the clan, come in all shapes and sizes.
Most are human, but there are plenty of supernatural/human
hybrids that might have other lineages and abilities as well.
While the factions haven't really been much factor for many
years, there are still some older Darkfires that were born into
factions and each faction Darkfire will specialize in specific
skill-sets. For example, the Swordsmen faction often is known
for their sword skills, but also for their spirit purification
magic and enhanced alchemy they learned from the werewolf
alchemists in order to fight dark spirits. Meanwhile, the Dark
Magicians faction are often known for having affinities and
knowledge of dark magic that they would use to fight the Wolf
Wraith Tribe. As for the Rogues faction, they specialize in
assassin techniques and focus on physical combat in addition to
the Rogues also having developed elemental spirit training (that
was never finished) that they were using to fight the ritual
bindings of the Hazeldines during their war before the war
stopped. However, after the factions all came back together,
there is a lot of overlap in training, but most Darkfires are
usually trained in one of the factions beliefs.
Profile Template
Weapons:
- Supernatural Hunter Weapons and Equipment: The Darkfires have
access to many types of weapons and equipment. The most common
is swords and guns that can be made and tailored to a Darkfire's
individual fighting styles. In addition to being able to make
almost any kind of sword or gun, Darkfires are able to have
weapons made with specific abilities depending on what they
want. Depending on the Darkfire and the faction they were
trained under, there are different types of weapons for
different purposes. For example, the Swordsmen faction usually
use katanas, but also usually have spirit purification swords
designed with the faction's spirit purification magic they use
to fight dark spirits. The Dark Magician faction will often have
dark magic weapons, while the Rogues faction will often have
vampire killer weapons. Another common weapon among the
Darkfires are holy weapons, usually designed to kill unholy
creatures, which can be used by all the factions of the
Darkfires. Each weapon in this clan is often made to unique
standards, and so each weapon is usually different. Not only can
each type of weapon be any weapon the Darkfire wants to use, but
almost any ability can be fused to a weapon granted the
Darkfires have the ability to fuse some of the power to the
weapon. The most common method of building weapons will be
Darkfires building a weapon to the specifications of a Darkfire,
and then using that Darkfire's magic to grant the weapon a
specific set of abilities. For example, Kindron Darkfire's
sword, Shinso, was designed to extend and spear opponents, but
also utilized holy lightning as the sword was empowered by
Kindron's elemental magic. As such, most of these weapons end up
being magic weapons in some form, designed to fight
supernaturals or use the Darkfire's individual abilities to
their fullest. And since the Darkfires can also have other
equipment made, like armor, small weapons, and even magic items
made, there are a large number of options out there for weapons
and equipment for the Darkfires. Of course, as one might
imagine, every weapon has weaknesses, and each weapon will have
strengths and weaknesses (for example, a lightning sword would
be weaker to water type attacks, or a fire sword would be
countered by ice).
- Darkfire Item: Dust Crystals: This is something that aura
users developed that became popular among other aura users like
the Branwen family. The Branwen family is able to develop dust,
whether in the form of crystals or powder that house elemental
crystallized energy. Typically, this is created for battle
situations (though it can be used outside of battle as well),
where aura users create crystals and powder using elemental
energies by focusing their aura around elemental energies and
then crystallizing it. When used in battle, the crystals or
powder are activated with aura or by using some sort of energy
catalyst, where the elemental energy released allows a user to
release the elemental energy within this substance. Depending on
the elemental energy that is crystallized, one can crystallize
any elemental energy with the process of creating dust. For
example, a fire dust crystal would house crystallized fire
energy, whereas an ice dust crystal would house crystallized ice
energy. When these are activated, the energy is released and the
user is able to then use the crystals elemental power depending
on what is used. For example, dust crystals can be thrown at
enemies with the dust exploding on impact or dust crystals can
be used to blast elemental energy at an opponent. Meanwhile,
dust powder is often kept in vials, or can even be sewn into
clothing. This elemental energy is great for elemental users, as
they can manipulate the elements within these crystals, or this
can also be used in weapons to grant weapons certain elemental
power by using dust powder cartridges. While mostly used by aura
users, anyone can use dust, as it just requires a little energy
to activate (even if it's just kinetic energy from being thrown
at an opponent). However, the downside is that dust has to be
made in advance, and it requires a complicated ritual that isn't
too well known except among certain people that use it, a major
example being the Branwen family. Also, these elementals can
still be countered like normal, and some enemies may even be
able to take control of certain elementals if one is not
controlling the elementals themselves. Also, once crystallized,
the elemental energy cannot be changed to a different element
(for example, a red crystal is a fire crystal and cannot be
changed to another element).
Darkfire Customized Clothing Options (Optional):
- Darkfire Custom Combat Clothing: When it comes to clothing,
the Darkfires have customized their clothing a lot over the
years to optimize it for battle, which has led to the clan
having many options for custom clothing. Some Darkfires do it
themselves, while others may seek out other Darkfires to do so.
When it comes to customization, there are a multitude of
factors, and depending on the materials available and the
knowledge of the Darkfire, the Darkfire can take many things
into account when customizing their outfits. For example, the
Darkfires often try to make their clothing as flexible as
possible, in which they use flexible material to not hinder
their agility and flexibility in combat. The Darkfires can
customize their clothing in multiple ways, from the material
their outfit is made of, to lining their clothes with special
materials. Some examples of materials include the steel thread
lining that Darkfires use to make their outfits bulletproof,
which is sewn into the fabric as a lining that acts as defense.
Another option is adding elemental dust to their outfits, sewing
it into the fabric as well, which allows Darkfires to store it
in a place where they can easily activate it with their aura.
The Darkfires can also make weighted clothing to help them
train, usually adding weight into the lining or making it out of
material they can manipulate to be far heavier than normal. For
the most part, Darkfires don't wear the clothes they do to be
fashionable (even if they could start a clothing line if they
wanted to), but wear the clothes they do to be functional in
combat. With all the options available, it is up to the Darkfire
to figure out how they want to customize their outfits. However,
while there are many options, not every option is optimal, and
some options may conflict. For example, flexible fabric and the
steel thread do not go well together, as the steel thread is not
flexible enough, and may hinder the flexibility of the fabric.
Also, some materials may be more difficult to put in, such as
trying to put fire resistant substances into clothing may be
difficult. This requires knowledge and adaption for the
Darkfires to create clothing, and they must often figure out how
they want their clothing before preparing it. Also, while it is
possible to prepare different outfits with different attributes,
this must be done outside of battle, as preparing custom outfits
takes materials, time and a lot of preparation.
- Darkfire Clothing Aspect: Weighted Clothing: Those familiar
with how Hei and Kendrix have weighted clothes will be familiar
with how some Darkfires will use weighted clothing to help them
train. This is meant to weigh down Darkfires, so that they can
adapt to the weight and eventually learn to move normally even
while wearing the weights. When they do finally adapt, they use
the weights as restraints, which hold back their true physical
abilities, or they use them to simply keep training. When
removed, the Darkfires then are able to fight unrestrained (if
they are able to remove the weighted clothing, of course), often
to the surprise of their enemies who may not expect it. Most
Darkfires will constantly wear these weights, as their adability
can be a double edged sword at times (meaning that Darkfires
adapt to the weights, but they may also adapt to the weights no
longer being there if the weights are not worn enough). When a
Darkfire needs to move without the weights, they simply need to
remove the weighted clothing. There are a few ways to prepare
this. The first, and most obvious, is to sew weights into the
clothing's fabric, which will allow the fabric to hold the
weights. The other is that some Darkfires can change the
molecular makeup of their clothing with things like earth
manipulation, making it possible for Darkfires to customize
clothing using their abilities if they have the right abilities
to do so (and Darkfires can also have other Darkfires with the
right abilities help them if they can find the right Darkfires
to help). However, the downside to this is that Darkfires will
always be hindered as long as they wear these weights, and
cannot go too long without, unless they want to risk their
adaption adapting to not having the weights. Also, it is
important to mention that the fabric cannot handle certain
heavier weights, so there is usually limits to how much weight
can be put into the fabric, even among the earth manipulation
Darkfires. This means that there is usually a top weight that
can be reached before no more weight can be added (meaning this
training hits a plateau at some point). And while this is useful
for training, enemies who know they wear weighted clothing can
stop Darkfires from removing this weighted clothing by keeping
them on the defensive in combat and not giving them time to
remove the weights in their clothing.
- Darkfire Clothing Aspect: Weapon Pockets: As one might
imagine, clothing can have a lot of pockets that can be useful
to the Darkfires, especially the assassins in the clan. If one
wonders why some of the Darkfires wear such long jackets,
pockets in the jacket would be the reason why. When making
custom clothing, Darkfires typically like to be able to store
weapons on their person (usually depending on the Darkfire). So
when keeping this in mind, many Darkfires often want to have the
right amount of pockets to have all of their stuff. This is
especially important among the assassins in the clan, and those
that like to keep small weapons on them. These pockets can store
things like weapons, dust crystals, or many other things. This
depends on the Darkfire and their particular clothing, as some
have different preferences when it comes to where they store
their weapons, and some can get very creative. For example, some
Darkfires may hide small knives in their socks, and some female
Darkfires have been known to wear dresses while strapping
weapons to their thighs for emergencies. And of course, there
are also Darkfires who hide weapons up their sleeves, sliding
them out when they need to attack someone. Depending on the
creativity of the Darkfires, they can handle this in a variety
of ways, and depending on the outfit, many Darkfires will often
have outfits with many pockets to store the things they wish to
carry on them. Of course, there is limits to how much stuff one
can carry on them, even among the Darkfires. If they carry too
much on them, they will add additional weight to their clothing,
or they may hinder the flexibility of their clothing if too much
is stored in their clothing. While this can be somewhat
countered by using flexible fabric to make more room in the
pockets, some make steel thread pockets for stronger pockets
instead. This depends on the Darkfire, and every choice has both
positive and negative consequences. And the form of the clothing
matters too, as certain clothing may not allow for storing
weapons (IE not wearing as much clothing means less pockets to
store things). But for the Darkfires that do not carry many
items on them, they can still choose normal clothing.
- Darkfire Clothing Aspect: Flexible Clothing: This is an aspect
of Darkfire clothing, in which Darkfires almost always try to
get the most flexible outfits for combat so that they will not
be hindered in their speed and agility. This is one of the
clothing options that Darkfires have, in which many customize
their clothes for combat. Darkfires make their combat outfits
out of special material, which is developed by the clan, or
could be taken from other sources (since flexible fabric has
been used in certain clothings). When used, this makes the
outfit the Darkfires choose to customize flexible so that they
can move easily in their clothes. This makes it so that the
Darkfires do not hinder themselves by the clothes they wear. And
since there are multiple types of flexible fabric, some of which
the Darkfires develop themselves (usually modifying known
fabrics). When worn, these fabrics allow the Darkfire to move in
any outfit they wear with this fabric, without having to
sacrifice any mobility and flexibility. As such, this makes it
so that the outfits the Darkfires wear don't hinder them, and
makes sure the Darkfire can be as comfortable as possible. This
can also be combined with other customization aspects of the
Darkfire's clothes, such as adding things like dust to the
lining of the clothes, or even adding additional lining into the
clothes. This can add additional benefits, while mostly still
keeping the flexible nature of the clothing. However, Darkfires
do need to be aware that not all linings work well with the
flexible fabric, as not all linings are as flexible. This means
that adding other linings will often reduce the flexibility of
the fabric. Also, while this fabric is flexible, it can still be
pushed to a breaking point and tear if not cared for properly.
Different types of fabric have different levels of flexibility,
and this flexibility is usually determined by the fabric itself.
And even though this sounds perfect, not all flexible fabric
will allow for all ranges of movement, as some outfits may be
restrictive depending on the outfit. And as one might imagine,
without any other linings, this outfit doesn't really do
anything for defense or attack, other than allowing the Darkfire
to move unhindered in combat (meaning they retain most of their
natural agility and flexibility when using this fabric).
- Darkfire Clothing Aspect: Elemental Clothing modification:
This is another aspect of the Darkfire's clothing that they
customize depending on the Darkfire. Depending on the Darkfire,
they will often make modifications to their clothing based on
their elemental abilities. There are two ways to go about this:
Defensive or Offensive modification. For defensive modification,
Darkfires will modify their clothing so that they can more
easily defend against counter elements. They do this by
creatively adapting their clothes, usually sewing substances
into the fabric or using specific types of fabric. For example,
a water or ice user that wants to defend against fire attacks
may line their clothing with a fire resistant substance to help
them defend against fire attacks, or those vulnerable to
lightning may make their clothing out of a non-conductive
substance. For offensive modification, Darkfires will adapt
their clothing to more easily utilize their elements. For
example, a fire user may make their gloves out of a substance
known as ignition cloth that develops sparks when rubbed
together, or they may make an absorbant outfit to absorb
moisture if they are a water user, or lightning users may make
their clothing out of material that is easily able to generate
static electricity. This is the opposite of a defensive
modification, and lets users develop their outfits to work
better for them. This depends on the Darkfire and their
creativity, as there are many modifications one can make,
whether it is for defense or offense. Whether it's using a known
method to modify their clothing, or using a unique method,
Darkfires can modify their clothing in a multitude of ways
depending on the stuff they have access to, and there nothing
saying Darkfires cannot modify more than one outfit (Such as
some may have specific outfits outfitted with specific elements
in mind, but modify others with different elements in mind).
There is the option of sewing dust powder or crystals into the
outfit as well (See Dust Sewn Outfits for more info). The
downside is that this means Darkfires actively choose specific
ways to modify their clothing, and this does take preparation
outside of battle. While it can be changed, Darkfires have to
change their outfits outside of battle, since this takes careful
planning and preparation.
- Darkfire Clothing Aspect: Bulletproof Steel Thread Lining:
This is another option among members of the Darkfire family,
mostly used among those that become assassins or have assassin
training. Many Darkfires can have custom clothing made using a
special steel thread that is developed by the clan (made mostly
among the earth user Darkfires who use their power to change
metal into the right form to make this thread). While some use
the steel thread for attack power, the main use of this thread
is that it is sewn into clothes, which adds a defensive layer to
the clothes that this is sewn into. One of the main appeals to
this is that, when wearing this, Darkfires don't have to wear
heavy armor over their clothes, and this allows them to maintain
proper mobility in combat (thus not hindering their combat speed
and agility). This defensive layer uses the steel thread to help
block attacks, making it able to dampen blows that the Darkfire
may take in battle. While there are different levels of this,
this defensive enhancement of clothes is great for defense
without being too restrictive in movement. The other advantage
to this is that outfits with this steel thread lining are
bullet-proof, which is another of the major appeals of wearing
clothing with this lining in it. For the most part, this is
another case of the Darkfire's preference of functionality over
fashion. This works best usually in long jackets and cloaks,
where some Darkfires (most notably those like Kindron, Hei, and
Kendrix) will wear longer clothing to cover themselves and allow
the defensive nature of their cloaks to protect as much of their
body as possible. Different Darkfires have different
preferences, so depending on the amount of steel thread used,
the exact amount of defense added is different depending on the
Darkfire. However, while useful, Darkfires do have to keep in
mind that this thread is not perfect defense, and even with
options like armor and defense enchantment among magic users,
the defense can still be broken. Typically, this is broken by
stronger attacks that can overpower the steel thread, or by
strong projectile attacks that may be too strong for the steel
thread to protect from. While this does protect the user
somewhat, it doesn't completely protect them as much as heavy
armor would (but heavy armor would sacrifice movement and
agility for defense).
- Darkfire Clothing Aspect: Dust-Sewn Clothing: Many Darkfires
and Branwen users utilize dust powder/crystals, made using aura,
in combat to generate elemental energy. And there is one trick
that has been passed along among aura users for a very long
time: One can store dust in their clothing easily by sewing it
into their clothing. As such, aura users and others who use dust
can learn to sew dust into their outfits, which allows them to
keep the dust for battle. After careful preparation, the dust
can be sewn into the clothing, and the clothing will not look
any different from how it did before. However, the difference is
that now, when a Darkfire activates the dust in their clothing,
their clothing will light up with dust as they utilize the
elemental energy. This may be as simple as just normal lighting
up, or some Darkfires may sew certain patterns into their
clothes to make their clothing look better when it lights up
with the energy of their dust. This is great for the aura users,
and for those that use dust, since it lets them secretly keep
dust on them without anyone being able to take it from them.
Darkfires especially can utilize this in battle, which allows
them to use dust to generate quick elemental energy that they
can then use or absorb, making it great for their elemental
power. This is dependent on the Darkfire, and how the Darkfire
handles the customization of their clothing. Since the Darkfires
typically customize their clothing, this is a great option that
doesn't hinder other aspects of the clothing like flexibility of
certain fabrics, or the steel thread of certain outfits.
However, the downside to this is that only so much dust can be
sewn into one's clothes, so there is a limit to how much dust
one carry on them. Also, this dust does not replenish itself
when used, so eventually Darkfires will run out of dust and have
to sew more into their clothes. This is a lengthy process that
requires time, preparation, and a lot of dust. As such, this can
only be sewn in outside of battle, and Darkfires must be careful
about when to use or not use the dust hidden within their
clothes. The dust still has the same weaknesses as well, such as
fire dust being weak against other weaknesses of fire.
Basic Darkfire Abilities:
- Darkfire Human Supernatural Hunter Alchemy/Elemental Magic
Mastery: In the 30XX world, the Darkfires are among the best
masters of elemental magic and alchemy in the world. The
Darkfires would hone this elemental magic over the years, and
develop techniques and magic spells that would help them to be
able to best use their elemental magic to battle their
opponents. In battle, Darkfires utilize elemental magic power,
as well as utilizing alchemy in order to battle their opponents.
The Darkfires learned a lot about alchemy and elementals from
their training, and learned even more when the Darkfires learned
about alchemy and elemental abilities from the werewolf
alchemists and vampire ninjas (which would strengthen their
elemental and alchemic abilities). The Darkfires are among the
top supernatural hunter clans in the world, and have had many
years to practice and hone their alchemy and elemental power.
Darkfires have three different types of abilities. The first is
basic alchemy, which they use as a basis of their elemental
abilities. By manipulating elements with alchemy, the Darkfires
learn what elements they have affinities for and learn elemental
powers accordingly. The next is their elemental training. This
is more or less what the Darkfires are known for, as this
training reflects a Darkfire learning to fuse their spirit
energy to elemental powers to create Darkfire elementals (such
as fusing dark spirit energy to fire to create the clan's
signature dark flames). The last is the Darkfire's spellbook
abilities, which was a skill-set they picked up from the
alchemists when they learned how to utilize unique spellbooks to
allow Darkfires unique spells through the spellbooks using the
same art the werewolf alchemists use. All together, these form
up the majority of the special abilities. Of course, the
Darkfires do also have their physical training and weapon
training, but this makes up most of their supernatural
abilities. As one might imagine, since the Darkfires specialize
in magic, those with magic resistance or magic immunity would be
a major problem for most Darkfires. It is also worth noting that
every elemental and magic skill is usually able to be dodged and
most can be blocked (aside from attacks like armor piercing
attacks).
- Darkfire Supernatural Hunter Magic Activation Types: With any
magic, dark magic or holy magic, it's always important to know
the types of magic and activations that magic uses. There are
many types of activations, and depending on the type a magic
user chooses, their magic could change completely depending on
the arts used and the activation types used. The most common are
usually instant activation spells. These use more power, but
don't require any preparation and can be used in an instant.
While not as powerful as other spells, instant activation spells
are easy to use and are usually very fast to pull off compared
to other spells. The second is incantations, in which physical
incantations are used to trigger more powerful spells. For the
most part, this usually takes slightly longer, as incantations
require a phrase or word to be spoken before the user can
activate their magic. However, some have come up with their own
ways of activating magic, with the most common being shortening
phrases to only a word or two through special phrase training.
Once done, usually some of the power is sacrificed to
essentially shorten the phrase so that users can fire the spell
off more easily. There are others as well, such as enchanting
objects with spells ahead of time which can allow use of
powerful spells, but usually only having limited casts before
having to be recharged, or there are also other activation types
that require different ways to activate. This depends mostly on
the user, but each user must have one activation type in order
to use dark arts, since this activates the spells. Some can even
learn multiple types, which can open up options for many
different types of spells. This is important for all kinds of
magic, as activation types are the basis of every magic. For the
most part, the Darkfire supernatural hunter elemental and
alchemic magic usually uses either movement, or they use glyphs
or runes that focus the attack which they can create with their
magical energy. The spellbooks are all spoken spells, but most
of their other alchemies are done through runes, certain symbols
used to focus the magic, or use movement based activations to
focus their magic. There are other types, like verbal spells and
special ingredient prepared spells, depending on the Darkfire
and their affinities.
- Darkfire Spirit Energy Mastery/Balance: In order to train in
the Darkfire elemental abilities, a Darkfire must first master
their own spirit energy, as their positive or negative spirit
energy are usually vital in creating Darkfire elementals. Before
training can even begin, the Darkfire must learn a few different
things. The first is that they must learn how to tap into their
positive and negative spirit energy, and the second is that they
must learn how to manage their own unique balance. Most
Darkfires must learn this before they can move on to other
abilities. Depending on the Darkfire, Darkfires will often have
varying amounts of soul energy, as well as having different
balances, making it imperative that the Darkfire trains and
learns about their own spirit. By tapping into their spirit,
they eventually learn to utilize their negative spirit energy to
create dark elementals and their positive spirit energy to
create holy elementals by combining their spirit with their
elemental magic to create their Darkfire elementals. However, it
isn't just about creating elementals, as Darkfires learn to
focus and balance their spirit during training in order to help
master their bodies to train them for battle since the Darkfires
also use this to help focus their mind and body as well. This
requires heavy meditation, and the ability to focus inward.
Thanks to this training, Darkfires typically are very inwardly
focused, and learn to master their spirit as the first step in
their training. Depending on the Darkfires, every Darkfire
typically has a different balance, so each Darkfire must find
that balance, and learn what affinities for combinations they
have. Depending on the Darkfires, there are some that are
special cases, such as Father Hei who had only positive spirit
energy after his holy purification, or Kendrix Darkfire who has
mastered tuning his spirit into angelic and demonic elementals
as a result. Depending on the spirit energy, some elementals can
have different effects depending on the spirit energy used. Many
Darkfires who advance in this can also sometimes start learning
spirit user abilities if they so desire, depending on if they
can find a teacher who will teach them how to use spirit user
abilities. Typically though, most Darkfires don't become spirit
users, if only because most understand that they must master
their own Darkfire power first before seeking new power. This
requires focus and discipline, much more so than any other clan,
so the Darkfires are usually very controlled and able to control
their emotions more easily in order to avoid unbalancing their
spirit.
- Darkfire Magic Connection: Because the Darkfires have
harmonized themselves with elemental magic, the Darkfires have
gained a unique connection to the elements and to magic itself.
There are two major steps to this. The first is the Darkfire's
magic connection. Because the clan is so based in elemental
magic, they have a fundamental connection to magic using the
mana in their bodies. While some rare Darkfires can focus other
types of magic with certain skill-sets (such as one Shaolin Monk
Darkfire who specialized in chi elemental magic and used
variation magic), the Darkfires primary connection to magic
involves a connection to mana-based magic. By focusing mana, the
Darkfires utilize elemental magic, which they have based the
entirety of their skill-set on. This magic connection is the
source of the Darkfires elemental abilities, and this magic
connections grants the Darkfires the power of elemental magic.
With this magic connection, not only do the Darkfires gain their
own elemental magic, but gain a general sense of magic to the
point that they are able to sense magic in almost all forms
thanks to their connection to magic. Thanks to their base magic
sense, they are able to sense the flow of magic in the world
around them and they are able to tap into that magic flow to
utilize magic. With this connection, the Darkfires have an
almost mystic sense of magic, and through training, they
strengthen this connection in order to strengthen their
elemental magic and their alchemy magic. This magic connection
is the source of the Darkfire's elemental and magic abilities,
and strengthening it is how the Darkfires grow stronger in their
elemental abilities. All Darkfires have this connection, and are
able to tap into it in order to use their magic. As one might
imagine though, this only covers magic, and doesn't cover other
supernatural abilities. And while the Darkfires can sense any
kind of magic, they cannot tap into any other magic than what
they have an affinity for (For example, a normal Darkfire with
mana based magic isn't going to tap into chaos magic). It is
also worth noting that this connection can be strained and even
broken if the body and mind are damaged enough that the body or
mind loses this connection. Some Darkfires have lost their magic
ability completely by losing this connection, which usually
happens if the mind is broken, or the body is near death. While
recovery often fixes this, some Darkfires who have gotten close
to death may not recover this connection, such as Qrow Darkfire
losing this when he was almost killed by Dovelthain Hazeldine.
- Darkfire Branwen Family Aura Connection: Because of the head
of the Darkfire clan (Qrow Darkfire) marrying the head of the
Branwen family (a family of thieves and bandits), the two clans
have trained together in the past, and Raven Branwen has even
taught the Darkfires about how to use aura, a mix of body and
spiritual power that grants special abilities. Like the
Darkfires, the Branwen family was also having to fight
supernaturals, and they developed their own techniques (though
their technique skill-set isn't as expansive as the Darkfire
Clan). Since the Darkfires and Branwens have mostly merged
together over the years while Qrow Darkfire and Raven Branwen
were married, some of the Branwen skills have been worked into
the Darkfire skill-set. This has also led to some Darkfires even
being able to become aura users as a result of their training.
For the most part, many Darkfires only have basic knowledge of
aura, as they just learn enough about it to learn how to create
it, and how to tap into certain aura abilities important for
certain skills (like using the Branwen art of shapeshifting to
learn the Darkfire elemental shapeshifting skill). For the most
part, this is only a basic connection, and helps teach the
Darkfire how to tap into their body's energies and spirit
energies in order to teach them how to draw out energy. When
using this connection, there isn't much battle potential for
this, as it is mostly used to learn other techniques. Those that
do have the ability to use aura abilities (through training or
through inheriting certain aura abilities), will find that aura
manipulation still works the same way as it does for most races,
with aura being able to be used for things like defense and to
do things like unlocking unique semblance abilities. This also
means that it has the same weaknesses, in that aura can be
overpowered by other energies, or aura breaker weapons can break
through aura manipulation completely. Much like any other energy
manipulation, aura can only be used as long as the user has
energy, and once they run out, they cannot use aura until they
recover their energy.
- Darkfire Nature/Spirit Connection: This is the second
connection that Darkfires have that grants them their abilities.
Similar to other creatures with a strong magic connection to the
world, the Darkfires specialize in their connection to both
nature and spirits, as their original knowledge of magic comes
from the Spirit Realm. Through their training and diving into
magic, they eventually developed a strong connection to the
world's elements through their nature and spirit connections.
Thanks to this, the Darkfires are able to not only sense the
planet's life energy and the life of what's around them, but all
Darkfires are able to sense spirits as well, similar to moglins
and those with special spirit sense training. This allows them
to see and interact with spirits, in which their alchemy is
often used to help benefit the spirits by maintaining the
balance and changing things that were hurtful to the spirits
into things that can help the spirits grow more powerful. These
spirits are normally invisible and not able to be interacted
with by most people, even most who think they know all the
spirits often find they don't know how just how deep the
spiritual plane goes and how many spirits live in this world.
This may seem simple, but this lets the Darkfires connect to the
world much more than most who connect to nature (though certain
nature connections may be stronger than theirs, in which case
they may seek to gain that stronger connection), as they aren't
just connected to nature, but are able to also interact with
those spirits for another way to interact with nature. Darkfires
that have this connection understand the importance of the
world's forces, and can see not only the flow of the planet's
life energies, but also how the spirits impact that balance. All
Darkfires are not only taught the importance of this, but this
is also a source of the Darkfire elemental abilities as their
Darkfire elemental abilities are brought out through spirit
training since the original Darkfire arts were learned through
the spirit realm. Some may learn different ways to do this (For
example, the Swordsmen faction has an enhanced nature connection
after their training with the werewolf alchemists), but all
Darkfire and those trained in this learn this aspect in some way
and apply this to their elemental abilities in order to learn
how to use their Darkfire elementals. They are also able to
perceive the world's flow of life and death as a result of this
power. This can eventually lead to Darkfires learning spirit
arts, to which some have tried to learn spirit arts that could
benefit their use of elemental powers, as there are plenty of
spirit arts that are elemental in nature. This is an important
part of a Darkfire's power, and this is necessary for them to
have to utilize the spiritual side of their Darkfire training
(the part of their training that uses their spirit energy).
Without this connection, the Darkfires elemental powers weaken,
and they are not able to use their spirit to create Darkfire
elementals. It is rare for a Darkfire to not have this, or lose
it, but if they were to not have it, their Darkfire elementals
wouldn't work.
- Basic Magic Ability: Magic Glyphs: This is a power that forms
a basis for many magic spells and is created by a magic user's
magic abilities to focus their magic. These glyphs focus power
into the circle, which is then used by the user to focus magic
techniques. While there are magic techniques that don't need
this, this is more for general magic like attack magic and
defensive magic. This power utilizes magic, but requires that
the user know how elements are formed and what they're made of
in order to be able to do this. This is a basic power that some
magic users are able to use, and this particular use of the
magic glyph is not too much different from many other magic
users. Among using them for focusing magic attacks, they also
have other functions, such as being able to use them as
platforms to jump off of and stand on, or use them for amping
attacks and defense, or even using them to amp allies. These
glyphs are also used in summoning magic as a conduit for
summoning, or some magics like alchemy could be focused with
these glyphs as well. There are even some unique abilities one
can use with these, such as some having certain amplification
powers, or certain arts that utilize these arts specifically.
This may be a basic power, but there are plenty of people who
have become master warriors using this power alone, utilizing
the glyphs for a variety of uses, and some can use entire combat
and magic styles based on how these glyphs are used. This power
is a fairly basic magic ability, and although useful, can be
countered just like other people who use this ability (depending
on how the ability is used). For example, someone who uses these
glyphs for amplification can be countered with other
amplification abilities, or users who use these for movement can
be countered by more agile enemies. This is more of a versatile
base ability, and one that focuses different magic techniques
rather than being a different type of magic unto itself.
Typically, these cannot do damage on their own, as they are more
just a basis of many kinds of magic, and, while versatile, are
not an offensive power except when used to amplify physical
abilities using amplification properties of these glyphs.
- Basic Magic Ability: Item Enchantment: This is a basic power
that many magic users possess, where they are able to enchant
objects. This is a pretty basic ability, where a magic user
pours magic into an item to grant it magic-based properties
depending on the magic used. There are many ways to enchant
items, but the most popular way is through ingredient spells
that can focus power into an object. Many magic users use this
to enchant weapons and equipment they may possess. Not only does
this grant strength to the weapons or equipment, but this can
grant special abilities to the object. For example, an armor
enchanted with flame magic may be immune to flames, or a sword
with ice magic could generate freezing ice. Not only are there
many types of enchantment, but with all the kinds of magic in
the world, there are many ways to utilize this power that
usually make each case of this slightly different. It is most
common though that most magic users utilize their own magic or
have another magic user focus magic for them to empower an
object. When this is used, items can be enchanted temporarily,
such as some users who charge spellbook pages with magic spells
so that they can cast them from the spellbook rather than have
to cast them themselves (useful for long incantation spells or
spells that take time to cast). The most common method is for
making weapons and equipment though, where magic users will
enchant items permanently with magic in order to grant them
powers the user will utilize in battle. However, there are also
other ways to use this, such as using healing magic to enchant a
vial of water and empower the water to heal when poured on a
wound. There are so many ways this power can be used, and
different magics utilize this power in different ways. However,
the major thing is the same among all uses of this power.
Whether it's enchanted temporarily or permanently, the item
becomes a magic item, and only becomes empowered by the magic
put in to it. This means that an item enchanted with fire is not
going to have ice abilities. The enchantments all have
weaknesses and strengths, and it is hard to list every kind of
enchantment, but each enchantment does have its weaknesses
enough that smart opponents can usually figure them out (such as
a fire item would be vulnerable to ice usually). Some are
unusual enchantments, but all enchantments have some sort of
weakness. While usually immune to power negation, these items
can be overcome with magic immunity, and/or with magic negation
or anti-magic.
- Darkfire Magic/Spirit Balance Mastery: The Darkfires create
their elementals by using magic and spirit power, which they
must find their balance by figuring out their affinities. For
example, Kindron Darkfire (before he became an angel) had dark
flames and holy lightning as his affinities, even developing an
affinity for holy ice in his later years before he became Omega.
Once a Darkfire figures out their affinities, the first step is
to balance their magic and spirit, where they are able to fuse
these elementals passively. This is the next basis of the
Darkfire training after learning magic and spirit power, in
which a Darkfire has to then fuse both knowledge types together
to find their own balance. Not only does this teach them how to
make their Darkfire elementals, but this also balances their
magic, spirit power and their minds. Through discipline and
focus, a Darkfire uses this to keep their power in balance so
that their power can be more effective, as balance is necessary
in order to keep one's power flowing properly. And as Darkfires
practice this balance, they will often find ways to do this that
will increase their magic and spirit power, as maintaining this
balance effectively can lead to the Darkfires gaining stronger
magic and spirit power over time as the Darkfire hones their
mastery of this aspect of their training. Different Darkfires
have many ways of focusing, but using their disciplined mind is
often the most common way Darkfires use to maintain this, and is
why the Darkfires are among the most mentally disciplined
despite some of the Darkfires being darker in nature than other
supernatural hunter clans. Another method many Darkfires will
use is meditation, in which they will meditate in order to
balance themselves (which is equally as effective for those that
don't have as much mental focus as some Darkfires). No matter
the method though, this is a very necessary training, as
Darkfires cannot use their full power without finding their
balance. If a Darkfire is unbalanced in their magic and spirit
power, then they will have difficulty focusing their magic, and
will have severely weakened magic. Some Darkfires who can't
focus this properly have even been known to create explosions of
magic and spirit when trying to use magic as the magic cannot be
focused properly. There are major enemies that do try to
unbalance this kind of balance in the body, mind and spirit (For
example, Malice Al Zalam has the ability to unbalance this kind
of training) and those enemies are particularly dangerous to the
Darkfires as they can be weakened to the point their Darkfire
elements no longer work.
- Darkfire Elementals: Finally getting to the actual elementals,
each Darkfire can start out with up to two elements, and older,
more experienced Darkfires can sometimes learn a third or a
fourth depending on the Darkfire. There are also rare Darkfires
that will be born with three or four elements (usually born with
both a holy and dark variation of one or two elements), but this
is very rare. Darkfire elementals work by fusing positive or
negative spirit energy to their elemental power to create
specific elements. Negative spirit energy fused to an element
will create a dark elemental, which will have some darkness type
properties to it, and positive spirit energy fused to elements
will create holy elementals which will have positive power
properties. Each element is different, and some even have unique
abilities depending on the Darkfire, such as Kindron Darkfire's
angelic holy flames being able to heal people using angelic
spirit. Each Darkfire has two usually to start with, and as they
get older and more experienced, they may gain one or two more
through training and focus. It is also possible that some
Darkfires can use elementals to create different elementals,
such as some wind users who create lightning or water users that
create ice. The elements used by the Darkfires are usually of
the six main elements which correspond to the Darkfire's
elemental magic affinities. Among the elements one can use are
fire, water, ice (often combined with water affinity),
lightning, wind and earth. Darkness and light are very rare
affinities, and often seen as redundant in the clan since the
spirit energy often acts as the light or dark in the Darkfire
elementals. For the most part, these elements can be used just
like their main elementals, and can be used creatively by
Darkfires to battle enemies and utilize their Darkfire
techniques. For example, fire can be used to create explosive
attacks, burn enemies, and even melt objects. This is the main
power of the Darkfires that they are usually known for, and this
is the power they use in their Darkfire skills. However, these
elementals are still magic based, which means that the
Darkfire's skills are not very useful against those with magic
resistance or magic immunity. This also means that the Darkfires
are usually in trouble when faced with magic negation. And of
course, anti-magic remains a problem of a whole other level.
These elements are also still dodged or blocked like normal
elementals except for specific situations (which must be
stated), such as fire is countered best by ice, or lightning
being countered by water.
- Rare Darkfire Abilities: Combined Elementals: This is a rarity
among Darkfires, in which some rare Darkfires will gain one or
possibly two elementals they combine together instead of a dark
or holy elemental. These elementals are more rare, but some
Darkfires do learn these by combining certain elements. It is
often believed that the Darkfires holy and dark elementals
combine in balancing themselves and the light and dark cancel
each other out, leaving just the combined elementals (which
checks out as some Darkfires do gain combined dark or holy
elementals if the two elementals are the same dark or holy
affinity). It is often more common to see these kinds of
elementals when multiple Darkfires are working together, as they
will sometimes combine elementals to create combined elementals.
The elemental powers they possess create a unique elemental, in
which every element has a combination with another. For example,
Qrow Darkfire possessed heat lightning which combines fire and
lightning together into one power in which the lightning is red
and generates fire from the lightning. However, depending on the
element, some have multiple combinations. For example, fire and
lightning don't just make heat lightning, but could create
lightning flames in which the flames generate lightning blended
into the fire power. There are many different kinds of
elementals, and some Darkfires are born with this affinity
instead of normal dark or holy elementals. Darkfires who have
this often utilize two combinations corresponding to their
elements. For example, ice and fire usually have ice flames and
burning ice abilities. Those with this power usually have it as
it replaces the normal Darkfire elementals. Users with this lose
their normal Darkfire elementals in favor of pure elemental
power, which has its strengths where dark and holy elementals
might fail. Normally all of these elementals are neutral in
nature, not being positive or negative unless a Darkfire has a
specific combined holy or dark elemental. It is also worth
noting that the Darkfires cannot combine holy or dark spirit
with these combined elementals if they are neutral, as this
power replaces the normal dark or holy element affinity when the
power is in its neutral state. While some Darkfires can still
use the elements separately (IE Qrow could use dark flames and
holy lightning, but couldn't combine the holy and dark into his
heat lightning), the combined elements are not compatible with
the combined element unless the holy and dark elemental are the
same (IE a holy element and another holy elemental might be able
to create a combined element). Of course, these elements all
have counters, usually by elements outside of their elements,
such as heat lightning is countered by water or ice
manipulation. These elemental powers may have unique properties,
but mostly work with the properties of whatever element is the
base of the power. For example, ice lightning is countered just
like normal lightning, despite it having a freezing element to
it.
- Darkfire Unique Variations and Abilities (usually most
prevalent in hybrids): Depending on the Darkfire, some Darkfires
have unique spirit power that can be used. Depending on the
Darkfire, the Darkfire can learn to add certain affects from
their spirit to their elementals. For example, angelic or
demonic Darkfires might have special spirit effects, depending
on their natures. Angelic Darkfires might have pure holy
positive spirit that will grant a light based spirit power-up,
or a demonic Darkfire might gain a demonic stronger spirit
power-up due to demons having much more potent spirit energy.
This depends on the spirit that the Darkfire possesses, and a
Darkfire may have some unique powers or none depending on what
other abilities they possess. This is most present in hybrids in
the Darkfire clan, usually Darkfires that are born of
supernaturals (such as a chi user Darkfire who used chi magic
elementals). However, there are a few effects that are common
among Darkfires that even full Darkfires can learn. The first is
that some Darkfires can learn corrupted elements as a means to
try and counter users of the same element. The corrupted element
art uses a Darkfires spirit energy not to turn the element into
a dark/holy element, but instead uses the spirit energy to
corrupt the element and create a corrupted element instead.
This is an art that some Darkfires have learned to counter other
elemental users, specifically those of the same element that the
Darkfire cannot normally damage. There are also certain effects
that can be done with positive and negative spirit energy that
may or may not be unique among Darkfires depending on their
abilities. For example, advanced users of positive spirit
elements might be able to manipulate the positive nature of
flames to heal others, or manipulate the negative nature to
poison enemies with negative spirit energy. Typically, this is
dependent on the Darkfire, and is unique for each Darkfire
depending on what they want to do. This is a purely option
training, and usually only used by those that have special extra
skill-sets that can combine with the Darkfire skills. Typically
all of these effects can be countered like normal elements, as
long as one keeps in mind the unique nature of the elements
created. For example, corrupted flames are still able to be
dodged or blocked like normal flames, but cannot be absorbed by
flame users or the flame user will take internal damage when
they try to absorb this flame (bypassing elemental immunities).
- Specific Limited Elemental Variations: Depending on the
Darkfire and their elements used, some can use other versions of
their elements, depending on the element they use. This is most
common in earth and wind users, as earth users could specialize
in many different types of earth, with some earth users being
able to use plants, some specializing in metal, some in crystals
or some in sand manipulation. Each element has it's own specific
uses, depending on what the user wants to learn, as each element
can be broken down and may have unique manipulations based on
the element. For example, some lightning users may only use
magnetism, giving them magnetic manipulation, or earth users
being able to generate specific types of earth. This is a rare
case among Darkfires where some Darkfires cannot use every part
of a certain element. For example, there was one Darkfire who
could manipulate metal, but no other earth element. While this
does limit a Darkfire, this often leads to these limited
elementals being more powerful or may lead a Darkfire to having
more elemental abilities. For example, a Darkfire born with
three elements could have a magnetism power, a metal
manipulation power and then a normal elemental (with magnetism
and metal both being limited but a Darkfire can have both
limited powers). The limited elementals are also typically
stronger than normal elementals, and can still be turned into
dark/holy elementals, or rare combinations of elements depending
on how the powers are manifested. For the most part, most
Darkfires see this as a problem with their elemental power, but
some Darkfires can make the best of this with alchemic knowledge
and creativity. For example, a Darkfire who could manipulate
metal could use alchemy to change certain materials into metal
that he could manipulate. This mostly just depends on the
Darkfire's affinities. Of course, as one might expect, these
elements are still countered like normal elementals. Usually,
the only advantage this grants is slightly stronger elementals,
or granting Darkfires more elementals but in specific
variations.
- Darkfire Advanced Elemental Training: Once reaching a certain
level, Darkfires are able to learn advanced elemental abilities,
which comes once they master the basic elemental abilities.
Depending on the element and their training, almost every
element has advanced abilities that can be learned, as
elementals can do more than just be used to throw an element
around. Using this advanced training usually takes time and
requires a certain level of mastery of the basic elements. This
also requires a little scientific knowledge of elements, such as
learning how the magnetic properties of lightning work and
manipulating lightning to make use of those magnetic properties.
By learning the science of how elements work, Darkfires are able
to apply that to their powers and learn how to use their
elemental powers beyond just blasting opponents or throwing
around elements. Depending on the element, every element has
advanced elemental training, such as wind users can learn to
generate plasma, or earth users might be able to learn how to
generate lava manipulation by absorbing fire attacks into their
earth manipulation. These abilities are usually different ways
to use elements, and most can be passive, such as fire and/or
ice users typically learning to adapt to almost any extreme
temperature, or lightning users being able to manage their own
magnetic field. This power just depends on the Darkfire. Of
course, as one might expect, the Darkfires still have their
weakness to counter elements, and any advanced powers they use
are still countered using counter elements or other abilities
that can counter elementals. It is also worth noting that some
of these advanced training powers use more energy than normal to
do, due to certain conditions being necessary and manipulated by
the Darkfire first.
- Advanced Darkfire Training: Elemental Condensing: When using
elemental power, sometimes normal elementals just don't pack
enough of a punch. For this problem, the Darkfires learned an
art of condensing matter into smaller space by smashing the
molecules together to condense energy into a smaller form. This
technique is a battle technique that the Darkfires utilize in
their attack and defense, where they utilize this to create more
condensed elementals. Typically, this requires not only a
mastery of elemental power, but also requires a mastery of
changing the form of energy as well as changing the form of
matter. However, when used properly, this can create much
stronger elemental abilities, where the Darkfires can condense
their elementals to strengthen their attacks. In addition to the
elementals themselves being stronger, the effects of the
elementals also become much stronger, as the condensing of the
elemental also has effects on what the elementals can do. For
example, a condensed explosive dark flame attack will explode
with far more force than normal, due to the explosion being
concentrated by the condensing of the dark flames. Any elemental
can be used, and the effects depend on the elemental used.
Darkfires can even control how much the elemental is condensed,
allowing more or less condensing to control how much power is
put into their attacks. This is an advanced art, and Darkfires
do have to be skilled with more than just elemental energy to
use this effectively. It is also worth noting that the Darkfires
who use this also have to expend more energy and concentration
in order to use this, as using this will often require
concentration to utilize this effectively. The more energy they
condense, the stronger the attack they create at the cost of
more condensing also costing more elemental power in order to
use. And if a Darkfire doesn't do this correctly, their
elemental condensing could literally explode in their face, as
not doing this correctly could cause an explosive reaction. As
one might imagine, dodging these elements are still the same,
but blocking is more or less what is different, as this is
designed to be used against stronger opponents. One can still
block this if they are strong enough, but with the condensed
energy and amplified effects, the attacks are much harder to
block.
- Darkfire Internal Mana Conversion to Elemental Magic: Similar
to how mystic knights train themselves to passive convert mana
into magic, the Darkfires trained in the mystic arts do the same
thing, where different Darkfires created different types of
training that converts one's mana into elemental magic, which
flows through the body just like mana. This is designed to not
only make elemental magic easier to summon, but is the main
source of the Darkfire elemental skills that create the Darkfire
elemental aura. Depending on the user, they are able to learn
this after they learn their elemental power so that they can
convert their mana into their specific elemental powers they
will use. In addition, this also makes certain other abilities
easily that use elemental power easier to use, as the magic
doesn't require casting time and is already converted into
magic. This power requires a mastery of magic before it can be
used, and the ability to be able to convert mana to magic. This
can be changed depending on the Darkfire though, as some may
have different abilities that might make this more unique, such
as some Darkfires who developed special Darkfire mystic knight
skills (more later). The downside to this art is that those that
want to focus more on mana abilities will often find that this
art reduces the amount of mana running through the body to near
zero as it converts almost all the mana in the body into
elemental magic. However, the upside is that, while users cannot
learn mana user abilities or use mana on its own, they can learn
mystic knight abilities if they train this into more of a combat
based power-up, as the Darkfires have a special unique clan
developed Mystic Knight training that converts their elemental
magic into physical amplification as a more Darkfire based
variation of typical Mystic Knights. Typically, the danger to
this training though is that users bank more on their magics
working on enemies, and while this may reduce the cost of power
and casting time to near zero to use magic and make magic more
available, users run the risk of not being able to damage those
with magic immunity and doing reduced damage to those with magic
resistance. This ability also makes certain mana abilities
unable to be used. This can be used to varying degrees though,
and Darkfires can choose to use this minimally to leave some
mana in their bodies at the cost of having less elemental magic
to use in battle.
- Darkfire Alchemic Understanding of Elements: Darkfires are
able to manipulate the elements in their base form, and utilize
their alchemy to change things based on how elements interact
with the world as a means to fight opponents or use elementals.
While they can't create special elementals or combined
elementals using this power alone, they can utilize some
elements in their base form by using their magic to affect the
elements and even change the elements they control. Depending on
the Darkfire and what they can do, they are able to do certain
things like manipulate the properties of elementals, being able
to do things like freezing certain attacks by changing the
temperature of the attack when they catch it, or being able to
convert certain attacks like converting air into water. This
depends on the Darkfire and their affinities, with all Darkfires
learning how to use this in some way in order to modify
elements, whether it's changing them in combat, or changing them
for other uses (like certain clans use alchemy for blacksmithing
or other necessary jobs). For the most part, this power relies
on the Darkfire's understanding of elements, rather than on
their ability to use elements in battle. Because of this, this
power can be used to convert elements, but elements can still
hurt the user, since this power doesn't really grant elemental
immunity in any way, but more allows users to take control of
elementals through conversion and utilizing their alchemy to
modify elements. The Darkfires also use this to train their
knowledge of elements, in which they learn things like chemistry
and science to better their understanding of how elements
interact with each other. Most Darkfires usually have to do this
in close proximity, as alchemy usually has a max distance that
it can be used (The only exception to this is certain types of
longer range alchemy, such as Alkahestry). And while most
Darkfires are able to learn how most elements work, Darkfires
still have to know the attack is coming, and they often have to
concentrate to convert an element. If an opponent is careful,
they can attack the user while they're trying to convert an
attack if they take too long, or the opponent is smart about how
they use their elementals to distract the user as some can
control the elements even as the user tries to change them
(depending on the user, and the opponent). This is also limited
by the Darkfire's individual knowledge, and requires a Darkfire
to not only learn how elementals interact, but gain experience
at manipulating elements to make the most of this.
- Darkfire Alchemic Transmutation: Darkfires are able to convert
matter, changing matter as they see fit. This can be as simple
as turning lead to gold (though this is technically taboo among
the "don't create money taboo"), or dispelling elemental
energies or converting them. A Darkfire, if they know their
environment and composition of what they're manipulating, can
use it to convert matter in a variety of ways. This is the main
ability of alchemy alongside it's spellbooks and unique
alchemies, which is designed to change things that harm spirits
into something that will strengthen them instead. 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 in battle (though certain types of weapons and
armor might be immune to this ability if the werewolf doesn't
know how the power of the weapon or armor/shield works, or what
it's made of). 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 into another shape (usually
used on inorganic objects to change their form), and changing
the form changes the matter into a different kind of matter
(usually changing one element or compound into another).
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. It takes years and
experience to become good with this skill, as simple natural
talent isn't enough to master alchemic conversion skills which
make the base of all alchemy. The proper use of this also
requires some scientific knowledge, with those with scientific
knowledge often having advantages that other Darkfires might
lack (such as those with science knowledge will know more easily
how to manipulate molecules while normal Darkfires focus more on
the elements themselves).
- Darkfire Battle Transmutation Alchemy: In order to battle
their enemies, the Darkfires developed a specific brand of
alchemy designed solely for battle. This alchemy is the main
alchemy most Darkfires use when not using their Darkfire
elemental skills or using their physical combat abilities, as
it's the basic combat alchemy many are taught upon learning
magic. This alchemy uses wind and earth manipulation using
alchemic magic, allowing a Darkfire to take advantage of the two
major elements that connect to almost every other element. In
the Darkfire's eyes, aside from darkness and light, earth and
wind are the two major elements that make up the world, which
they try to make use of in this alchemy. Almost any physical
material is made of earth, or almost any lightning, fire or
water is created using air and gases in the air. Once mastered,
most Darkfires have highly skilled alchemic magic they can use
in battle, being able to manipulate the earth and wind to fight
opponents, even if their elemental affinities don't include
earth or wind (they can use alchemy to do this, but can be less
effective at times). This could be as simple as creating
shockwaves to attack, or more advanced Darkfires can do things
like freeze an area using wind, or they can create lightning or
fire using air as well. Depending on how it's manipulated, earth
and air hold the connection to most of the elements in the
world, and some advanced Darkfires have even learned to use
certain advanced techniques like using ice or glass to focus
light into attacks as well depending on the alchemist. This
depends on the creativity and scientific knowledge of the
alchemist, as this is a power with many possibilities, and those
with strong knowledge can find many ways to use this power
effectively. However, this is a magic power, so those with magic
resistance or magic immunity may be immune to most of the magic
other than physical damage from certain attacks. Those who have
other alchemic abilities or can counter earth and wind can also
easily counter this combat as well the same way as normal earth
and wind manipulation, since this essentially equates to earth
and wind manipulation using magic.
- Darkfire Bio-Alchemic Magic: This alchemy was originally an
extension of healing and purification, but instead is a type of
alchemy designed solely to allow Darkfires to use their alchemy
to study living beings and make alchemic modifications to
strengthen them (though there are rules and restrictions to this
so that it doesn't break alchemic taboos). This art is often
used by some more ambitious Darkfires to understand the
structure of living beings, where they learn how to modify
beings based on their biological knowledge, though most use it
more in terms of medical uses like using it to heal others. This
art can be dangerous though, as this art goes into two major
taboo's among alchemists, and also involve two forbidden arts.
The first is combining living beings together and creating what
alchemists refer to as 'chimeras' which are creatures usually
spliced together with alchemy to create a more powerful
creature. This art was forbidden among Darkfires for "twisting"
life, which they see as a crime against the world itself. The
second is that they are not allowed to create new beings, as
they feel that creation is not their job, and because any
attempt to create life has usually resulted in death or the
attempt requiring sacrifices that can result in Darkfires losing
parts of their body, or even their life in the attempt. Overall,
when used properly, this art is about biological understanding
of beings, and being able to strengthen or heal them using
alchemy. When used as intended, this is usually used as a way to
boost those that are allied with them, using this to often bring
out more temporary power and physical ability in those that need
a boost in ability. This is usually a lengthy process, and not
useful in battle, so this is more of a side ability used outside
of battle to study others and bring out the abilities of
physical beings. This usually depends on the Darkfire's alchemic
ability and not their elemental ability, but most don't dedicate
fully to this given the taboos unless they're willing to
disregard the rules. Due to this, there are few true masters of
this art in the Darkfires, and the few that exist have usually
been part of the Dark Magician Faction, as some Dark Magician
faction members have experimented with this to create creatures
they could use to fight others.
- Darkfire Bio-Alchemic Physical Combat Amplification: This is a
sub-skill of bio-alchemy magic which is a combat magic used in
battle by some Darkfires. This alchemy boosts the body's
physical stats using alchemy, by strengthening the muscles,
bones and even skin of the user so that they will be temporarily
stronger. However, not only does this enhance someone
physically, but this temporarily opens up the flow of energy in
a being, and allows them to channel greater energy through their
bodies, usually as a way to allow the user to enhance their
supernatural powers and allow them to channel higher level
attacks that they wouldn't be able to use otherwise. The
Darkfires often use this in order to allow more elemental magic
to flow through them, and can use a few different types of
amplification using this art. The first of these arts is the
elemental physical amplification, which powers up the physical
abilities using bio-alchemy by allowing more elemental magic to
flow through them temporarily. The next is using this
bio-alchemy to amplify the person's ability to channel magic,
focusing on enhancing their magic attack ability (which
strengthens their Darkfire skills as a result as well). These
arts are designed to allow the Darkfires to fight using enhanced
magic in different ways, usually best used in certain situations
such as using the physical amplification on Darkfires who focus
on physical combat (like the Swordsmen Faction). The Darkfires
with this skill can enhance themselves or others, and can often
choose how much to enhance themselves. The Dark Magician faction
has even used dark amplification magic successfully using this
art in order to grant amplified dark attack power to the
Darkfires this is used on (though the other factions look down
on this dark magic use). However, the higher the multiplier (or
some riskier types of magic), the higher risk of damage done to
the body, as bodies using this can only handle so much pressure
that this magic puts on the body to enhance it. After a certain
multiplier, most bodies will begin to tear themselves apart, and
most of the time, even keeping regeneration from working
effectively. If the user overuses it still, they can even do
damage to their own bodies that can't be reversed, such as
damaging their ability to generate energy which could even
result in the loss of magic, or even death in extreme cases.
Different Faction Unique Magic Types: (Darkfires will have
unique magic corresponding to what faction trains them. IE
Swordsmen Faction will have the Swordsmen Faction unique magics,
but not the Rogues or the Dark Magicians except in unusual
circumstances of a Darkfire that is trained in multiple faction
skills which is very rare)
- The Rogues Unique Magic Type: Assassin Magic: This magic was
designed by the Rogues faction of the Darkfires for
assassinations. By using alchemy on the light around them, the
Darkfires in the Rogues faction are able to use this to make
themselves and other objects completely invisible using
light-bending to create an illusion of invisibility. And by
using alchemic magic to manipulate the waves of the air and the
scent of the air, the Darkfires are able to remove almost every
trace of their presence when they are attempting to assassinate
someone. Darkfires that use this are even able to make their
elemental attacks invisible, granting the Darkfires a very
useful way to attack enemies if they can sneak up on them. When
this is in effect, not only is the Darkfire invisible to the
eyes, but the manipulate of the air covering sound waves and
scent, it makes the Darkfire's sounds unable to be heard and
their scent unable to be smelled by those with enhanced smell.
Most Darkfires have used this to avoid people, usually trying to
avoid fights when on missions so that they won't have to fight
someone they don't want to kill. However, with this also being
able to be used to make attacks invisible, there are many
Darkfires who use this in combination with a killing attack to
make the killing attack invisible. Over the years, this has made
assassination missions far easier, as Darkfires rarely get into
fights with people they want to avoid thanks to this ability.
While the Rogues faction is skilled enough without this magic,
this magic has been a very useful tool for them. When using this
though, the Darkfire can still be sensed by those with the
ability to sense presences, or some who can predict malicious
intent. Even attacks made invisible can be sensed this way, and
some groups like the Hazeldines (who this was originally used
against) have learned to see through this invisibility. It is
also possible to dispel this invisibility if the Darkfire cannot
concentrate on keeping this magic active, as this magic requires
concentration to use, and cannot be used if the Darkfire is
occupied with combat.
- The Rogues Unique Magic Type: Corruption Destruction Magic:
This magic was originally designed to be used against vampires,
in which this was originally designed for the Hazeldines when
the Darkfires and Hazeldines were still mortal enemies. This
magic is designed to destroy anything with a corrupted nature,
in which this magic attacks and destroys corrupted power. This
is most useful against vampires and werewolves, thanks to their
corrupted natures (as most vampires and werewolves are the
result of cursed natures at their core). This magic is a
variation of the Darkfire's normal alchemy and elemental magic,
as it is a variation of the Darkfire elemental magic. When used,
this magic has an almost purifying effect on cursed natures, in
which the energy used in the magic the Darkfires use burns away
corruption. Vampires who have had it used on them will notice it
attacking their darkness nature, purifying a vampire from
within, while werewolves will notice it attacking their cursed
nature which is purified with this magic. However, this isn't
like the holy vampire purification where someone changes
natures, but this is a means to kill vampires and supernaturals.
When used effectively, this was used to kill those with cursed
natures, and works on any being with a cursed nature (not just
vampires and werewolves). This has had some use in humans turned
supernatural though (specifically ones forcibly turned), in
which this, combined with elemental healing and purification has
led to the Darkfires being able to turn someone human again that
was forcibly turned into a supernatural by method of corrupted
natures (Usually vampires or werewolves). This magic has even
been useful against human-turned demons, in which this has been
used to do severe damage to human turned demons (but this cannot
kill them or turn them back into humans). While this does do
heavy damage to those with cursed natures, those with cursed
natures can still avoid/block attacks like normal, and this
magic will only hurt a cursed nature being if the attack hits
them. Minor injuries won't do much damage with this, but more
serious injuries will do more damage with this. Those with
cursed natures may be able to remove the purification by
corrupting the energy used in this magic, though this has not
yet been done too successfully (But is possible).
- The Rogues Unique Magic Type: Supernatural Killer Magic: This
magic was designed for those enemies of the Darkfires that don't
fall into the cursed category. Since the Darkfires have gone up
against many types of creatures, this magic was designed for
those kinds of creatures. This magic, when used, is another
variation of the Darkfire elemental and alchemy magic, but
instead of destroying corruption, this magic tunes itself to
enemies in order to find their weakness. Some are familiar with
this kind of magic, in which some users of this have become
known over the years. When used, this magic will naturally tune
itself to whatever the Darkfire is fighting. For example, if the
Darkfire is fighting a human form dragon, then this magic will
tune itself to a dragon killer magic. This applies to both the
elemental magic and the alchemy magic of a Darkfire, and can be
used against almost any kind of supernatural enemy as long as
the Darkfire can use the magic on an enemy and give the magic
time to adapt. When magic attacks using this magic strike the
heart or brain when properly tuned, this can kill the opponent
that this is tuned to (for example, when tuned to a vampire,
hitting a vampire's heart with this will kill the vampire with
vampire-killer power). For the most part, this works on most
enemies, however, there are a few types of enemies this doesn't
work on. The obvious one is that this doesn't work on deities
and multidimensional beings (beings like Toranoraos and Xeles),
and this also doesn't work on beings that are too powerful to
destroy by normal means (like Lucifer). It is also worth noting
that this requires time to adapt to an enemy, and often requires
up to at least 4 successful attacks to tune itself to an enemy.
Depending on the enemy and what the magic has to tune to, it may
be difficult to tune itself against certain beings, and this
doesn't usually work well on groups that are multiple types of
beings (as the magic will likely be used on different people and
the magic will get confused on what it needs to tune itself to).
- The Dark Magicians Unique Magic Type: Black Elemental Magic:
This is the specialty of the Dark Magicians, in which they are
able to utilize dark magic to create dark magic-based
elementals. This power creates pure dark elementals, in which
the Darkfires that use this substitute dark magic for their
normal magic abilities. So instead of using neutral magic to use
alchemy and elements, the Darkfires use dark magic that allows
the use of dark elementals without needing to fuse their spirit
to their elements (as this creates dark elementals without the
need for fusing their spirit). Users of this have the same
elemental affinities, but are able to do dark magic damage when
using this magic rather than the normal neutral magic damage.
This magic is also much more powerful than the normal elemental
magic, and often leads to Darkfires in the Dark Magicians
faction to utilize this instead of the normal Darkfire in all
uses of the Darkfire skills (such as there have been some that
have gone on to use dark magic in the Darkfire elemental mystic
knight training to amplify themselves with dark magic). This
magic is the basic dark magic the Darkfires of the Dark Magician
faction use, and is the reason they got their faction name. This
magic works similarly to normal elemental magic, except that
dark elemental magic may have extra effects when used, such as
dark flames using dark magic have been known to burn using holy
energy as a source of fuel (with this being an unholy type of
magic), or some dark magic dark flames have also used darkness
as fuel to burn. Typically, different uses of this might yield
different effects depending on the Darkfire and their
affinities. As such, this is hard to quantify for each Darkfire
because not only do the effects vary depending on the dark magic
used and the powers of the Darkfire, but it also depends on the
element that is used. For the most part, the Darkfire elemental
affinities are the same as normal, except that they use dark
magic. Since this magic doesn't use the positive/negative
spirit, this is only dark magic combined with elementals so
there are no Darkfire elementals fused to this (as its just dark
magic and an element, such as flames would become dark magic
flames). When used, this is still able to be blocked or dodged
like normal, with the major differences being that dark magic is
more powerful, and this magic is unholy in nature so it is best
used against those of neutral and holy natures.
- The Dark Magicians Unique Magic Type: Corrupted Darkness
Counter Magic: This magic was designed to be used against the
Wolf Wraith tribe, in which the Darkfires developed this magic
as a type of corrupted magic that would counter other forms of
darkness manipulation. This was specifically to be used against
the Wolf Wraiths, who had not only used normal darkness, but
also had access to death wraith darkness types like deathly
darkness and purifying darkness. By using this magic, Darkfires
with this magic are able to counter darkness types, using
corrupted darkness magic made solely to absorb other forms of
darkness and convert it similar to how Darkfires absorb and
convert elementals. By doing this, this dark magic is able to
absorb almost any form of darkness, excluding whispering
darkness, and turn it back on the opponent. This magic is used
just like normal darkness manipulation using dark magic, in
which Darkfires use dark magic to control shadows. Except
instead of just using darkness, the Darkfires corrupt this
darkness with their own dark magic to create a powerful
corrupted darkness and then apply Darkfire concepts of elemental
absorption. The final product is a Darkfire darkness
manipulation that works against darkness users, and can bypass
darkness immunities as this is essentially corrupted darkness.
While darkness isn't too used by the Darkfires, the Dark
Magician faction has learned to use this and utilize it
regularly as one of their unique types of magic. Unlike the
other magics, this doesn't replace any Darkfire magics, and is
mostly its own type of magic used by dark magic. Any Darkfire
with the ability to learn dark magic can learn this, as long as
they understand how it works. Some Darkfires have even advanced
enough to do things like use darkness to manipulate gravity and
distort space and time. Of course, this can be countered just
like any darkness manipulation, and has the same weaknesses. For
example, this is still countered by light, and opponents can
also counter this with holy power since this magic is an unholy
elemental.
- The Dark Magicians Unique Magic Type: Blood Manipulation: This
is another training the Darkfires utilized using dark magic.
While this does break one of the taboos of alchemy in
manipulating life in a lot of alchemists' eyes, the Dark
Magicians faction is able to use this magic as part of their
dark magic training. The Dark Magicians faction have learned to
utilize this in order to utilize blood magic, in which the
Darkfires who use this can manipulate blood for a variety of
purposes. There are many techniques for blood manipulation (too
many to list), but the Darkfires have access to many blood
manipulation techniques. Some advanced Darkfires who learn this
and darkness manipulation with dark magic can also go on to
learn the Black Blood conversion where users of black blood will
fuse darkness to their blood to turn it purely black and make
the user's blood fused permanently with shadows. Among blood
techniques are explosive bombs using blood, blood canon
techniques, blood blade techniques, and even acidic blood
techniques. Depending on the Darkfire and their training, most
Darkfires with this training have a number of techniques they
can use utilizing blood, and make this a very useful ability to
have in battle. For the most part, this blood manipulation is
just like any other blood manipulation where a user can
manipulate either their own blood or blood spilled on a
battlefield (they cannot manipulate blood in other people's
bodies, but they can manipulate blood that is bleeding out from
opponents). Those with black blood training also use blood the
same way as any other blood manipulation, with exception of the
blood having unique properties when combined with darkness (but
is still countered the same way as normal blood manipulation).
Usually, the best counter to blood manipulation is water, as
water can wash away blood. It is also possible that one can
counter blood manipulation with anything that dissolves blood,
as there are a few solutions that can dissolve blood enough that
it cannot be manipulated anymore.
- The Swordsmen Unique Magic Type: Elemental Sword Magic: After
the Swordsmen faction trained with the vampire ninjas, they
learned how to utilize special techniques using elementals. The
major one was that the Darkfires of the Swordsman faction
developed an elemental magic that can create solidified
elemental weapons out of different elements. Normally,
elementals are only solid if one is using earth manipulation,
otherwise the elementals are just energy or air. However, the
Darkfires who learned this created a magic based on vampire
ninja elemental weapon creation techniques where any elemental
can be used to create a solidified elemental weapon. Not only
can the Darkfire create elemental weapons, but many Darkfires
can even form elemental weapons around their existing weapons,
such as one Darkfire who solidifies leafs around their katana
blade to create a solidified elemental weapon that can not only
attack opponents with elementals, but can also protect the
weapon from damage. Normally, this kind of training wouldn't
counter certain kinds of aura breaker techniques, or some other
techniques that dispel energy, but this training allows a
Darkfire to create an elemental weapon that can counter
techniques that dispel energy as this creates solidified energy
that can get around techniques that dispel energy normally and
can even block metallic weapons. While this is mainly used to
create swords, a Darkfire could actually create any kind of
weapon they want to create (such as one Darkfire who would use
this to create a giant dark flame hammer). Not only does this
grant elemental weapons though, but the Darkfires can use this
with their own Darkfire elementals that grant the weapon unique
properties, as well as apply spirit purification and spirit
destruction magic to the weapons. For example, a dark flame
sword could not only generate dark flames but can also absorb
normal flames and can burn through objects as a means of
piercing objects. This technique is dependent on the Darkfire
and their skill level, but most Darkfires in the Swordsmen
faction are trained in this thanks to the vampire ninjas, and
this magic has been passed down. Of course, as one might expect,
it is possible to break these elemental weapons by overpowering
them, as overpowering them can destroy them. And it doesn't take
any special power to overpower them, as even strength
overpowering them can break these weapons. These weapons are
only as durable as the magic that creates them, meaning that
they can be broken by anything that overpowers the magic.
- The Swordsmen Unique Magic Type: Spirit Purification/Spirit
Destruction Magic: These magics was learned by the werewolf
alchemists, and taught to the Darkfires who were helping them
fight dark spirits. The Darkfires learned spirit purification
from the werewolf alchemists, in which they are able to apply
this to their elemental and alchemic magic in order to allow it
to purify spirits. Those that know spirit purification know that
spirit purification strengthens the spirits that control nature
and are vital to the world, but spirit purification also
destroys dark spirits of the realm of Xeles. However, the
Darkfires don't just know spirit purification, but they also
developed a spirit destruction magic variation of spirit
purification to be used against stronger dark spirits immune to
spirit purification. While the alchemists don't like the use of
spirit destruction, they did teach the Darkfires how to properly
use it, and how to use it responsibly. As such, Darkfires who
advance enough in spirit purification can also learn spirit
destruction once they reach a certain level. While Darkfires are
not as restrictive as the werewolf alchemists, the Darkfires do
limit how they use spirit destruction, and it is forbidden to
use it unless on a dark spirit that is immune to spirit
purification, due to the dangers (as Darkfires can even
accidentally destroy themselves with spirit destruction if they
aren't careful). These magics also teach a Darkfire how to
attack on a spiritual level, where they are able to attack using
techniques to attack beyond the physical body. This means that
those that are hit with spirit purification don't just take
damage physically, but their spirit takes damage as well. While
spirit purification does strengthen normal spirits, it is still
a useful technique against physical beings since it can attack
beyond a mortal's physical body. For the most part, this is just
a modified variation of the alchemy and elemental powers, and
just applies this magic to the normal magic rather than make it
some special magic. The Darkfires mostly only use this when
fighting dark spirits, or when trying to strengthen nature
spirits.
- The Swordsmen Unique Magic Type: Holy Magic: Thanks to the
time some of the Swordsmen faction were part of the church, the
Darkfires of the Swordsmen faction were able to learn holy
magic, in which they learned holy magic as a means to utilize
stronger magic. In addition to learning some holy attack and
defense magic, the Darkfires learned things like holy item
enchantment, and even holy elemental magic (replacing their
normal Darkfire elementals). This is an optional training, but
some Darkfires in the Swordsmen faction see this as an answer to
the opposing Dark Magician faction's dark magic. Since holy
magic is positive in nature and doesn't have the same corruptive
properties (as long as its used properly), Darkfires tended to
favor this magic instead of the Dark Magicians faction dark
magic. Depending on the Darkfire's affinity, Darkfires can learn
things like holy light magic, holy healing and purification, or
just simple holy elemental magic. When using holy elemental
magic, the Darkfires do not fuse their spirit to the elemental,
as the holy power used negates the need for the Darkfire to fuse
their spirit to it. Instead, they simply use elemental power
using holy magic to create holy elementals using their elemental
affinities. For example, many Darkfires with the signature dark
flame affinity will use this holy magic with flames to create
holy flames that can even be used alongside their dark flames.
Unlike dark magic, there aren't a lot of evil techniques to use
with holy magic, as holy magic is more about purifying darkness,
healing others, and sanctification. As such, the Darkfires are
not too restrictive on this, as long as the Darkfires don't use
it for evil purposes. This magic is more powerful than the
normal Darkfire magic, so Darkfires with this can use more
powerful magic. This can even be combined with elemental weapon
or spirit purification magics as well. As one might imagine
though, this magic is more easily countered by unholy power such
as dark magic or unholy magic. Since this magic is a holy
elemental, this doesn't work well against those with holy magic,
and can be easily countered with dark magic or demonic magic.
Few Darkfires misuse this power, but those that do misuse it are
punished by the Darkfire clan as misusing this power for evil
purposes goes against the Swordsmen faction's code.
Darkfire Elementals (Only covers basic elementals and not unique
elemental variations):
- Darkfire Elemental: Dark Flames: This is most Darkfire family
members' first Darkfire elemental that they can use, which is
typically one of most Darkfire's major elements. This uses fire
manipulation, fused with the user's negative spirit energy to
create black darkness flames or purple flames which the Darkfire
family is known for (The color between purple and black varies
depending on the strength of the Darkfire's spirit as weaker
flames are purple but stronger dark flames are black). These
flames are fairly easy to use, and work much like normal fire
manipulation with the exception of these flames being stronger
than normal flames. This is one of the main elements used in the
Darkfire training, in which many start with this flame (But not
always). Users are able to generate and manipulate these flames
using their Darkfire elemental powers like one would expect.
However, this goes beyond just using darkness to bond to flames,
but using the dark flames just like what one would expect from
any fire manipulation. When used, Darkfires with dark flames are
able to do things like create fireballs, create explosive
attacks, or melt objects with their dark flames. Depending on
how they're used, these dark flames act like most other flames
with one major exception. Similar to some flames like hellfire,
the Darkfire's dark flames burn much hotter than normal flames,
and are able to consume any flame that is a lower temperature as
they are known as the flames that burn fire itself (most normal
flame types other than ones that use hotter temperatures like
other Darkfire dark flames, and Hellfire). Depending on the
other abilities of the Darkfire, some Darkfires can add certain
effects to their dark flames, such as a demonic Darkfire might
create dark hellfire to do demonic damage. However, on their
own, these flames just do darkness spirit energy damage as well
as burning with flames. These flames are mostly countered by ice
manipulation, and users have to create cold ice (much colder
than normal ice) to counter these flames due to their very high
temperature. However, users can counter these flames just like
other flames, such as using wind manipulation to create a vacuum
where flames cannot burn.
- Darkfire Elemental: Holy Flames: While it's rare for a
Darkfire to not immediately start with dark flames, some
Darkfires instead gain the affinity for these white holy flames.
This uses fire manipulation, fused with the user's positive
spirit energy to create white holy flames or blue flames which
is the opposite of the normal Darkfire flames (The color between
white and blue varies depending on the strength of the
Darkfire's spirit as weaker flames are blue but stronger holy
flames are white). These flames are fairly easy to use, and work
much like normal fire manipulation with the exception of these
flames being stronger than normal flames. This is the other
flame ability used by the Darkfires, in which some gain this
ability either alongside their dark flames or instead of dark
flames. Users are able to generate and manipulate these flames
using their Darkfire elemental powers like one would expect.
However, this goes beyond just using positive spirit energy to
bond to flames, but using the holy flames just like what one
would expect from any fire manipulation. When used, Darkfires
with holy flames are able to do things like create fireballs,
create explosive attacks, or melt objects with their holy
flames. Depending on how they're used, these holy flames act
like most other flames with one major exception. Similar to the
Darkfire's dark flames, the Darkfire's holy flames burn much
hotter than normal flames, and are able to consume any flame
that is a lower temperature as they are known as the flames that
burn fire itself (most normal flame types other than ones that
use hotter temperatures like other Darkfire dark flames, and
Hellfire). Depending on the other abilities of the Darkfire,
some Darkfires can add certain effects to their holy flames,
such as a holy Darkfire might create healing holy flames or holy
flames that burn away demonic presences. However, on their own,
these flames just do positive spirit energy damage as well as
burning with flames. These flames are mostly countered by ice
manipulation, and users have to create cold ice (much colder
than normal ice) to counter these flames due to their very high
temperature. However, users can counter these flames just like
other flames, such as using wind manipulation to create a vacuum
where flames cannot burn.
- Darkfire Elemental: Dark Lightning: Lightning is a very common
element in the Darkfires, and is often a second element to many
Darkfires. Of course, there are plenty of elemental powers, but
this is one of the more common ones alongside holy lightning
possibly thanks to Qrow passing down his affinity for lightning
in the Darkfire family (as it seems those directly related to
him are more commonly seen with lightning affinities). This
affinity allows a user to utilize dark lightning by fusing
negative spirit energy to their lightning power, creating a dark
lightning power. When used, this can still be used like normal
lightning as one expects. Lightning is often a very used power,
and those that learn it simply are able to do things like
creating electrical waves, electrocuting people with
electricity, or even learning to manipulate magnetic forces.
Advanced users of lightning can do things like manipulate things
that are magnetic using magnetic forces, create EMPs to take out
technology, or even create concentrated lightning to more easily
pierce opponents. However, Darkfires with dark lightning can do
something unique with this lightning, and that is that they can
use dark energy and shadows as a conductor. Those skilled with
dark lightning can actually use shadows to amplify their
lightning, and can attack enemies that are melded into the
shadows thanks to this property. There are plenty of properties
of magnetic manipulation one can take advantage of depending on
their skill level and knowledge, with there being plenty of
techniques one can learn and different ways to use lightning and
magnetic forces. If one wants to counter lightning, the best way
to do so is to use water, which can short out lightning
manipulation. For this dark lightning, light can also be used to
counter this as well due to its shadow type nature. Users can
also do things like use lightning to remove ionic charge, or use
physical objects to try and block electrical attacks as well
using things like earth manipulation. One can also use energy to
try and block the attacks as long as they can avoid the extra
effects of the lightning.
- Darkfire Elemental: Holy Lightning: Lightning is a very common
element in the Darkfires, and is often a second element to many
Darkfires. Of course, there are plenty of elemental powers, but
this is one of the more common ones alongside dark lightning
possibly thanks to Qrow passing down his affinity for lightning
in the Darkfire family (as it seems those directly related to
him are more commonly seen with lightning affinities). This
affinity allows a user to utilize holy lightning by fusing
positive spirit energy to their lightning power, creating a holy
lightning power. When used, this can still be used like normal
lightning as one expects. Lightning is often a very used power,
and those that learn it simply are able to do things like
creating electrical waves, electrocuting people with
electricity, or even learning to manipulate magnetic forces.
Advanced users of lightning can do things like manipulate things
that are magnetic using magnetic forces, create EMPs to take out
technology, or even create concentrated lightning to more easily
pierce opponents. However, Darkfires with holy lightning can do
something unique with this lightning, and that is that they can
use positive energies like holy energy and spirit energy as a
conductor. Those skilled with holy lightning can actually use
holy energy and spirit energy to amplify their lightning, and
can eventually learn to attack intangible enemies by attacking
on the spiritual plane with this lighting. There are plenty of
properties of magnetic manipulation one can take advantage of
depending on their skill level and knowledge, with there being
plenty of techniques one can learn and different ways to use
lightning and magnetic forces. If one wants to counter
lightning, the best way to do so is to use water, which can
short out lightning manipulation. For this holy lightning,
demonic or dark power can also be used to counter this as well
due to its positive type nature. Users can also do things like
use lightning to remove ionic charge, or use physical objects to
try and block electrical attacks as well using things like earth
manipulation. One can also use energy to try and block the
attacks as long as they can avoid the extra effects of the
lightning.
- Darkfire Elemental: Dark Water: Water is another of the
elements Darkfires can have an affinity for. For this affinity,
Darkfires with this ability can fuse negative spirit energy to
their water affinity to create dark water, also sometimes called
black water by some users (Due to its darkness type nature).
Most users will create water from moisture in the air, changing
the moisture in the air into a liquid form to create water that
they can fuse their spirit energy to. This water manipulation
works much like other water manipulations, with users being able
to do things like being able to create waves of water, and can
even fire pressurized water in projectile attacks at opponents.
Advanced users can not only manipulate the acidity of water
(making it acidic or basic to eat away objects), but advanced
users can also manipulate the temperature of water to
essentially create boiling or icy water depending on the
temperature manipulation. While ice is usually a different
element, users of water can still learn ice manipulation through
mastering temperature manipulation of water. In addition, this
water can also have a unique effect on others, in that opponents
can be poisoned with this water, in which users have often used
its effects on wounds of enemies to put the dark water into
their system. When poisoned, opponents will not only suffer
energy poisoning that will cause internal damage, but the dark
water can also rot away wounds and prevent them from closing
properly due to the dark nature of the dark water. This water
can be used a variety of ways, with this water often working
best against holy or positive energy type opponents. Opponents
that want to counter this can counter it with different
abilities. For example, fire may evaporate water into vapor, or
lightning can be used to separate water back into hydrogen and
oxygen, or wind can be used to break apart the molecular bonds
that hold water together (separating it back into hydrogen and
oxygen). Depending on the users skill level, these attacks can
also be blocked (though it is not recommended to block advanced
users pressurized water blasts, as advanced users may be able to
break through metal with strong enough pressurized water
attacks).
- Darkfire Elemental: Holy Water: Water is another of the
elements Darkfires can have an affinity for. For this affinity,
Darkfires with this ability can fuse positive spirit energy to
their water affinity to create holy water, creating a positive
type water (This is not true holy water like most think). Most
users will create water from moisture in the air, changing the
moisture in the air into a liquid form to create water that they
can fuse their spirit energy to. This water manipulation works
much like other water manipulations, with users being able to do
things like being able to create waves of water, and can even
fire pressurized water in projectile attacks at opponents.
Advanced users can not only manipulate the acidity of water
(making it acidic or basic to eat away objects), but advanced
users can also manipulate the temperature of water to
essentially create boiling or icy water depending on the
temperature manipulation. While ice is usually a different
element, users of water can still learn ice manipulation through
mastering temperature manipulation of water. In addition, this
water can also have a unique effect on others, in that opponents
can be healed with this water (If a user can properly bring out
the positive qualities in their positive spirit energy), in
which users have often used its effects on wounds of allies to
heal them. This water can also be used on dark or demonic
opponents similar to true holy water and can be used to damage
those with dark or unholy natures (such as this can damage
demons and vampires). This water can be used a variety of ways,
with this water often working best against dark or unholy energy
type opponents. Opponents that want to counter this can counter
it with different abilities. For example, fire may evaporate
water into vapor, or lightning can be used to separate water
back into hydrogen and oxygen, or wind can be used to break
apart the molecular bonds that hold water together (separating
it back into hydrogen and oxygen). Depending on the users skill
level, these attacks can also be blocked (though it is not
recommended to block advanced users pressurized water blasts, as
advanced users may be able to break through metal with strong
enough pressurized water attacks).
- Darkfire Elemental: Dark Ice: Whether it is being used as its
own element, or being used as an extension of one's water skill,
this ice manipulation is another Darkfire elemental that can be
used by some Darkfires. In using this element, Darkfires combine
their negative spirit energy to their ice manipulation to create
dark ice that they can manipulate. Usually, users will most
often create freezing energy using their ice power, and freeze
the moisture in the air to create ice attacks. However, users
can also use freezing energy to create dry ice if they can
create cold enough freezing energy to freeze the carbon dioxide
in the air (Which requires a temperature at least -78 Celsius or
below). Users can also find other ways to create ice if they
have enough scientific knowledge, such as some scientific minded
Darkfires have found that using pressure might be able to create
special forms of ice not normally found on Earth. However, no
matter the ice power, most act the same, in that users can do
things like freeze objects or opponents if they can hit them
with freezing energy, users can create projectile attacks to
fire at opponents, and some advanced users can even freeze
energy if they are skilled enough. For dark ice, Darkfires often
have a unique effect with this ice in that opponents or objects
in the ice will suffer dark damage that will rot away their skin
as it freezes, thanks to the dark nature of the ice. This makes
this ice great against those of holy natures, or those
vulnerable to dark attacks. Advanced users can create pressure
with freezing energy, and even crush people or objects inside
ice with enough practice. Some users even learn to create ice
from boiling water by using pressure to force the boiling water
into solid form to create an ice that is almost as hot as the
sun (though this is rare among Darkfires and requires not only
immense knowledge, but immense mastery of not only ice
manipulation but master of pressure manipulation using freezing
energy). Opponents can usually counter this with strong enough
fire manipulation, such as using hellfire or Darkfire flame
skills to melt colder ice powers (such as hellfire being
somewhat effective against dry ice manipulation).
- Darkfire Elemental: Holy Ice: Whether it is being used as its
own element, or being used as an extension of one's water skill,
this ice manipulation is another Darkfire elemental that can be
used by some Darkfires. In using this element, Darkfires combine
their positive spirit energy to their ice manipulation to create
holy ice that they can manipulate. Usually, users will most
often create freezing energy using their ice power, and freeze
the moisture in the air to create ice attacks. However, users
can also use freezing energy to create dry ice if they can
create cold enough freezing energy to freeze the carbon dioxide
in the air (Which requires a temperature at least -78 Celsius or
below). Users can also find other ways to create ice if they
have enough scientific knowledge, such as some scientific minded
Darkfires have found that using pressure might be able to create
special forms of ice not normally found on Earth. However, no
matter the ice power, most act the same, in that users can do
things like freeze objects or opponents if they can hit them
with freezing energy, users can create projectile attacks to
fire at opponents, and some advanced users can even freeze
energy if they are skilled enough. For holy ice, Darkfires often
have a unique effect with this ice in that opponents or objects
in the ice will suffer holy damage that will purify those of
dark or demonic natures as it freezes, thanks to the positive
nature of the ice. This makes this ice great against those of
dark or demonic natures, or those vulnerable to holy
purification. Advanced users can create pressure with freezing
energy, and even crush people or objects inside ice with enough
practice. Some users even learn to create ice from boiling water
by using pressure to force the boiling water into solid form to
create an ice that is almost as hot as the sun (though this is
rare among Darkfires and requires not only immense knowledge,
but immense mastery of not only ice manipulation but master of
pressure manipulation using freezing energy). Opponents can
usually counter this with strong enough fire manipulation, such
as using hellfire or Darkfire flame skills to melt colder ice
powers (such as hellfire being somewhat effective against dry
ice manipulation).
- Darkfire Elemental: Dark Wind: Wind is one of the most
versatile elements alongside earth manipulation. Darkfires with
wind manipulation are able to manipulate the air, and those with
this affinity can fuse their negative spirit energy to wind to
create dark wind. When using wind, users are able to manipulate
the air around them for different purposes. There are many forms
of wind or air, in which users often learn to manipulate many
gases in the air. For example, users may not only learn to just
manipulate oxygen, but could learn to manipulate things like
smoke, poison gas or even manipulate rare gases. Users of
air/wind manipulation can do things like creating shockwaves of
air to attack enemies with, creating slashing waves or enhance
the cutting of bladed weapons, or even use the air to create
tornado-like attacks. Some advanced users can even do things
like remove the air out of an area and create a vacuum
environment, usually as a means to choke someone or put out
flames, can use air manipulation to re-bond cells and heal
injured people, or can even manipulate sound waves in the air
using sound manipulation. Other advanced users of wind may even
learn to create other elements using wind, such as some that
learn fire by using wind to manipulate plasma, or wind using
ions to create lightning, or some that can even control moisture
in the air to essentially create water and ice attacks. Using
wind manipulation is a very versatile skill, and can be used for
a lot of different skills depending on how its used. This
depends mostly on the knowledge of the user, and their skill at
manipulating the air around them. Users of dark wind also have
their own unique effect, in which dark wind has a corrosive
effect on objects and energy due to its dark nature. When used,
the dark nature of the wind is able to affect most objects by
using its dark nature like an acid that can eat away almost any
substance (except those immune to dark wind specifically). Users
that want to counter this are best off using earth manipulation,
though some users can find creative ways to block or dodge air
manipulation such as using fire to burn the oxygen in the air,
or using water manipulation to absorb kinetic energy of wind
attacks.
- Darkfire Elemental: Holy Wind: Wind is one of the most
versatile elements alongside earth manipulation. Darkfires with
wind manipulation are able to manipulate the air, and those with
this affinity can fuse their positive spirit energy to wind to
create holy wind. When using wind, users are able to manipulate
the air around them for different purposes. There are many forms
of wind or air, in which users often learn to manipulate many
gases in the air. For example, users may not only learn to just
manipulate oxygen, but could learn to manipulate things like
smoke, poison gas or even manipulate rare gases. Users of
air/wind manipulation can do things like creating shockwaves of
air to attack enemies with, creating slashing waves or enhance
the cutting of bladed weapons, or even use the air to create
tornado-like attacks. Some advanced users can even do things
like remove the air out of an area and create a vacuum
environment, usually as a means to choke someone or put out
flames, can use air manipulation to re-bond cells and heal
injured people, or can even manipulate sound waves in the air
using sound manipulation. Other advanced users of wind may even
learn to create other elements using wind, such as some that
learn fire by using wind to manipulate plasma, or wind using
ions to create lightning, or some that can even control moisture
in the air to essentially create water and ice attacks. Using
wind manipulation is a very versatile skill, and can be used for
a lot of different skills depending on how its used. This
depends mostly on the knowledge of the user, and their skill at
manipulating the air around them. Users of holy wind also have
their own unique effect, in which holy wind has a purifying
effect on objects and energy due to its positive nature. When
used, the positive nature of the wind is able to purify
corrosive or corruptive presences such as demonic or darkness
type presences (making it useful against those of dark natures).
Users that want to counter this are best off using earth
manipulation, though some users can find creative ways to block
or dodge air manipulation such as using fire to burn the oxygen
in the air, or using water manipulation to absorb kinetic energy
of wind attacks.
- Darkfire Elemental: Dark Earth: Another of the more versatile
elemental manipulations. Those that learn earth manipulation can
learn a variety of earth types, and have plenty of options.
Users of this element can fuse their negative spirit energy to
earth to create dark earth that they can manipulate. There are a
variety of options for manipulating earth, such as one could
draw on almost any material around them from dirt to stone, to
even brick and concrete depending on what is available to them.
Users of earth are able to do things like create sand from dirt
that can crush people with immense force, use concrete and brick
to hit opponents with strong earth attacks, or some even can
pull people into the earth or pull the earth up around someone
in order to trap them. There are a number of ways to utilize
earth, and some may even include absorbing other elements, such
as some who can create lava manipulation by having earth absorb
flames to create molten lava or having earth absorb water to
create mud manipulation. Advanced earth users have been known to
use crystals for armor, create metal for weapons, or even can do
things like use glass to reflect light or use certain materials
to absorb other elements. Depending on the earth manipulation,
there are plenty of options, and earth is one of those elements
that users will never run out of. Some advanced users of earth
even learn to combine and mix certain materials to create new
materials, or even manipulate the structures of current
materials. One such example is among advanced earth users, they
can manipulate carbon to create armor around themselves that is
stronger than diamond or metal, and one was able to create earth
traps that could literally crush creatures the size of
elephants. For the unique effect of this earth manipulation,
dark earth is able to generate dark energy buildup according to
how the user wants to use it, which can explode when the earth
hits something. When the energy explodes, it can do severe dark
energy damage to everything around where the earth attack
explodes. Those that want to counter earth manipulation are best
using wind manipulation (which is earth's main counter), though
using other ways to defend oneself against earth like using
energy defense to avoid damage from earth, or using other
elements to absorb earth (like fire absorbing earth and becoming
lava), but absorbing other elements is dangerous as the user
might be able to take control of both elements (who takes
control depends on who's control of an element is stronger, or
who has more of the element under their control).
- Darkfire Elemental: Holy Earth: Another of the more versatile
elemental manipulations. Those that learn earth manipulation can
learn a variety of earth types, and have plenty of options.
Users of this element can fuse their positive spirit energy to
earth to create holy earth that they can manipulate. There are a
variety of options for manipulating earth, such as one could
draw on almost any material around them from dirt to stone, to
even brick and concrete depending on what is available to them.
Users of earth are able to do things like create sand from dirt
that can crush people with immense force, use concrete and brick
to hit opponents with strong earth attacks, or some even can
pull people into the earth or pull the earth up around someone
in order to trap them. There are a number of ways to utilize
earth, and some may even include absorbing other elements, such
as some who can create lava manipulation by having earth absorb
flames to create molten lava or having earth absorb water to
create mud manipulation. Advanced earth users have been known to
use crystals for armor, create metal for weapons, or even can do
things like use glass to reflect light or use certain materials
to absorb other elements. Depending on the earth manipulation,
there are plenty of options, and earth is one of those elements
that users will never run out of. Some advanced users of earth
even learn to combine and mix certain materials to create new
materials, or even manipulate the structures of current
materials. One such example is among advanced earth users, they
can manipulate carbon to create armor around themselves that is
stronger than diamond or metal, and one was able to create earth
traps that could literally crush creatures the size of
elephants. For the unique effect of this earth manipulation,
holy earth is able to generate holy energy buildup according to
how the user wants to use it, which can explode when the earth
hits something. When the energy explodes, it can do severe
positive spirit energy damage to everything around where the
earth attack explodes. Those that want to counter earth
manipulation are best using wind manipulation (which is earth's
main counter), though using other ways to defend oneself against
earth like using energy defense to avoid damage from earth, or
using other elements to absorb earth (like fire absorbing earth
and becoming lava), but absorbing other elements is dangerous as
the user might be able to take control of both elements (who
takes control depends on who's control of an element is
stronger, or who has more of the element under their control).
- Darkfire Elemental: Black Darkness: While it might be a bit
redundant for a Darkfire to have negative spirit energy fused to
darkness, some Darkfires have learned to manipulate darkness and
create this darkness. Darkfires cannot create holy darkness as
they cannot fuse positive natures to darkness (as they lack the
ability to bond the two powers properly), but instead fuse their
negative spirit energy to darkness to create a more powerful
enhanced darkness enhanced by the Darkfire's dark spirit energy.
This came to be called Black Darkness (which does sound
redundant), but this darkness was designed for users like
Kendrix Darkfire who specialized in darkness instead of only
using other elementals. Users of this darkness utilize a
powerful darkness that can be used like normal darkness. Users
are able to do things like meld into shadows to use shadow
travel, manipulate the acidity of their shadows to make them
more corrosive, or even use darkness projectiles to try and
spear opponents. Some advanced users can use darkness for other
things, such as manipulating gravity and distorting time and
space (which requires a scientific understanding of how dark
energy affects gravity and distortions). Some master level users
may even be able to create small black holes using darkness to
absorb light and physical matter temporarily (though these black
holes usually cost a lot of energy to maintain, and opponents
can usually avoid these if they take proper precautions). When
used, this darkness can even be used with other forms of
darkness, such as a Darkfire may learn purifying darkness (if
they have someone who will teach it to them), or some might even
learn primordial darkness. Typically, the only real danger of
using darkness is if the users connect to the shadow realm,
which can be dangerous and is usually avoided (Unless the
Darkfire really knows what they're doing and how to avoid
dangers in the shadow realm). Avoiding this is like avoiding a
stronger darkness, and this operates much like normal darkness
except that it is twice as potent as normal darkness. Other than
that, this can be countered like other darkness (like using
strong enough light to counter it).
- Darkfire Elemental: White Light: While it is rare for
Darkfires to gain black darkness, it is even rarer for a
Darkfire to be born with an affinity for light (given most
Darkfires default to darker natures). Similar to how positive
power cannot be fused to darkness, negative power cannot be
fused to light as the Darkfires lack the ability to bond their
contradictory negative spirit energy to light energy. However,
when used, this does allow a Darkfire to fuse their positive
spirit energy to light to create a white light that is stronger
than normal light. Users of this light are able to create this
light from normal light and create a light that is white in
color. Users of this light are able to utilize light just like
one might think, such as using light beams to attack opponents
or using light to create heat to burn people. Advanced users can
learn to do things like create concentrated light attacks that
can pierce darkness techniques, create illusions by manipulating
visible light, or some can even create heat or cold depending on
the visible light manipulated. Users have even been known to
focus light into focused light beams that act like lasers and
can cut through almost anything. Some users can even learn to
turn into light, or meld into light in order to use light to
travel around. Users can even create flashbang style attacks to
blind people. Some users can even remove the light from an area,
blinding opponents if used properly (as long as they don't have
darkvision). Users of this light also have a unique effect, in
that this light can also purify dark or demonic presences, by
using positive energy light in a manner similar to holy light.
Users that want to counter light can counter this light just
like any other light, such as using darkness (though users have
to be careful against concentrated light), or using other
counters like using mirrors that can reflect light. Opponents do
also have to account for the stronger light power, as this power
uses light that is twice as potent as normal light due to the
powers used to create this.
Darkfire Elemental Magic Abilities:
- Darkfire Elemental Aura: When a Darkfire learns their element
magic, the first thing they are taught is how to project that
elemental magic from their aura. Instead of a normal aura,
Darkfires project elemental magic from their auras by converting
their mana into elemental magic that runs through their bodies.
When released from the body, the aura becomes whatever element
is focused most strongly into the aura. Any of the Darkfire's
affinities can be used to generate this aura, and once
generated, the Darkfire will always generate that element in
their aura. For the most part, elemental aura has two states.
The first is the inactive state when the aura isn't being
actively used. While defense in this state is minimal, the state
doesn't use a lot of energy and is more just a passive aura that
can be activated when a Darkfire releases their aura. The second
state, as one might imagine, is when the Darkfire releases their
aura into an active state. When used effectively, this power
generates from the Darkfire and actively works as a source of
the elemental power the Darkfires utilize for their other
Darkfire techniques. Depending on the main element they focus,
this aura can have different effects, such as an ice type aura
could freeze an area around the Darkfire, or a flame aura could
heat up an area. Typically, this aura is a passive skill that
acts like the source of most of the Darkfire techniques, but is
also used to generate amplifying abilities to amplify the
Darkfire in battle. This can also be uniquely done using
different unique Darkfire factions techniques, such as the Dark
Magicians faction have been known to use dark magic to power
their dark flame aura with dark magic flames as means of making
their aura stronger. The Swordsmen faction have also been known
to use holy magic for this as well for a similar amplifying
effect. For the most part, this power is a basis for the
Darkfire skills, but in order to use certain Darkfire skills,
this aura must be activated (some skills do use the inactive
aura, like regeneration and teleportation). As one might
imagine, this aura can still be overpowered like normal if an
attack is stronger than the aura. Typically, this is just like
any other aura, and mostly a power source, aside from a few
things the elemental aura can do. Users can have more than one
element in their aura (as some do have a two-layered aura), but
doing so weakens the individual elements as a result. Once an
element is chosen, the elemental aura cannot be changed, and can
only be changed with special training that takes a long time
(meaning this cannot be changed in a battle and can only be
changed outside of battle with special training).
- Darkfire Elemental Aura Defense: This is an effect of the
Darkfire elemental aura training that was designed alongside the
elemental rebirth power, and works in tandem with the elemental
aura training. This elemental aura, in this training, becomes
the basis of defense, in which they use an elemental aura to up
their ability to block attacks and can dampen blows they take
from attacks when the aura is in active state (it can be used
for defense when inactive, but the defense gain is not very high
compared to the active state). This elemental aura is also used
to power Darkfire regeneration, in which Darkfires can
regenerate faster when the aura is in its active state. As
mentioned, there are two major modes of the aura. The first is
the inactive state, where the Darkfire doesn't have the aura in
a released state. This state doesn't add much defense using this
technique, as the inactive aura is more just the passive aura
when its not being used. However, in battle, this can be
activated to full power, where the aura can be released into an
active state and amps the Darkfire techniques emitted from the
body, as well as powering most of the Darkfire techniques. When
used, this aura can even grant the user special abilities
depending on the element, such as earth users being able to use
earth to create elemental armors around themselves or lightning
users being able to push away magnetic objects away from their
aura depending on the advanced level of the Darkfire and their
affinities. However, counter elements can more easily break this
defense, and aura breaker abilities and weapons can instantly
break through this defense. This also requires elemental power
to use, and the more energy being put out, the more quickly a
Darkfire uses up their elemental power, meaning that Darkfires
cannot run around with this in active state all the time or the
Darkfires will lose their power too quickly. Most Darkfires only
use it to block or dampen attacks rather than keeping it active
all the time, which is why the Darkfires only activate it in
battle (usually). If using it at full power, this can burn
through elemental power, and eventually wear the Darkfire down.
- Darkfire Elemental Absorption: Part of a Darkfire's elemental
power is not just generating elemental power, but absorbing
elemental power as well. This power is used to allow a Darkfire
to absorb whatever elements they can use, converting them into
their own power (For example a dark flame user could absorb
flames and convert them into dark flames to use). This power has
great use in battle, as the aura can absorb similar elements
that can replenish a Darkfire's elemental energy. Once absorbed,
the main purpose of the elementals is to be used to replenish
the Darkfire's power, and the second purpose is to empower their
elemental abilities. Typically, this absorbs the elements
similar to the aura of the elemental, which works by converting
elemental power. For example, since many Darkfires use dark
flame elemental aura, those with dark flame auras are able to
absorb other flame attacks and convert them into dark flames
that can be used to replenish the Darkfire's power. This process
allows a Darkfire a way to replenish and strengthen their auras,
usually allowing them to extend their power, or give them a way
to absorb new power when they run low. This power is a fairly
basic ability, where Darkfires just absorb elementals. Depending
on the elemental, the elements can only absorb the same elements
(AKA a fire aura cannot absorb ice or lightning). It is also
worth noting that absorbing an element requires overpowering it
and converting it to the Darkfire, which requires the Darkfire's
elemental control to be stronger (meaning the Darkfire must be
able to overpower the elemental control with a stronger
elemental control and then convert it to their own elemental),
or requires the element not to be under someone else's control
(IE absorbing a natural element around them that no one else
controls). Typically, the biggest danger this power has is
corrupted elements, which can do major damage to the Darkfire to
absorb if they try (Which is the purpose of corrupted elementals
to essentially overcome a user with their own element). The
other danger is overloading the aura with power, which some
Darkfires have to be careful of if there is a lot of an element
(IE a wind user would have to be careful not to absorb too much
wind) as their auras can be overloaded like many other energy
absorption powers, which is why Darkfires cannot just always be
at full power absorbing elements all the time, as they have
limits on what they can absorb and how much they can replenish
at any one given time.
- Darkfire Elemental Rebirth: This is the main purpose of the
elementals used by the Darkfire Clan that they developed their
powers for, and is the crown jewel of their elemental
techniques. The clan specializes specifically in elemental
regeneration, using a specific elemental as a catalyst (usually
from their aura). After choosing an elemental to power their
regeneration, their regeneration is passively empowered by their
elemental regeneration. Once used, Darkfires are able to
regenerate almost any injury barring the exceptions of the heart
and brain. Most Darkfires are strong enough with this to even
regenerate lost limbs, or can regenerate damaged organs thanks
to their strong regeneration. Darkfires are able to replenish
their elemental power by absorbing elementals, and can use
elemental power from the area around them to save on their own
power (IE an earth user could use earth around them to
regenerate rather than use their own elemental power).
Typically, most Darkfires have their own way to get new
elementals, usually by finding elementals in the area around
them somehow. The Darkfires are known for this regeneration, and
known for durability and defense over power, due to this power
not only regenerating their body, but also regenerating stamina
during fights as well. Most Darkfires will usually rely on
regeneration over power, and let an enemy tire themselves out
against them by using this regeneration as a passive defense.
This regeneration is a passive ability, so power negation
doesn't usually negate it, but regeneration negation powers and
items (like varanium) do interrupt this regeneration. Depending
on the Darkfires, some Darkfires regenerations can be
interrupted or slowed with counter elements, such as an ice user
could freeze a Darkfire's body before they can regenerate using
fire to prevent the flames from regenerating the Darkfire. This
depends partially on the Darkfire and the elemental they use,
and cutting off a Darkfire from their elementals they need to
regenerate is the best way to wear down a Darkfire since they
can only regenerate as long as they have either the elemental
they need, or the power to generate their elemental power. It is
also worth noting that each Darkfire can only use one element to
regenerate, and switching requires special training and cannot
be changed in battle no matter what skills or instant power gain
abilities the Darkfire has.
- Darkfire Elemental Teleportation: Another technique the
Darkfires use using their elementals, this time using elements
for getting around. Similar to how shadow users can shadow meld
and use it to travel places, the Darkfires can use their
elements to teleport, using their elementals as a catalyst to
move from place to place. A Darkfire can teleport anywhere in
the world with this technique, as long as they know where
they're going and can concentrate on where they want to go.
Typically, utilizes a combination of factors, but the simple
aspect of it is that the Darkfire uses this power and then the
elemental power connects to another location and takes them
there. For example, a wind user could connect to another area
and the wind then is used to teleport by moving the Darkfire to
that area using the displacement of the elements between the
locations. Some more advanced Darkfires more easily learn to
utilize this by taking elemental form once they learn the power,
using the elemental power to more easily change locations.
Typically, this is a power that is used outside of battle, but
some Darkfires can use this in battle to teleport around.
Depending on the element, each element can connect to an area
depending on how it's used, and this only requires training and
modifying some supernatural teleportation using the Darkfire
elemental powers. However, in order to use this, Darkfires do
have to know where they're going, which usually means that
either they must know where in space and time the place is they
want to go to, or they have to have been there before (usually
the latter among most), and Darkfires cannot use this to travel
across time or dimensions (with a few exceptions), because this
teleportation isn't strong enough to break the dimension of
space and time. As such, most Darkfires have to be careful while
using this, as if they don't know where they're going, they
could end up somewhere random, or they could end up inside of
solid objects if they end up in certain random locations which
causes other problems. And once chosen, Darkfires cannot change
what elemental power they use for their teleportation without
special training to change their element. Though most of the
time, the element chosen is more for show than anything. The
only thing that most Darkfires choose when choosing an element
to teleport is usually how much of an element they can use in
the environment. For example, wind and earth teleportation takes
almost no energy because earth and wind literally connect the
entire world so both teleportations can go anywhere without a
Darkfire usually having to expend their own energy, so Darkfires
usually opt for more convenient elements that are more abundant
in the world to prevent them from needing a lot of power to
create an elemental. Though a way around this for some is for
some Darkfires to use their auras to teleport, in which their
auras radiating elemental energy can be used as their element
for teleportation, something most flame and lightning users do
when they don't have flames or lightning respectively to use to
teleport.
- Darkfire Elemental Familiars: This is another advanced
technique of the Darkfires, in which they are able to use any of
their elements to create elemental familiars to help them in
battle using their elemental magic abilities to generate or
create familiars made of elemental power. By determining an
element to use and a form they want the familiar to take, the
Darkfire can manifest these familiars at will using their
elemental power. When used, they use their elemental and a
portion of their spirit energy to connect themselves to the
familiar, letting the two share senses which makes the
elementals very useful for things like spying on people or
scouting out an area. When used in battle, these familiars can
be used to fight opponents, in which, depending on the element,
can use special abilities on opponents, such as flame familiars
being able to burn opponents or shoot fireballs, or ice
familiars being able to freeze opponents and fire ice attacks.
Each elemental familiar is made up purely of an element, and can
take whatever form the Darkfire wants limited only by their
imagination. This means that each elemental familiar technique
could be different, depending on what the type of familiar the
Darkfire wants to make. Depending on the familiar, the familiars
can also have attributes from what they're made as, such as bird
familiars being able to fly, and wolf-like or tiger-like
familiars having claws, or snakes that specialize in using their
elemental touch (Such as electrocution, burning or freezing
depending on the familiar) to damage opponents through
constriction or injecting their elemental energy into someone
through a snake bite. These elemental familiars are often also
used for scouting areas, since their senses are shared with the
Darkfire. Of course, as one might expect, the counters to the
elements remains the same, such as ice freezing a fire familiar
or water shorting out a lightning familiar. And the more
familiars made or the larger the familiar is, the less power
that each familiar has, as having multiple familiars or a larger
familiar reduces the power since having more or larger familiars
means more energy has to be put out to maintain the familiars.
- Darkfire Unique Elemental Semblance: This power was designed
by Raven Branwen in order to allow the Darkfires to learn how to
awaken their own special ability unique to them that is known as
a semblance (which is used in aura training). Just like spirit
power, users can awaken one specific ability through their
spirit power, just like aura users can. Because every semblance
is usually unique (though some are passed down in families
depending on the semblance), there are as many semblances as
there are grains of sand on a beach, so it's difficult to talk
about each one. Most are able to gain things like special
elemental techniques, or some gain new elemental combinations
depending on what their own unique potential is. There are a
wide variety of these semblances and how to use them, so each
Darkfire is often different. For example, Raven Branwen has
Kindred Link which is are portals that are linked to those she
has bonds with, or Qrow Branwen (Raven's brother and the one
Qrow Darkfire took the Qrow name from) had a semblance that
brought bad luck to those around him. This could result in a
variety of things including an amped elemental, a new elemental
combination, transformation skills using elements, or elements
with unique abilities. It is usually hard to predict what power
one will have, and the only real thing known about predicting
semblances is that many tend to be genetic and passed down in
some form. No one is entirely sure how these powers come about,
and depending on the Darkfire, some may not generate their
semblances except under specific circumstances (some have gone
their whole life without awakening their semblance). The main
thing is that awakening this power is different for every
Darkfire, and even with special training, this is usually 50/50
at best if one gains a semblance or not. Each semblance has
unique qualities, which includes both strengths and weaknesses
(each semblance has weaknesses that must be stated by the player
to balance the ability). For the Darkfires, most are elemental
in nature, but there are some with unique abilities that aren't
elemental. For the most part, this power is unique to every
Darkfire, and this power is about as unique as the Darkfires
themselves.
- Darkfire Elemental Form: This power is used by advanced
Darkfires who learn to change their bodies into elementals
themselves. Similar to how some vampires use intangibility, the
Darkfires use their elemental form similarly, which lets them
avoid attacks by shifting their body into elemental energy
temporarily. This power requires a Darkfire to master a change
in form not only in their energy, but in their bodies as well.
Not only does it help avoid attacks, but also helps them
regenerate without needing to use their power if they can
consciously turn into elemental form (as in elemental form they
are not damaged and can reform without damage back into their
normal form). This form lets the Darkfire change into any
element, as long as it's one of their elements (such as a dark
flame user could turn into dark flames). When in this form, a
Darkfire can also regenerate by reforming themselves using their
element, but this doesn't use any less power than normal
regeneration, so the only real benefit to using this is to use
this to avoid attacks while regenerating or using it to
regenerate more easily. While they can't attack, Darkfires can
use the effects of whatever elemental form they're in on others
who try to attack them, such as a fire user burning people who
come into contact with the fire form. The main use of this was
the elemental shapeshift power (more in next ability) that let
the Darkfires take specific elemental forms. This is more just a
basic elemental form power, and the basis of the elemental
shapeshift ability. While in this form though, they can be
forced back to normal by counter elements, such as dark flame
forms being forced back to normal against ice powers. Opponents
who also use form negation attack powers can also counter this
power through abilities like swordsmen wavelength form negation,
and other skills that developed ways to counter this, as well as
aura breaker weapons also working to the same effect. While in
this form though, a Darkfire cannot attack opponents, as they
aren't physical enough to attack beyond simple effects, and if a
counter element destroys this form without a Darkfire returning
to normal, it will kill the Darkfire as it will destroy their
body complete if the elemental form is completely dispersed.
- Darkfire Elemental Shapeshift: This was a power that was
passed to the Darkfires through Raven Branwen, who could change
her form into animal form as one of her clan's special aura
abilities. This modified art allows the Darkfires to use their
elemental form to transform into new creatures, turning into
something akin to an elemental familiar (but the Darkfire
themselves take this form instead of creating a new elemental
familiar). Many use this as a means to travel using bird form,
or can use it to scout out areas as a small animal. Whatever
they turn into is up to the Darkfire, as the possibilities are
pretty much only limited by the Darkfire's imagination. This is
very similar to the elemental shapeshift form, but instead
focuses the Darkfire to take a specific form instead of just
being an element. Depending on what they transform into, they
may gain certain attributes, with some even being able to change
into certain supernatural creatures depending on their power and
elemental, such as some Darkfires who take the form of elemental
dragons (but they don't gain dragon energy or other dragon
abilities beyond using their element like flame breath). Some
choose birdlike or flight capable forms so they can fly around,
being useful for scouting and flying around, while some prefer
battle forms, like wolves, tigers, and bears. Typically, this is
more of an advanced elemental form, and the means to learn their
unique elemental form (more later). When in these forms, the
Darkfire doesn't gain new abilities (aside from certain
beast-like attributes like claws and sharp teeth for some
creatures or wings and talons for other creatures depending on
the form), and they cannot create new abilities usually (like a
dragon form won't suddenly have dragon energy). However, it does
have the same drawbacks since the elemental form can be overcome
by one who uses form negation, aura breaker weapons/powers, and
counter elements to force the Darkfire back to normal. It's also
worth noting that the longer a Darkfire stays in this form, the
more power they use, and have to keep their power sustained to
stay in this form. And the same weaknesses of the elemental form
power still apply to this, as things like dispelling a
Darkfire's elemental form completely without them changing back
will kill them since they cannot reform a body without
converting that elemental power back into their body (as the
elemental form is still their body just in a different form).
- Darkfire Unique Elemental Form Shapeshift: Thanks to special
developed a Darkfire skill by Raven Branwen and Qrow Darkfire,
each Darkfire is able to awaken one unique elemental form they
can take in their elemental form that has unique abilities and
acts as their main transformation ability using the Branwen
family art of transformation. This form granted is unique to
each Darkfire, and depending on the form, most Darkfires gain
enhanced abilities through their unique form. For example, if
one gained the form of a bird, they would not only be able to
fly, but would gain enhanced sight and hearing comparable to
that of birds when in their unique form. Some can gain other
powers, like the enhanced strength of a bear, or the speed of a
cheetah when in these forms. After gaining this form, the
Darkfire is able to manipulate the form, where they can change
how solid or intangible they are, or can change certain aspects
of their physiology. For example, a dark flame form could become
more solidified flames that don't hurt people to touch, or they
could stay a flame that can burn people who touch them in battle
(they will usually determine this by the situation, as being
around allies they will usually stay in a passive form that
doesn't hurt their allies, but in battle they will stay in an
attack form). They can also still manipulate their elementals in
battle, such as a fire form could still use fire attacks on
opponents. Each unique elemental form is different, and the
Darkfire is able to switch into this form at will through the
Branwen family transformation art that is passed down in the
Darkfires, and maintain it more easily than normal elemental
form. Most Darkfire elemental forms are typically much easier to
use than their normal body, which is why many Darkfires usually
prefer their elemental form rather than a typical human form,
though there are many that don't use this unless they have to
depending on who they are. Typically, how the form is used is up
to the Darkfire, with each Darkfire being able to use it for
different uses. For example, a birdlike form might be more
useful for scouting and spying, while a bear form might be more
useful for battle. However, in this form, while they reform more
easily thanks to being in elemental form, they also can be
damaged more easily by counters to the element, such as ice
countering a fire form or lightning countering a water form. And
the same weaknesses to elemental form do still apply in this
form.
- Darkfire Unique Elemental Form Sustenance: Each unique
elemental form, depending on the elemental and on the Darkfire,
is often able to sustain themselves differently than they do as
a normal human thanks to how the Branwen family transformation
art works for the Darkfires. Each form has it's own unique
ability for sustenance, in addition to some other things that
the Darkfire can do to keep their power restored. For the most
part, Darkfires who opt to stay in their unique forms often
simply have to keep their power up in order to remain in their
unique form, which usually involves doing normal things like
eating and sleeping (things they would do normally). While
Darkfires can still recharge on their own elemental powers using
similar elements, such as a dark flame form being able to
recharge on a normal fire, some can also recharge more energy by
other methods, such as a flame user being able to eat and burn
up anything to keep their flame form burning, or a water user
drinking water to maintain their form. Each form is different as
not only does each element have different requirements, but
different forms might have different requirements, and some can
even do things like eating normal food to survive, assuming they
can gain sustenance or use it in restoring their power in some
way, like an earth user could break down the earthly elements in
food and use it to absorb the earthly elements. Many Darkfires
even find other ways to do this, such as absorbing mana from the
air to replenish their magic power (if they are normal magic
based), or come up with unique abilities, such as a a vampire
bat form using blood as a power source (which some elemental
vampire bat forms have used blood even though the Darkfires are
not vampires in this universe). This is different depending on
the Darkfire, and if they don't do this in some form, they will
eventually run out of power to maintain their form, and once
that happens, they will return to normal, and won't be able to
change until they replenish their power. And if a Darkfire runs
low on energy, even sustenance may not allow them to keep this
form if they run low enough on energy.
- Darkfire Elemental Amplification: The Darkfires are able to
use their elementals to power themselves up, being able to use
elements to passively enhance their ability by absorbing a
specific element into themselves using their auras to amplify
their physical abilities and elemental abilities. This ability
was designed originally to replicate aura amplification, but
instead of using aura, a Darkfire uses their element to enhance
their powers temporarily using their element. However, a unique
thing Darkfire can do that aura users can't is that a Darkfire
can absorb elements outside of their body that aren't theirs,
being able to absorb elemental attacks if it's made of an
element they control. This includes being able to absorb special
elementals, such as a lightning or flame user being able to
absorb heat lightning or lightning flames used by an opponent as
long as it is made at least partly using an element they
control. Depending on the elemental absorbed, the Darkfire can
gain temporary abilities based on the element absorbed and what
properties it has, usually gaining abilities depending on the
other power used in combination with their elemental. For
example, a Darkfire absorbing holy flames could gain temporary
holy power as the flames empower them, or a lightning user could
gain ice powers temporarily from absorbing ice lightning.
However, this is only temporary, as this requires the element in
order to power up, which means that opponents have to attack
with a similar element. This also cannot be used with corrupted
elementals, as others who use corrupted elementals designed them
to counter powers like this. The Darkfire can also only absorb
similar elements. This means that the element must be present in
at least some of the element. For example, a fire user couldn't
absorb ice lightning because there is no fire or heat power used
in it, though a fire user can absorb heat lightning because it
does use fire/heat based power. This amplification can also be
overcome with counter elements, and even using certain energies
to counter this amplification.
- Darkfire Elemental Healing and Purification: This power
utilizes the Darkfire's elemental power in a different way, in
which their elemental powers are designed to heal others by
using their elemental magic. How this is used depends on the
Darkfire's elemental power, and not all Darkfires can heal
effectively, but most can heal in some way. Typically, healing
someone using a Darkfire power utilizes the elements in unique
ways, and learn to utilize this to replicate the effects of
healing and purification abilities. This power utilizes the same
power source as the elemental rebirth power, but instead of
healing oneself, the power heals others by projecting their
power over someone else. For example, a dark flame user might
use their dark flames to use heat to bond a wound closed, or
using lightning to re-bond cells together using magnetic bonds
to draw the cells back together. This depends on the element,
and each element can do this in some way, with earth and wind
usually being the best healing elementals. Typically, this power
is used to replicate healing and purification of other races
abilities, even if it's not always as effective. This can be
used with any elemental, though most elementals achieve the same
end result somehow. Typically, this works best with wind or
earth abilities, since using earthly elements can more easily
heal wounds using the body's earthly minerals to restore the
body by manipulating the minerals, or wind can re-bond cells
together more easily. The second part of this power is
purification, where Darkfires can purify certain types of
presences by using their elemental power. For example, a holy
elemental could purify death energy, or a dark elemental could
purify a holy energy poisoning. For purifying presences, usually
lightning and fire are the two best ones to use, since they can
destroy targeted cells and energies more effectively than most
other elementals. And with purification, the holy or dark aspect
also makes a difference in purification as well. This mostly
depends on the user and their knowledge, and not all Darkfire
elementals are great (as one might be better for one aspect of
this power over another). Typically, this power is hard to
master, but many Darkfires can use this very effectively if they
know what they're doing.
- Darkfire Elemental Touch: This ability is dependent on the
elementals used by the Darkfires. This lets a Darkfire use their
touch to use their elemental power on someone, by focusing their
power through their aura when then are in physical contact. This
is more useful with some elements than others, and depending on
the element used, some elements can do different things. Fire
users are able to burn and melt things through physical touch by
heating things up, ice users are able to freeze things on
physical touch by using their ice powers to freeze, lightning
users are able to electrocute things using physical touch, wind
users are able to slice through things with their attacks, and
earth users are able to manipulate earthly elements through
touch, like absorbing metal and other elements from touching an
object or change the form of an object through touch. Some who
use this are able to do different things depending on the
element, with more advanced users having more techniques using
this power, such as an earth user being able to break down the
elements in certain weapons to disassemble them. Some have even
built combat styles around this power, using it to amplify their
physical combat, most prevalent in certain Darkfire Kenpo
sub-styles that utilize elemental abilities. Of course, the
Darkfire can only use the touch powers of their own elements,
and depending on how skilled they are, certain Darkfires may be
able to do more with their elemental touch ability depending on
their knowledge. However, this does require physical touch to
use, and users can only use this in ways that make sense for
their element (For example, a fire user can melt things, but
cannot freeze things unless it's an ice flame power with this
touch power as that's not how normal fire works). Typically,
energy defense or counter elements are the best ways to counter
this, such as using ice to counter a fire touch, or using energy
defense to protect against the elemental effects.
- Darkfire Elemental Blade: By focusing the elemental aura, the
Darkfire can create an elemental blade around their arm, usually
extending from their hand into a blade, or they can form this
around a weapon to create an elemental blade around a weapon.
Typically, this is an attack skill designed to fight opponents
by using energy to the Darkfire's advantage. Just like many of
the elemental abilities, Darkfires typically have to learn how
their elementals can be used, as each elemental power for this
is different. For example, a dark flame blade could burn through
certain objects when cutting objects, or a wind blade could be
made to more easily cut through objects and fire slashing waves.
This depends on the Darkfire and their elemental powers, but
most are able to do this with any elemental power they control
in some form. Typically, the easiest blade to create is the same
as their aura, as doing so using their aura elemental power is
usually easier than other elements due to it requiring far less
power to use, and it being easier to concentrate from an aura as
the aura can just form the blade rather than generate new
elemental energy. Beginners can use this fairly easily once
focusing it, but advanced users can learn to fire elemental
blasts and waves from this blade, or the blade having different
effects based on what the user wants to do. For example, a wind
user could focus their wind blade with explosive gases to
explode on impact with an opponent, or a lightning user could
reverse one's magnetic field on contact to send them flying back
from the point of attack to knock them off balance. This depends
mostly on the element and the Darkfire's elemental knowledge,
though most Darkfires typically use this more with a weapon,
with some even having weapons specially made for utilizing this
technique. This is countered just like any elemental power
though, and counter elements are usually the best method. Some
physical defense skills might also defend against certain uses
of this, though usually energy defense is the best defense
against this power since energy defense can block most elemental
abilities.
- Darkfire Elemental Spear: This is a basic elemental techniques
the Darkfires developed based on the basic elemental bolt spell
(a basic elemental spell). In this technique, the Darkfire
concentrates elemental power from their aura into a small spear
like form, and then fires it at opponents. While it may seem
simple, there are plenty of ways to utilize this ability. For
example, this technique is very adaptable, and can be modified
for a variety of purposes. For example, the Darkfire could
change the spear form into another form like a sword, knife or
trident if the Darkfire wants to stylize the attack differently.
Another example is that this technique can be fired from a
Darkfire's elemental aura directly, where the aura can be used
to fire this for faster attacks when the aura is in an active
state. This technique can also be fired in a few different
variations. The normal form of this technique is where the user
will fire one elemental spear. However, there are two other
major variations that the Darkfires have come up with over the
years (with some coming up with other variations). The first
variation is that Darkfires can use more energy and create a
barrage of these spears, essentially creating a flurry of
elemental spears, whether they are concentrated on one person,
or fired from the aura in multiple directions to take out a
group. The other variation is a charged spear, where the
Darkfire can charge the spear using elemental energy to make it
stronger to either grant it a stronger impact, or increase its
piercing power. And depending on the element used, the spear
will have specific properties, such as a dark flame spear can
melt through almost anything, or a concentrated lightning spear
can specialize in piercing. Depending on how it's used, there's
a variety of variations to this technique depending on the
element, and how creative the Darkfire is with this technique.
As one might imagine, countering this can be done with counter
elements, or other energy defenses depending on the attack.
Depending on the attack, some may be better to dodge than block,
or vice versa ( For example, piercing attacks should be dodged
rather than blocked).
- Ultimate Darkfire Technique: Darkfire Lance: This is the
ultimate technique of the Darkfires utilizing immense elemental
power. Once a Darkfire is able to condense elemental power, the
Darkfires can learn this ultimate technique. When using this,
the Darkfire creates a long projectile to throw at opponents out
of elemental power by combining the elemental blade technique
with the elemental condensing and elemental spear techniques.
When thrown, the Darkfire Lance explodes on impact, creating a
massive explosion of elemental energy. Depending on the
elemental power used, the elementals will have unique effects
upon exploding. For example, a dark flame lance will explode
with enough dark flame energy to incinerate almost anything in
the explosion, while a holy ice lance will freeze anything in
the explosion of the lance. For the most part, this is designed
to be the most powerful technique the Darkfires have, in which
they learn to utilize this to create a powerful move to attack
with. The Darkfires can even choose not to throw it, and instead
wield it like a lance weapon where they can attack with it,
creating small explosions on impact when hitting opponents or
objects with the lance. This technique is another that can be
modified for the situation, where Darkfires have also been known
to turn the lance into other forms, like a sword or a trident,
or even one Darkfire who fired it from an elemental energy bow.
This technique creates a strong enough explosion that it can
take down most opponents, and using the Darkfire's elemental
power will usually make this a very powerful attack. However,
because of the sheer power of it, a Darkfire has to be careful
with it, as it takes absolute mastery to use this technique
without hurting oneself with it, as the user can be hurt with
this technique just as opponents. For example, if the Darkfire
is caught in the explosion of the lance, they can be affected as
well, with certain impacts and effects that can still affect the
Darkfire despite it being their elemental energy (for example, a
Darkfire may survive the dark flames of a dark flame lance
explosion, but the pressure can still kill them if they are
caught in it). As such, Darkfires are advised against using this
if they aren't sure they can hit opponents. It is also worth
noting that this technique requires a lot of elemental energy to
use, so many Darkfires can only create one or two of these, with
only a few more powerful Darkfires being able to create more.
This is a technique that one should dodge rather than block,
because of the explosive potential of the attack.
- Darkfire Elemental Battle Sense: In order to sense their
elements, Darkfires have to use their elemental connection in
order to be able to tell where their elementals are. Thanks to
the Darkfire's elemental training, they learn to sense their
elements, granting the Darkfires unique senses depending on the
elements they control. For example, fire and ice manipulation
(whether positive or negative Darkfire elements), will usually
grant thermal vision by analyzing the temperature of everything
around them, with the Darkfires being able to sense ice or fire.
Electrical senses include being able to sense electricity and
even being able to tune into electrical-based communicate or
sensing magnetic fields. Wind manipulation will grant the
Darkfire the ability to sense the gases in the air, where they
can identify any kind of gas in the air around them thanks to
them being able to sense the air. Earth manipulation will grant
the user an earth sense, where they can sense anything solid
around them, including people by sensing the earthly elements in
everything. Water manipulation can grant one the ability to
sense the moisture in the air, where they are able to sense
things like humidity or what form moisture takes. For the most
part, this is not just about sensing elements though, as this
grants the Darkfires the ability to sense those around them.
Since every element is all present in the Darkfires, any of the
Darkfires can sense people around them by the elementals (such
as earth users can sense people by the earthly elements, or
lightning users can sense others by their magnetic fields).
While each elemental sense is different based on the element,
they all accomplish the same end result, letting the Darkfire
sense both their elements around them and sense other people
around them. This power isn't about predicting opponents like
some battle senses are, but rather this is about being able to
sense the environment around the Darkfires, and allow them to
act accordingly. As such, this isn't really good for offensive
combat, and is mostly only good in battle for sensing the
opponents using elemental senses. However, Darkfires cannot use
this to predict or read opponents, as this is more of a general
elemental sense.
- Darkfire Elemental Armor Defense Skill (Defense
Amplification): This technique utilizes an element, but
concentrated towards a certain part of the body in order to
defend the body against attacks. By combining the elemental
touch and elemental aura, the Darkfires can use this technique
to improve their defense. For example, a Darkfire with lightning
would charge a certain part of their body with lightning to
improve defense, such as coating their arm on condensed
lightning to block an attack with their arm. This allows a
Darkfire to condense the elemental from a certain point in their
body, in which they use it to defend against attacks more
easily. The element improves defense, and depending on the
element, some elements can have unique effects when the opponent
attacks. For example, a Darkfire using dark flames could form
this around their body and use it to burn opponents who hit them
(as the element used still has effects of the element on
opponents if they make contact with it). And when using this,
the form of the technique can be altered depending on the
situation and creativity of the Darkfire, such as earth users
who have used this to create armor around their bodies, or a
lightning user who used this to influence the magnetic fields
around attacks to repel them on contact. Depending on the
element used, the elements can be used with different skills for
different effects, and depending on the Darkfire, this can turn
a defensive move into an offensive one (such as a Darkfire who
uses the dark flame defense can make the dark flames explode on
impact to damage an opponent while they're attacking. However,
while this power is defensive, it can still be broken by
stronger attacks, as users may be able to still attack and break
this if their energy or physical strength can overpower the
defense. There are also certain other techniques that can
counter this, such as energy attacks being able to pierce
through, or users who use aura breaker weapons being able to cut
through this defense. It is also worth noting that Darkfires
using this cannot hold this for too long or use this to cover
too much of their bodies, as this technique takes a lot of
energy, and cannot be held in place for too long without
draining the Darkfire of power.
- Darkfire Elemental Armor Offense Skill (Attack Deflection and
Form Negation): This technique was based on certain other
abilities, like swordsman wavelength and similar abilities that
use attack deflection and form negation. This variation of
elemental defense is more about offensive skill, where the
Darkfire will focus their power in order to attack opponents.
This could be as simple as charging their fist with elemental
power to affect enemies when they punch them, or using an
elemental power to deflect an attack. There are two major
aspects to this power. The first is using this to deflect
attacks, where the Darkfire uses a mastery of energy to change
the trajectory of an attack with their own attack. For example,
the Darkfire could parry an attack using the elemental defense,
and use the elemental armor to redirect the attack by focusing
the elemental to move the attack aside. More advanced users are
even able to reflect projectile attacks back on opponents when
using this power, in which advanced Darkfires are able to use
this to great effect to change an attack's momentum by attacking
it directly and using their elemental power to influence an
attack (such as a magnetic user being able to redirect attacks
using magnetic force). The second part of this is form negation,
where powers like Pai Zhua or Haki have been used in order to
strike opponents using energy that dispels energy. This allows a
Darkfire to attack an opponent no matter the form they are in,
and even works against intangible opponents. This can even be
used to attack incorporeal beings, such as spirits, in order to
allow the Darkfire to strike things that normally wouldn't be
able to be attacked. Since the Darkfires had a major rival in
the Hazeldines, this was designed originally to attack them when
they are melded into the shadows, or attack certain opponents
who can also take different forms like some who can also take
elemental forms. However, it is possible for those with stronger
energy defense to block this technique if they have a similar
defense skill like haki, Pai Zhua or certain types of chi
training, as stronger energy defense skills can block this if
the defense is stronger than the offensive skill. And just like
the defensive skill, this techniques effects can be instantly
dispelled by energy dispelling or aura breaker weapons and
powers. This power also requires focus as well as elemental
power, and typically uses more power than normal to utilize this
since this technique requires extra power to condense and affect
attacks.
Darkfire Spellbook Abilities (First of Five possible extra
skill-sets Darkfires can learn and can learn up to two of these
skill-sets):
- Darkfire Elemental Spellbook: After the Swordsmen faction
trained with the werewolf alchemists, the alchemists shared
their spellbook ability with them, allowing the Darkfires to be
granted unique spells through a spellbook the same way the
werewolf alchemists do that any Darkfire can now develop as one
of their optional skill-sets. Their spellbooks are special books
given to them which become bonded to their being, and the books
manifest spells based on the powers of the Darkfire they bond to
and the affinities of the Darkfire, with each one being
different (even among ones that use the same element usually).
These books start out as basic spell books with no writing, but
after bonding, the spell books start gaining spells as the
Darkfire grows in mind and spirit, using the combination of
strong mind, body and spirit to determine when new spells will
be unlocked, and as the user grows their alchemy power and
knowledge, their unique spells may become more powerful (IE a
lightning user's spells will gain more power as the user learns
to utilize lightning in alchemy more effectively). Every
Darkfire starts out with one spell, but slowly builds as they
grow, and gains new spells. The spells are usually connected to
a specific ability, like one Darkfire might specialize in wind
spells, while another might focus physical attack spells (it is
rare for a spellbook to specialize in more than one unique
ability and it's even rarer for a book to have more than 2
unique abilities). Each book usually has different spells,
though some people with similar abilities may sometimes gain
somewhat similar spells at times (For example, someone with a
lightning book similar to someone closely related to them might
have similar spells). However, each set of spells and each
spellbook works differently, with each Darkfire having their own
abilities with their spellbooks that are often unique based on
their skill-sets and abilities. Each one is different (though
sometimes spells may be passed down in families if families have
the same affinities), so naming them all is impossible, but if
one wants to fight an Darkfire with a spellbook, the best thing
to have is magic resistance or immunity as they apply to all
magic types rather than just one, as each magic spellbook
usually has it's own strengths and weaknesses such as elemental
type spells being weak to counter elementals or certain other
spells having specific weaknesses. And since their magic is more
neutral than anything, other types of magic can counter it as
well, such as holy or dark magic (though the Darkfires also have
dark magic users and holy magic users depending on the faction
and the Darkfire). It is worth noting that Darkfires cannot
change their spells they gain unless their spell book is
destroyed and they get a new one (as some Darkfires who realize
certain affinities might gain different spells when getting a
new spellbook if their affinities are different enough from when
they got the first spellbook), but this requires starting from
scratch in terms of spells. It is also worth noting that while
the Darkfires can use these spellbooks, if they are destroyed,
the Darkfire loses access to these spells completely, and won't
be able to use spells without another spellbook (in which they
then have to start over with spells).
- Unique Darkfire Alchemies: Similar to the Werewolf Alchemists,
the Darkfires also have unique alchemies based on their
elementals. Typically, this reflects whatever they have an
affinity for, or they can learn specific alchemy arts from other
Darkfires (usually passing them down in certain parts of the
family), such as certain Darkfires that have developed specific
arts (For example, one smaller part has special alchemic
explosive dark flame alchemy.) There are usually two different
ways to gain unique alchemy types. The first is that one often
makes an alchemy type based on their spellbook abilities, where
they will usually model their alchemy to try and create an
attack alchemy as close to their spells as possible (For
example, a spellbook of holy energy might inspire the Darkfire
to try building a holy magic alchemy). The second is that they
can learn alchemies from others, in which alchemies can be
passed down in smaller parts of the family or in specific
factions of the Darkfires (like dark magic being used by the
Dark Magicians faction). Usually, the type of alchemy depends on
the elements the Darkfire uses and what the Darkfire wants to
specialize in. These arts can vary depending on the Darkfire and
their affinities, with some being elemental based, some being
physical enhancement based, and some just being other unique
methods of alchemy depending on what they're able to learn.
Typically, these are battle type alchemies designed to combat
opponents, usually using the Darkfire elemental power in unique
ways. Overall, there are just as many versions of unique alchemy
as there are unique spells, so naming them all is almost
impossible as there are many that even develop their own alchemy
as they learn more about the world and their elementals. Though
usually, the alchemy they learn is one they do have to have an
affinity for (IE a lightning user could learn lightning alchemy,
but may not have an affinity for certain other alchemies like
fire alchemy unless they have other affinities). Each alchemy
has it's own strengths and weaknesses, with elemental types
usually being countered by counter elements, and physical
amplification types being countered by other physical
amplification powers. Typically, every alchemy has it's
weaknesses, though almost every alchemy is still magic based, so
using things like magic resistance/immunity also helps if one
wants to defend against this kind of magic based alchemy, or one
can also use things like anti-magic. In the Darkfire's case
compared to those like the werewolf alchemists, the Darkfires
can be countered by groups that use similar types of techniques
(for example, the werewolf alchemists unique alchemies were
often able to counter the Darkfire's unique alchemies, or the
Hazeldine clan had dark alchemic magic to counter the
Darkfires).
- Darkfire Magic Storage/Connection to Self: The Darkfires
spellbooks are connected to their souls, which has a few
different aspects. Unlike the werewolf alchemists who developed
the spellbook art, the Darkfires utilize this differently. The
first thing that's different is that the Darkfire doesn't summon
this from their soul, but instead uses their magic item storage
spell to essentially store their spellbooks in a pocket
dimension where they store items. This allows a Darkfire to keep
their spellbook safe, with the Darkfires usually having a
separate part of their item storage pocket dimension for storing
their book safely away from other items that might cause damage
to the spellbook. Because losing a spellbook to being destroyed
is such a big deal (as the book being destroyed means they lose
their unique skills, which can mean years of work on their
spellbook is gone in an instant if the spellbook is destroyed),
the Darkfires do their best to protect these spellbooks. The
Darkfires can use these spells without the spell book being
manifested, similar to the werewolf alchemists, and like the
werewolf alchemists, have to check the spellbooks periodically
for new spells that may have unlocked. While the Darkfires have
the same connections to the spellbooks that the werewolf
alchemists have to theirs, the Darkfires use their own storage
method. Since the Darkfires are human in this universe, they
don't utilize certain supernatural skills that they don't have
an affinity for, so this is the best way for them to store their
spellbooks. And unlike the werewolf alchemists, who can have
their spellbooks destroyed by spirit destruction, the Darkfires
aren't vulnerable to that since their spellbooks aren't in their
soul, but in their pocket dimensional storage. However, this
does open up the Darkfire's spellbook to being vulnerable to
those that can cut through dimensions, as a user might destroy
the spell book with a dimension cutter attack if the Darkfire
isn't careful. Just like the alchemists, the Darkfires books
will burn away and vanish when taken enough damage, or someone
uses a destruction spell on the books. Once destroyed, the
spellbook is unusable and the Darkfire must start a new
spellbook and start from scratch as the spellbook won't be able
to be restored or the spells recovered.
- Spellbook Spell Gain Basic Requirements: Balance of the Mind,
Spirit and Body: Spellbooks are not like normal spellbooks, and
Darkfires have to utilize special training to use their
spellbook's spells. There are three aspects to a spellbook,
which are the mind, the spirit, and the body. Each of these
aspects must be at a specific level in order to use a spell, and
an alchemist usually has to train these up in order to gain new
spells. Typically, users have to constantly balance their mind,
spirit and body, and they learn to do this effectively so that
they can learn what they need to unlock new spells. No matter
the Darkfire, they must learn these aspects, with each requiring
specific training in order to utilize. As such, spells are not
as easy to unlock as just powering up one's magic and trying out
random abilities, and often require specific training, or even
specific situations in order to unlock new spells. Even though
Darkfires can unlock spells faster by experimenting with
different combinations of power in the mind, spirit and body,
there's no way for users to know what combination will unlock a
spell, and sometimes a user has to grow in power before they can
gain a spell. Even with heavy training and natural talents, no
affinities will magically make the alchemist able to unlock new
spells at will, as even the most advanced alchemists are at the
mercy of the requirements of their spellbooks to gain new
spells. It is also worth noting that Darkfires can only unlock
spells in specific numerical order, so they couldn't unlock more
powerful spells before unlocking their other spells that come
before it. In every spellbook, there is the first spell, and
then each spell numbered afterward that comes in order. Even if
a user gets the right conditions for a later spell, they will
not unlock the spell until they have the other spells (IE a
sixth spell would only unlock after the 5th, even if the user is
in the right conditions for it after the third spell). As such,
many Darkfires have to train all three aspects, and be ready at
any time to find the right combination of aspects to gain new
spells.
- Spellbook Spell Gain Requirement: State of the Mind: This is
the first aspect of requirements that the Darkfire must meet in
order to unlock new spells in their spellbooks. This first
aspect is the emotional state of the Darkfire, and the state of
their mind. Different spells will have different emotional
states that are required to unlock them, as some might be
activated using strong emotions, some might be activated in
desperation, or some might even require a specific mindset to
unlock. For example, many Darkfires find that the bonds of their
friendships and family connections often lead to stronger spells
and faster spell unlocks, as most Darkfires are about unity
among their family, and friends, and the Darkfires view family
as their strongest bonds. Typically, each spell has a unique
aspect of how it is attained, in which some require specific
mindsets, some require specific emotional states, and some may
even require certain levels of desperation in the mind to unlock
a spell. Usually, the strength of the emotions and of the mind
is the main focus of this aspect, and usually the aspect that is
required to reach this requirement depends on the spell and what
it requires. Users can attain this aspect more easily if they
are able to utilize the right mindsets that their spellbook
requires, as most spellbooks usually are constant on how they
unlock with certain exceptions (normally a spell book only uses
one major aspect in different variations, but some spells may
require a specific emotion or mindset to unlock different from
the normal training). There is no way to know ahead of time
which state of mind or emotions are needed, so Darkfires can
only strengthen their minds and learn to utilize their emotions
properly to more easily reach states that might help the unlock
new spells. Even if a Darkfire were to figure it out, not even
their disciplined mind training can replicate the conditions of
the mind (as some have tried to force the condition of the mind
into the state needed, but unless the state of the mind is
genuine, this requirement cannot be faked with disciplined
mind).
- Spellbook Spell Gain Requirement: Focus of the Spirit: The
second aspect of this is the spiritual aspect, in which a spirit
must focus to a certain aspect to unlock the spell. For this
aspect, the spirit focuses the magic, and the spirit's focus and
power usually determine what this requirement will need to be
met to gain a new spell. Typically, this is a much more easy
thing to predict, as lesser spells often require less power,
while higher level spells must reach a certain point of
spiritual focus before the spell can be obtained. There are
certain aspects to this though, and not just becoming a stronger
magic user or a stronger spirit. Typically, one of the major
aspects is how strong of a magic user or spiritual power user
one is, as higher level spells require more magic power, and the
requirement is so that a user is at the right level to utilize
the spell. The other aspect is if there is a specific spiritual
aspect that is required, like a spell that might require a
certain aspect of one's magic to reach a certain level (like a
lightning user might have to be able to use their magic to
generate lightning at a certain efficiency before they can
unlock certain spells), or a user might have to strengthen
certain spiritual or magic abilities such as a spell may require
stronger connection to the spirits if a spell requires a user to
utilize that connection to the spirits for the spell. Like the
other aspects, this is different for each spell, and requires a
different balance. And like the other aspects, there is no
training or natural affinity that will make this any easier to
figure out, as no Darkfire knows what will unlock their spells
until the spell actually unlocks. The best thing that a Darkfire
can do is continue strengthening their abilities, their alchemic
magic, and the aspects of focusing their alchemies and spiritual
connections that might be necessary for their unique spells
depending on the user and their unique alchemies.
- Spellbook Spell Gain Requirement: Power of the Body: The final
aspect of gaining spells is the power of the body, or the
condition of the body. Usually, the body has to be at a certain
level of strength, but also certain spells may require specific
physical conditions in order to meet the requirements of this
aspect. For example, in order for a wind user to gain a spell
that lets them move extremely fast, their bodies must be able to
handle the speeds they are moving, and the reflexes and thinking
processes have to be able to keep up with the speeds at which
the user is moving. Even the most basic of spells have physical
requirements, as even the basic spells will require some
strength to use. For example, since magic can have some major
recoil especially when it comes to firing off stronger spells,
the body must be able to handle that recoil or else the spell
will damage the user. This aspect mostly comes into play most
when one is gaining physical stat amplification spells, which
are mostly focused on attacking physically. However, some spells
may require a specific physical state be reached before gaining
a spell, such as someone might have to take damage from a
specific ability to unlock a certain defense spell, or a user
might have to have been hurt under specific conditions to unlock
certain spells that are used in desperation moments. Typically,
those that want to reach this requirement needs to train their
bodies, in which strengthening their physical bodies over time
can usually reach the physical requirements at some point.
However, as with the other aspects, no amount of training or
natural talent, or even combat intuitions can be used to know
how to unlock this requirements as they are just as much of a
mystery as the other aspects. Users typically just have to keep
training until they reach the right aspects required to unlock
the spells, with this being focused on the body's physical
stats.
Darkfire Dark Familiar Magic (Second of Five possible extra
skill-sets Darkfires can learn and can learn up to two of these
skill-sets):
- Dark Magic Art: Familiar Magic: In order to face certain
supernatural threats, the Darkfires of the Dark Magician faction
developed certain familiar arts using dark magic that were free
for the Darkfires to utilize. This type of magic was designed to
be used by all the Darkfires, in which they are able to utilize
this freely without any negative effects (though the Darkfires
should still practice caution when using this as it does use
dark magic to create and enslave familiars whether willingly or
forcefully depending on the familiar). There are a number of
familiar arts that the Dark Magician faction has worked on, and
there are a number of options for familiar arts that the Dark
Magicians have perfected over the years. These arts utilize
familiars in different ways, and utilizing different abilities.
The first is soul magic that the Dark Magicians developed that
bonds souls to demonic or holy armors, enslaving souls and then
using them in combination with familiars to create armor
familiars. There is also the creation of elemental chimeras,
where the Dark Magicians created elemental familiars using the
fusion of elemental magic and animals to create new creatures
with elemental power that are bonded to the Darkfire. The next
are the blood familiars, where the Dark magicians based these on
certain dark magic abilities designed to fight the Hazeldine
blood arts (But the Dark Magicians used familiar magic in
addition to blood manipulation). While this was created by dark
magic, any Darkfire can learn this as one of their learned
skill-sets, though the Darkfires are forbidden from doing
certain things with familiars, such as enslaving living people
as familiars, or only using certain souls for certain soul based
familiars. The Darkfires are careful about how this is used, and
they only really allow it to be used against souls that they few
as being evil, as they will use this for certain reasons. For
example, souls they few as evil and deserving of punishment they
will take and fuse to create familiars, with the most famous
soul familiars were Hei Darkfire's Fume Knight and Veldstat
familiars. As one might imagine, these familiars are usually
spiritual in nature, and can be battled the same way. Each set
of familiars does have weaknesses that can be exploited.
- Darkfire Dark Magic Familiar Summoning/Bond: No matter the
familiar, the Darkfires are able to use dark magic to summon the
familiars, usually by different methods. Depending on the type
of familiar, Darkfires have different summoning spells for their
familiars, usually through use of either using their blood as a
catalyst, or using special summoning circles. This allows a
Darkfire to summon any familiar that they've created, in which
some Darkfires even have unique summoning abilities. For
example, when Hei Darkfire was alive, he would use his ultimate
genjutsu skill in order to summon his familiars by manifesting
them using solid illusions. This type of power is required to
summon any familiar, and the Darkfires have to use this to
summon familiars. Not only do the Darkfires have the ability to
summon, but they are also bonded to all their familiars on a
spiritual level in order for the Darkfire to create and control
these familiars. Through this connection, not only can the
Darkfire control and command the familiars, but the Darkfire is
able to share their senses with a familiar in which the Darkfire
can perceive everything the familiar does. Depending on the
familiar, some may require specific conditions to summon, such
as some elemental chimeras have to be summoned through elemental
manifestation. Most familiars can even be summoned more than
once, in which Darkfires can actually summon one familiar
multiple times to summon multiples of the same familiar (though
multiple summons of the same familiar weakens the familiar in
combat). For the most part, this is a basic power of familiars,
and is a necessary one for all Darkfires with the familiar
training to utilize, and each Darkfire must learn the
requirements for summoning their familiars in order to summon
them. Without this summoning, familiars wouldn't be able to be
summoned. Of course, as this is a necessary part of summoning
familiars, opponents may be able to interrupt certain summonings
if they know how these work. For example, if a Darkfire is using
an incantation, interrupting it may prevent the familiar
summoning. Or if a Darkfire uses a spell circle, destroying the
spell circle before the familiar is summoned could also
interrupt the summon. Of course, all familiars still have their
weaknesses, and even if summoned, opponents can still overcome
familiars if they know what the familiar can do and can avoid
the familiars attacks. Darkfires can summon multiple copies of
one familiar, but the more that are summoned, the weaker the
familiars become.
- Darkfire Dark Magic Art: Demon/Holy Armor Familiars: Using an
art developed by the Dark Magicians faction of the Darkfire
family to punish the souls of their enemies in servitude, this
technique lets a Darkfire take a soul and bond it to a demon
armor or holy armor which they then bond as a familiar. There
are two major aspects to this power, the first is soul bonding
and the second is Demon/Holy armor abilities. This particular
skill is used to create familiars out of souls using dark soul
magic. While most Darkfires feel it's barbaric to take souls and
use them like soul eaters do, many Darkfires who use this art
see this not only as a way to fight their enemies, but also to
punish those they see as evil. Instead of taking souls for
personal gain though, the Darkfire bonds a soul to a demon armor
or holy armor in order to create a unique kind of familiar that
the Darkfire family created using dark magic arts. These armors
are bonded to souls which are controlled by the Darkfire's dark
magic abilities using spirit energy to bond the armor to the
Darkfire. The Darkfire controls the familiar, and can even share
their senses with the familiar. The armors gain unique abilities
based on the soul that is put into it, where the armors
abilities depend on the soul that is placed in it. That is why
there are demon armor and holy armor variations of this skill,
as some souls are better suited for demon armors while some are
better suited for holy armors. When fused, the new armor
familiar will have all the abilities the soul had in life, and
will gain the abilities of the demon and holy armors that might
grant new abilities based on the armor. In addition, each
demonic and holy armor each come with unique weapons, which are
different for each holy armor (usually). Among the more well
known familiars are the initial familiars that the Darkfires
created: The Pursuers and the Paladins. Some Darkfires don't use
the full art, but instead create Pursuers and Paladins since
they are the only Darkfire familiars that don't require soul
bindings (as they are created by fusing some of the Darkfire's
spirit energy to the familiar rather than fusing a soul). Each
familiar is unique depending on the demon or holy armor used,
and the soul bonded. This means that each one may have unique
weaknesses, but usually demon armors are best countered with
holy power and holy armors best countered with unholy power. The
familiars can also be forcibly desummoned if the soul seal that
is on every armor familiar is destroyed (as without it, the
armor and soul are out of sync and must desummon). It is also
possible to destroy the souls in these armors with spirit
destruction techniques.
- Darkfire Demon/Holy Armor Familiar Aspect: Demon/Holy Armor
Control: The first step to the Darkfire familiar art of using
demon or holy armor familiars is that the Darkfire must first
choose either a demon armor or a holy armor to bond a soul to.
When they have chosen one, they then fuse some of their spirit
energy to it, creating a special bond with the armor that allows
the Darkfire to control the armor. This is the source of the
demon or holy power of the demon/holy armors, where depending on
the type, the armor will have all the basic abilities of the
demon/holy armor. For example, demon armors basic power utilizes
demonic energy that powers all of their abilities, and holy
armors utilize holy power as their basic power that powers their
abilities. The armors don't utilize bodily energy, but instead
have energy that flows through their armors that utilizes
connections to demonic or angelic forces depending on the armor.
Both armors have their own sets of abilities depending on the
armor, which both sets of armors usually mirror each other in
abilities with exception that their powers are opposites (one is
demonic and the other is holy in nature). In addition, each
armor familiar also has a unique weapon that is granted to it
after the bonding of a soul (to which the armor then gets a
unique weapon usually related to the power of the soul). These
armors are the basis of the art, and not only possess the
abilities of the demon/holy armors, but also possess their
passive abilities, like them being able to reassemble themselves
using demonic or angelic telekinesis, or even them being
conductors of lightning that can store electrical energy in
their armor to use against enemies. Of course, this is only the
first step, and these armors still have to be bonded to a soul
in order to be used in combat, unless the Darkfires create
specific types of familiars that aren't designed to have a soul
in them (specifically, this is how the Pursuers and Paladins
armors are designed). These armors still have the same
weaknesses as demon and holy armors, such as demon and holy
armors powers being able to be countered with their opposite
powers (demon armors can be countered by holy power and vice
versa). These armors can also be destroyed just like any
demon/holy armor by destroying the soul mark that bonds the soul
(which desummons the armor familiar).
- Darkfire Demon/Holy Armor Familiar Aspect: Dark Soul Magic
Armor Bonding: This is the first aspect of the Darkfire armor
familiar art. Before using an armor for a familiar, the
Darkfires have to fuse a soul to the armor which they bond to
themselves with their spirit energy. This is done through a
special soul seal that is placed somewhere inside the demon
armor (where it is difficult to find without knowing where it
is). Normally, the Darkfires are not one for taking souls, but
the Darkfires will utilize souls for these familiar arts when
they need to. Depending on the soul, the soul can grant the
armor different abilities, such as an elemental power user might
grant an armor that elemental power the soul has. Typically, the
soul is bonded to a demon or holy armor, depending on the soul,
in order to allow the soul to bond with it and become a
familiar. The soul is also what grants the abilities of the
demon or holy armor (besides the basic powers of the armors),
and grants life to the familiar (as the armors don't operate
without Darkfires fusing souls to them. By using this power to
control a soul, the familiar then undergoes a process of bonding
that will forever bond the familiar to the Darkfire as a
familiar. This power allows the Darkfire to utilize souls to
create these familiars. Once fully bonded to the soul, the holy
or demon armor familiar is able to be used like any familiar, to
which the familiar only has to be granted their unique weapons
based on the armor used. This is a pretty basic aspect that must
be done in order to create a familiar, but once done, the
familiar becomes the Darkfire's permanent familiar. The only way
to break this bond is to break the bond while the Darkfire is
bonding to the familiar, or else the bond between the Darkfire
and their familiar cannot be broken (at least, not by known
means, as there may be familiar spirit separating powers or
items that are unknown). Of course, the soul mark used to bond
the soul to the armor is both the source of the power of the
armor, but also a weakness, in that the soul marks destruction
will forcibly desummon the familiar. Other than that, this works
like most normal familiar arts.
- Darkfire Demon/Holy Armor Familiar Aspect: Demon/Holy Armor
Familiar Unique Weapons: This is the next and last aspect of the
Darkfire armor familiar art of building armor familiars. Once
the armor has been fully bonded, and can be used, the armors
then develop their unique weapons. Similar to other races with
unique weapons like death wraiths and soul reapers, the armor
familiars also have special soul bound weapons. Typically, most
armors come with some form of offensive weapon and a shield to
use against opponents. The weapon formed is usually a sword, but
some armors may develop other weapons, such as one that
developed a trident as their weapon. The shields are usually
mostly the same, though some may have unique abilities depending
on the shield, like one that could store up energy and release
shockwaves. The weapons on the other hand, are always unique,
and have powers depending on the soul that is put into the
familiar. For example, if the soul is a dragon soul, the weapon
might have dragon power based on the type of dragon, or if the
soul is a werewolf with nature powers, the sword might have
nature abilities. Each sword typically has some sort of unique
ability, which depends mostly on the soul. Depending on the
armor, the weapon will either be a demonic weapon for demon
armors or a holy weapon for holy armors. This is another reason
why the armors have to be chosen based on the soul, due to the
fact that a soul that is holy in nature needs a holy weapon, and
wouldn't be able to wield a demonic weapon (and vice versa).
These weapons are bound to the armor, similar to other
soul-bound weapons. Unlike death wraith and soul reaper weapons,
these weapons are either holy or demonic in nature, and can kill
certain kinds of creatures. Demonic armors are able to kill holy
creatures like angels and holy magic users, while holy armors
are able to kill demons and many demonic type dragons. Of
course, as one might expect, every power has weaknesses, and
opponents can overcome weapons and shields of these armors just
like any other weapon or shield (such as some opponents who
could overpower and break normal weapons and shields).
- Darkfire Dark Magic Art: Darkfire Elemental Infused Chimera
Familiar Creation: This is another familiar dark magic art that
the Darkfires of the Dark Magicians faction developed. Those
that utilize this can create special chimeras using forbidden
alchemy techniques. Typically, Darkfires that use this take an
animal and then fuse it with their elemental power, mixed with
bio-alchemy to permanently change the familiar. By using dark
magic bio-alchemy, this creates a chimera, an artificially
created creature that is created by alchemy. Because of the
different elements and number of creatures, there are many
different combinations of chimeras that one can create. Some
Darkfires even mix different animal bloods together, such as one
Darkfire who combined a tiger with a bird to create a
griffin-like tiger familiar. When created, these familiars are
infused with specific elemental power, in which the Darkfires
will combine one elemental magic with the familiar to grant it
elemental power. For example, the first practice familiar the
Darkfires are taught to create is a dark flame wolf that the
clan has named Inuwei, which is to this familiar art what the
Pursuers and Paladins are for the demon/holy armor familiar
arts. Inuwei is a wolf that is fused with a Darkfire's elemental
power to create a dark flame wolf that can be used in combat.
Typically, Darkfires will create familiars based on needs and on
their preferences, such as some might create elemental rats that
can scout areas without being seen, or some will create battle
familiars designed solely to fight their enemies. For the most
part, these familiars can also even be granted unique abilities
depending on the familiar, as some have developed unique
abilities upon being created depending on the Darkfire creating
them (such as one tiger familiar that developed the ability to
harness storm manipulation even though it didn't have wind
manipulation). For the most part, though they are created in
dark magic, they are neutral magic natured, and are summoned
using elemental magic. Of course, as one might imagine, the
elementals can still be countered like normal elementals, and
the animals are desummoned if killed or destroyed. Since these
are physical familiars, they are less vulnerable to spirit
destruction.
- Darkfire Chimera Familiar Aspect: Animal Essence
Bonding/Elemental Bonding: As one might imagine, there are a few
aspects to the chimera art. In creating a chimera familiar, the
first thing a Darkfire does is choose an animal. This animal can
be almost any kind of creature, granted the Darkfire knows it's
internal structure and can recreate it with alchemy. This could
be from wolves, to birds, to all kinds of other animals. The
Darkfire creates an animal using bio-alchemy (which is normally
taboo, but since the animals have no soul, the Dark Magician
faction can get around the usual problem of life transmutations
going wrong). Once the Darkfire knows what creature they want to
create, that is when they fuse their specific elemental power to
the chimera, not only to bond it to the Darkfire, but also to
grant it life using the spirit energy used in the elemental.
When created, the familiar has the power of whatever element was
used to create them, which becomes the familiars main property.
For example, the basic creation of the Darkfires was the black
wolf fused with black flames that they named Inuwei, which is a
basic design dark flame wolf the Darkfires designed to practice
this technique. All chimera familiars created with this
technique have the elemental they were born with, and each
familiar will often express that elemental differently than
others. For example, when using fire type elementals, some
familiars will breathe fire, or generate fire from their bodies
to burn opponents on touch. This depends mostly on the familiar.
The bonding of this power bonds animal to elemental power, and
turns the animal into a permanent familiar. The Darkfire and the
elemental chimera have a bond that allows the Darkfire to summon
it at any time using dark magic. Unlike other familiars, this
familiar is a physical familiar that can be summoned. While it
can be killed and brought back in another summoning, the
familiar is a mortal type creature that is resistant to spirit
destruction techniques that many of the other familiars of the
Darkfires are vulnerable to. However, this leads to the
familiar's greatest weakness, in that it can be killed, and then
it will be forcibly desummoned and require time before it can be
resummoned (as it has to rebuild itself with alchemy).
- Darkfire Dark Magic Art: Blood Familiar: Much like the
Darkfire elemental familiars, those of the Dark Magician faction
developed this to create familiars from blood. Using their
blood, the Darkfires can create blood familiars using dark
magic. While other Darkfires wouldn't be trained in the blood
manipulation dark magic of the Dark Magician faction, the other
Darkfires were eventually able to learn this art on its own even
if they don't learn normal blood manipulation. This was designed
to fight enemies, in which the Darkfires originally designed
this art to be used by the Rogues faction to help them against
the Hazeldine's blood arts. In using this, the Darkfire creates
temporary familiars out of blood, in which the familiars can
utilize certain blood arts that the Dark Magicians faction
developed. For example, a blood familiar could create a blast of
blood that can hit like a cannonball, or a blood familiar could
turn itself into a bomb of concussive energy and explode on an
opponent. For the most part, this works similarly to the
Darkfire's elemental familiar technique, in that the familiars
are controlled using the Darkfire's elemental power, except that
this type of familiar is created and controlled through dark
magic. The Darkfires can even make these familiars in any form
they want, depending on how creative they are with the
technique. While it cannot use elemental powers, it can use
blood arts in order to attack opponents, and it can act like an
extension of the Darkfire's will. Just like the elemental
familiars, the Darkfire and the familiars can share senses, in
which the Darkfire can perceive anything the familiars perceive.
The blood familiars are made from the Darkfire's own blood, or
can be made from blood on a battlefield if the Darkfire has the
Dark Magician faction's blood manipulation magic. For the most
part, these are temporary familiars that can be countered like
the elemental familiars. This can also be countered like any
other blood manipulation, with water manipulation often being
the best to counter it (though other elements can also be used).
- Darkfire Dark Magic Art: Enslaved Spirit Familiars: This power
is one that is highly contested among Darkfires, as most refuse
to use this ability to enslave spirits. For the most part, only
the Dark Magician faction often uses this power. Because the
Rogues faction developed an elemental spirit training power that
uses spirits willingly, the Darkfires often abandoned this
particular art in favor of the elemental spirit training. This
art utilizes dark magic to enslave spirits, whether it's
temporary or permanent (as some Darkfires can create permanent
bonds to spirits to enslave them if they want to use a spirit in
the long term). When used, the Darkfire can call on spirits and
enslave them with dark magic, utilizing their spirit arts.
Depending on the Darkfire and the spirit they call, this can be
used in many different ways. There are usually two main ways
this is done. The first is that a Darkfire will enslave an
elemental spirit, using it to attack opponents so that the
Darkfire can utilize stronger elemental powers using spirits.
The next major way this is used is to fuse with animal spirits,
where different animal spirits might grant different abilities,
such as a bird familiar could grant spirit wings, or a clawed
familiar could grant spirit claws. There are many other spirits
arts though, such as nature spirit arts (that use nature energy)
or even certain unique spirits that have their own spirit arts.
The Darkfire utilizes dark magic to control and utilize the
spirit, and can use any spirit arts the spirit can use by
exchanging some of the Darkfire's power with the spirit. Because
this forcibly enslaves spirits though, most Darkfires look down
on using this power, and many have abandoned this power. The
only spirits that even the Dark Magicians factions won't mess
with are dark spirits (which the Darkfires avoid as part of
avoiding the realm of Xeles). Of course, as one might imagine,
this is still used among some Dark Magicians faction Darkfires,
despite protests. These familiars are countered like any other
spirit, where spirits are usually countered with anything that
counters spirit energy (including users being able to use their
own spirit energy to counter spirits) alongside other energies.
- Basic Darkfire Demon Armor Familiar: The Pursuers: These are
armors which are basic demon armors with no soul, used by the
Darkfires to practice the demon armor familiar technique by
using their spirit energy in place of a soul in order to give
the familiar life. Almost every Darkfire has a collection a
number of these, which are designed to utilize the power of the
Darkfires. These familiars are designed to be able to use
darkness, and gain the power of dark flames from the Darkfire's
spirit energy as their main power. These armors also come with a
sword that manipulates dark flames as its main power, in which
the armors can create explosive offensive attacks using dark
flames. In addition, the Pursuers also have a large circular
shield which is filled with darkness energy. With this shield,
the Pursuers are able to use the darkness like a barrier around
their shields, in which this grants their shields stronger
defense (as it can block certain energy attacks normal shields
would be pierced by). For the most part, these are like any
other demon armor, and can not only use demonic energy, but the
familiars can also utilize the normal demon armor passive
abilities, like being able to conduct lightning or being able to
reassemble themselves with demonic telekinesis. For the most
part, all these Pursuers are mass produced demon armors that the
Darkfires designed solely for this specific art of familiar
creation. As such, the Darkfires usually have multiple Pursuers
they can summon, and unlike other armor summons, the Darkfires
can summon all their Pursuers they have without weakening their
familiars (mostly because these familiars don't have as much
power to use as normal demon armor familiars). Because they
don't have souls bound to them, these armors are nowhere near as
powerful as they could be, and are just basic combatants that
the Darkfires can summon. These armors are still countered like
normal demon armors, such as demon traps can trap them, or holy
powers can more easily counter them. As long as one is familiar
with demon armors and the powers of the Darkfires, they can
usually overcome these as these aren't meant to be
overwhelmingly powerful. Just like the normal demon/holy armor
familiars though, these can be instantly destroyed if their soul
mark is destroyed.
- Basic Darkfire Holy Armor Familiar: The Paladins: Much as the
Pursuers are meant to be used to practice the demon armor
familiar technique, the Paladins are meant to be the holy armor
equivalents. As one might imagine, these are holy armors which
the Darkfires will practice the holy armor bonding techniques,
and the Paladins become the holy equivalent of the Darkfire's
Pursuers. These holy armors are also mass produced holy armors,
and possess holy power where the Pursuers possess demon power.
When fused with the Darkfire spirit, the Paladins gain enhanced
holy energy, but also gain holy flames as their main power in
the same way the Pursuers utilize dark flames. The Paladins
don't have a shield and sword like the Pursuers, but instead,
the Paladins have gauntlets on their arms which can extend and
release blades from both wrists gauntlets. Not only do the
gauntlets have blades that are used to attack, but the shape of
the gauntlets allows them to be used to defend against attacks
as they work like smaller shields. While they don't have sword
and shields like other armors, they utilize these gauntlets
which can be used for offense or defense. These gauntlets also
have another ability, in that they can generate holy flames that
can be used to attack enemies with explosive holy flames, or be
used to melt objects on physical contact with the blade. For the
most part, this is a basic holy armor, in which it uses holy
energy as its main source of power. Each Paladin has this holy
power and the white flames, just as the Pursuers have their dark
flames and their demonic power. For the most part, all these
Paladins are mass produced holy armors that the Darkfires
designed solely for this specific art of familiar creation. As
such, the Darkfires usually have multiple Paladins they can
summon, and unlike other armor summons, the Darkfires can summon
all their Paladins they have without weakening their familiars
(mostly because these familiars don't have as much power to use
as normal holy armor familiars). Because they don't have souls
bound to them, these armors are nowhere near as powerful as they
could be, and are just basic combatants that the Darkfires can
summon. These armors are still countered like normal holy
armors, such as using angel traps can trap them, or demonic
powers can more easily counter them. As long as one is familiar
with holy armors and the powers of the Darkfires, they can
usually overcome these as these aren't meant to be
overwhelmingly powerful. Just like the normal demon/holy armor
familiars though, these can be instantly destroyed if their soul
mark is destroyed.
- Basic Darkfire Elemental Chimera Familiar: Inuwei the Black
Flame Wolf: This is the basic chimera familiar that the
Darkfires have named Inuwei. This familiar is a black wolf,
which is granted the power of dark flames. This familiar is a
very basic familiar designed to teach Darkfires the art of
elemental chimera creation, just as the Pursuers and the
Paladins were used to teach the demon/holy armor familiar
techniques. This familiar is a black wolf, which can be summoned
just like any other familiar. When summoned, the wolf has normal
wolf senses, but also has enhanced senses due to the
supernatural nature of it's power when fused with dark flames.
The Darkfire power grants the wolf the power of elemental sense,
in which Inuwei can not only see, hear and smell much better
than other creatures, but Inuwei even has a thermal sense, in
which it can see temperature using the Darkfire elemental sense.
This is a battle familiar designed to fight opponents, in which
this familiar will usually attack with its claws and teeth, or
it can breathe dark flames on opponents. These wolves are able
to generate dark flame attacks, such as firing fireballs, or
even heating up their bodies with dark flames so that they burn
opponents on contact. The wolves even have limited dark flame
regeneration, which is granted through their Darkfire power they
are given. As mentioned before, the elemental chimeras are
physical creatures created through alchemy, and Inuwei is no
different. Most Darkfires can have anywhere between 3-10 of
these, as some Darkfires will create packs of Inuweis to use in
battle in order to allow the Darkfire to try and overwhelm
opponents. When trying to fight Inuwei, one can still counter
Inuwei's dark flames just like the normal Darkfire's dark
flames. Inuwei is a physical creature, which means that Inuwei
can be killed, and if Inuwei is killed, it will be desummoned
and can only reappear once it has alchemically reconstructed
itself. This familiar is not quite as strong as some other
familiars, but is much easier to produce than stronger elemental
familiars.
Darkfire Elemental Spirit Training (Third of Five possible extra
skill-sets Darkfires can learn and can learn up to two of these
skill-sets):
- Darkfire Second Release Elemental Spirit Bond: This particular
technique was designed by the Darkfires of the Rogues faction,
in which the Darkfires designed this to combat the Hazeldine
Ritual Bindings that granted them demons. The Darkfires instead
chose this art, not only to fight the Hazeldine demons, but also
to allow the Darkfires to strengthen the world's spirits in
exchange for the spirit helping the Darkfire. When using this,
Darkfires bond an elemental spirit to themselves, and use that
spirit as a companion bonded to them as long as the elemental
spirit is with them. When bonded, the elemental spirit feeds on
the Darkfire's elemental power, and in exchange, the spirit
grows stronger and helps the Darkfire however it can. Depending
on the spirit, some spirits may have other abilities, and thanks
to this training, the Darkfires have arts that can be taught to
the elemental spirits while bonded that let the spirit do
certain things. While the spirits don't start out as dark or
holy (as they just start out as neutral elemental spirits, they
gain temporary boosts while bonded to a Darkfire, such as a
Darkfire with dark flames will be able to empower a fire spirit
to grant it dark flames while it is with the Darkfire. This art
not only allows the spirits to bond with the Darkfire and spend
time helping the Darkfire, but this actually takes time to
strengthen the elemental spirit so that when the elemental
spirit is let back into the world, it is far stronger than it
was previously thanks to the Darkfire. While the spirit may gain
a Darkfire element, these spirits are actually neutral in
nature, in which they don't gain a holy or dark affinity unless
the Darkfire has training of one of the other factions and
empowers it with some other power (like the Dark Magicians
faction might empower their spirits with dark magic, or the
Swordsmen faction might empower their spirit with holy magic).
For the most part, these elemental spirits are still vulnerable
to spirit weaknesses, such as spirit destruction. These spirits
can also be countered with anything that counters their powers,
such as elemental powers can be countered like normal, and
spirit powers can be countered by other energies. This training
is also somewhat incomplete, as Darkfires stopped developing
this when the Hazeldine wars ended, as it no longer became
necessary to counter the ritual bindings of the Hazeldines.
However, some Darkfires do still use it, even if only because it
helps improve the world a little at a time by strengthening the
elemental spirits that make up the world.
- Darkfire Elemental Strengthened Spirit Connection: While the
Darkfires are not really too tuned into the spiritual realm and
the spirits that make up the world (as they don't focus on it
beyond learning their Darkfire abilities), Darkfires gain this
through training to master their spirit, in which they must
strengthen their spiritual connection. This particular training
led many Darkfires to be able to tune to the Spirit Realm, with
stronger spirit-based Darkfires even learning to communicate
with spirits in the Spirit Realm. This power allows a Darkfire
to tune to spirits, and even opens them up to learn how to use
spirits in battle, and even to learn other spirit arts. This
training is necessary in order to learn how to utilize this
elemental spirit training, as Darkfires had to learn this in
order to focus on their bonded spirit. However, there are some
spirits that can even teach the Darkfires more about this
ability and teach the Darkfires other ways to use this ability.
Another great source of spirit tuning training are spirit tuned
races like the moglins, who specialize in certain types of
spirits depending on the type of moglin. Typically, most
Darkfires strengthen their connection to their spirit, and to
other spirits in order to use this which grants them a much
stronger spirit sense. However, there are dangers of this
training, such as opening up to spirits can cause dark spirits
to take notice of someone, which they usually do when someone
tunes into the spiritual planes. And since most Darkfire spirit
abilities are still weak to dark spirits, these Darkfires have
to be careful since dark spirits are usually very hard to kill,
even on a good day when not dealing with more powerful dark
spirits like collectors and consumers. There are other dangers
as well, such as spirits trying to possess the Darkfire, so the
Darkfire must not only train their spirit, but their mind as
well to resist the dangers that come from this training. Of
course, as one might imagine, this is not an offensive power,
and is more about passively connecting to spirits rather than
using this in battle. This is a necessary part of utilizing the
Darkfire elemental spirit, and this maintains the connection
between the two (without it, the bond between the Darkfire and
spirit would eventually break).
- Darkfire/Elemental Spirit Spirit Realm Mystic Knowledge: After
gaining an elemental spirit and being bonded together, the
spirit and the Darkfire are both able to connect with the Spirit
Realm, a realm that is opposite of the Shadow realm and a realm
where only spirits typically inhabit. This realm is one that
normally human or other supernaturals wouldn't be able to access
or learn of, unless they are trained specifically to use spirit
arts, or have special spirit connection senses. Typically, only
nature-based creatures connected to the world itself know of
this realm and how to access it. For example, one nature group
is the moglins who are tied to the spirit realm just like the
spirits (as the moglins go to the spirit realm when they die
rather than the afterlife of normal mortals). By accessing this
connection, the Darkfire and the spirit gain much greater
understanding of the balance of spirits in the world, and open
the door so the Darkfire can learn more about spirits. This
power is very useful among spirits, as they use this connection
to help guide them, or they can use the spirit realm's
connection to allow them to call for other spirits in certain
situations. This is more of an effect of the spirit tuning
training, but is a great method for the Darkfires to learn more
about spirits and the realm where they come from. Typically,
this is more just opening up the Darkfire to the true realm of
the spirits, and doesn't really do much in battles. This is more
just a way for the Darkfire to gain new knowledge and learn more
about the Spirit Realm, including learning how to access and
enter the Spirit Realm (though this is only allowed under
specific circumstances). However, while this does open up the
Darkfire's senses of the spirit realm, this also draws attention
from dark spirits, due to dark spirits usually noticing people
who become too tuned to spirits (as dark spirits kill or absorb
spirits usually). This knowledge doesn't have much use in
battle, and is more a passive skill.
- Darkfire Elemental Spirit/Host Connection: All of the spirits
who become bonded to Darkfires have a special connection to
their hosts, as the spirits run through the body and become a
part of their host while they are bonded together. This goes
beyond just fighting together, as the two become connected in
spirit and mind as well as in power. The spirits act as a second
entity running through them, who can communicate with their host
while the two are in sync properly whether the spirit
communicates normally or by feeling (as not all spirits may talk
in the traditional sense). Not only are they connected to the
host, but they are also connected to the mind of the host, in
which, similar to the elemental familiar technique, the host can
process everything the spirit processes, being able to share
their senses. The connection makes it so the two can fight as
one, but still both think and act separately since they are two
separate beings. This gives a variety to attacking, as the
spirits can come up with their own strategies and combat tactics
depending on the situation. However, this is useful outside of
battle as well, as the Darkfire can learn from experienced
spirits, and Darkfires are able to sometimes gain certain things
from the connections, like certain spirits having spiritual
abilities that transfer over to the Darkfire while they're
bonded together. Each spirit has it's own name which the
Darkfire must learn, and has their own set of abilities
(typically depending on the spirit) and this gets amplified when
bonded to the Darkfire. Typically, this connection is a
symbiosis between the Darkfire and the spirit, in which the
spirit and Darkfire must act together to survive. If they are
not able to sync their abilities properly, or the two don't
trust each other, then the balance of this power falls apart. If
the Darkfire and the spirit cannot sync properly, their powers
together will not work, and over time the spirit and Darkfire
might lose their connection completely if they cannot sync
themselves properly.
- Darkfire Elemental Spirit Possession: When the Darkfire host
is in trouble or unconscious in a battle, the spirit or spirits
in their body can possess them, controlling them so the spirit
can take over the fight, or escape so the Darkfire won't get
killed. This has a few benefits in or out of battle. The first
is that the elemental spirit can use it's own special abilities
through the Darkfire themselves, and many spirits will have
unique skills the Darkfire doesn't have that might only work if
the spirit is in control. So rather than using power to manifest
the spirit, sometimes it is more beneficial to just possess the
Darkfire. This can also be useful if the Darkfire is up against
an opponent with spirit destruction abilities, as using this can
allow a spirit to fight without exposing itself to allow for
spirit destruction powers to destroy it like it would if it were
in manifested physical form. Unlike Hazeldine demons, the spirit
possessing isn't trying to take over or harm the body, but takes
over only when it's mutually beneficial like if the Darkfire is
knocked out and the Darkfire is at risk of dying, as the
elemental spirits usually don't like forcing themselves to take
over a body, and typically respect their host's will. The spirit
mostly just helps when it's needed, such as a spirit possession
will let the spirit fight opponents the Darkfire couldn't fight
normally, such as the spirit might be able to take on certain
dark spirits and other spiritual plane entities that the
Darkfire normally couldn't hurt since the spirit would still be
able to use it's spiritual abilities. Of course, this is also
useful in the fact that the spirit or spirits can also possess
objects, such as possessing armors and statues to fight with
depending on the situation. This is mostly useful when it comes
to possessing demon armors and angel armors with nothing in
them, as the spirit can use it as a substitute body temporarily.
Unlike the Hazeldine demons, there is no negative effect of the
Darkfire allowing possession, since the spirit will usually only
possess the Darkfire with their permission, and there is no risk
of one taking over the other. The only downside is that certain
abilities of the Darkfire might not be accessible while the
spirit is in control, as the spirit's powers would be the only
ones usable in the case of a spirit possession.
- Darkfire Elemental Spirit Elemental Feeding: When an elemental
spirit is not manifested in physical form, it is able to feed on
elemental power of the Darkfire, being able to feed on their
extra elemental energy which would normally be released and
wasted, which the spirit uses as a means of sustaining itself.
This lets the spirit make use of this energy to not only
replenish and maintain their own energy, but can be used to grow
the power of the spirit over time as the spirit devours this
energy. As the spirit feeds on this energy, it will eventually
start growing stronger and be able to gain new abilities over
time, which can also trigger new abilities in the Darkfire as
well through their connection that may even remain after the
spirit and the Darkfire part ways. The spirit can also feed on
energy to regenerate itself if it's damaged during a battle by
feeding on the regenerative elemental power the Darkfire has
(though only with the Darkfire's permission). Normally a spirit
doesn't need regeneration, so damage to spirits usually requires
help to regenerate, in which the Darkfire can supply the
elemental power to regenerate the spirit at the cost of some of
their elemental power. This not only helps maintain the
elemental spirit, but also helps them grow stronger and
strengthen the bond of the two as the spirit and host are able
to grow stronger together, as the spirit devouring energy also
helps make the host stronger since the Darkfire has to produce
more elemental energy in order to keep the elemental spirit feed
and up to strength. If the Darkfire doesn't feed the elemental
spirit, the elemental spirit will grow weak and may eventually
die or the connection between them may fall apart if nothing is
done. Typically, the spirit feeding on the extra power isn't at
all harmful to the Darkfire, and usually there's more benefit to
allowing this, but if the Darkfire doesn't allow this feeding,
then the spirit will eventually sever the bonds between then and
go back into the world if the Darkfire won't allow it to feed on
the power it needs to survive, as the elemental spirit needs
this energy to sustain itself. There also comes a point where
the elemental spirit will reach its max potential, and
eventually will cap out on it's ability to grow stronger from
feeding. It is usually at this point that the Darkfire releases
the spirit back into the world and takes up a new spirit, unless
the spirit and the Darkfire decide to stay together even though
once maxed out, the spirit and Darkfire won't gain any new
abilities (which is typically what happens since the Darkfires
will often grow attached to the spirits they bond with over
time, and the spirits may also become attached to the Darkfire)
- Darkfire Elemental Spirit Unique Form Manifestation: Just like
the unique elemental form training of the Darkfires, the
elemental spirits also have unique elemental forms they can
manifest in the same way. Depending on the spirit, all spirits
will take a unique elemental form that reflects their spirit
form, in which many take the form of animals or supernatural
creatures. Just as there are endless unique possibilities with
the Darkfires' own transformations, there are just as many with
elemental spirits. The spirits gain their unique form separate
from the Darkfire, and can take this form at will. This art is
designed to allow the spirit to be able to manifest itself and
allow itself free movement in the outside world, usually for
purposes like helping the Darkfire with certain tasks. The
spirit needs only to borrow power from the Darkfire to remain
manifested, in which the Darkfire will usually have to keep the
spirit manifested through their elemental power, though
depending on the spirit, some can manifest on their own without
the Darkfire's energy. And depending on the spirit, there are
different abilities the spirit might have, usually depending on
the form it takes. For example, a thunderbird might have the
ability to generate intense sound using the thunder of it's
wings, or an animal form might have claws it can use to attack.
Some may use this to stay alongside the Darkfire, such as a bird
form sitting on the Darkfire's shoulder, or some may use this in
battle to help the Darkfire fight, or some can even use this to
scout or spy on others. This mostly depends on the Darkfire, the
spirit and the power gained from the bond to create a unique
form. Typically, each form is vulnerable to counter elements,
such as the dark flames would be vulnerable to ice, and
lightning would be vulnerable to water. Also, the elemental
spirit can only manifest if the spirit has the energy to (which
can be worn down enough that the spirit cannot manifest).
Elemental spirits are also more vulnerable to dark spirits,
which are a major problem to elemental spirits, and some dark
spirits may try to absorb them. This form is also very
vulnerable to spirit destruction abilities, which can destroy
the spirit completely.
- Darkfire Elemental Spirit Arts: By gaining elemental spirits,
elemental spirits can grant the use of special spirit arts, that
are usually dependent on the elemental spirit (as each spirit
has different abilities and spirit arts it might have). Each
elemental spirit has it's own arts, which act like it's own
unique techniques and abilities it relies on in battle, which
usually power most of the spirit's special powers. There are a
nearly infinite number of spirit arts in the multiverse, but
some examples might include techniques like spirit purification
(some elemental spirits use it to strengthen themselves and
weaken dark spirits), elemental spirit attack and defense arts
(The most common spirit arts known among elemental spirits),
elemental alchemy (which is a variation of their normal
elemental arts) or some who even grant animal spirit arts that
grant it certain animal abilities. There are plenty of elemental
spirit arts that the spirits use, and most teach their specific
arts to the Darkfire. Some Darkfires can even utilize unique
arts based on what they use to power their spirit arts (as more
than spirit energy can be used to power spirit arts depending on
the Darkfire's knowledge and how they develop their power), such
as one Darkfire who used ki-based spirit arts. This is done
through both the spirit and the Darkfire working together, and
usually combining the spiritual powers of the Darkfire with the
spirit. When using this, there are many different options,
though elemental spirit arts are usually the most common spirit
art used among elemental spirits. Some spirits can even utilize
other spirits, such as one great fire spirit who could call on
other spirits to utilize their spirit arts. There are a few
powers that you will never see spirits use though. For example,
spirits will almost never use spirit destruction, as spirit
destruction is dangerous to them just as it is to enemy spirits.
Because each elemental spirit art is different, it's difficult
to point out all of them, but most of them are typically
elementally powered in some form, since the elemental spirits
are elementally power-based and spirit energy based. While they
are typically more powerful than normal elemental powers and
spiritual powers though, these are still countered the same way,
and aside from accounting for the power itself, opponents need
only account for the increase in power when using these
abilities.
- Darkfire Elemental Spirit Art: Magic Empowerment Arts: This
art was designed by certain other factions who use this
training, in which each faction has unique magic that is used to
empower the spirit. Since other factions used this training, the
other factions learned to combine their powers with this
training as well. Depending on the magic used, the Darkfires can
empower their elemental spirits with almost any of their magic
abilities to grant different effects to the spirit. Each faction
has different magic which has different effects on the spirit.
For the Rogues faction, they are able to apply their assassin
magic to make their spirits invisible, or make their spirits
able to attack using assassin magic. The Rogues faction can also
utilize corruption destruction magic to empower their spirits
which can allow spirits to fight certain corrupted beings more
easily. For the Swordsmen faction, they usually have a great
advantage when using this, as their spirit purification power
not only grants spirit purification power, but also strengthens
the spirit considerably which makes this a great combination
with the Swordsmen faction's magic. The Swordsmen also empower
their spirits with holy magic, where the spirit can be empowered
using holy power elemental magic. The Dark Magicians faction can
use their magic to empower their spirit with dark magic, which
allows them to use this to create dark magic elemental powers
that empower the spirit. The Dark Magicians can also use their
darkness counter magic to counter other darkness users, making
their dark magic useful against those that use darkness. These
magics empower the spirit with the respective power, and can
allow the spirit to use special elemental magic empowerment to
grant special abilities, such as one of the Dark Magicians used
this to allow their spirit to manipulate and absorb blood to use
against opponents. Typically, the type of spirit called will
determine how compatible this power is with the spirit (such as
a Dark Magician may not be able to use this with a spirit that
uses holy power), and some may be better utilized than others.
Of course, as one might expect, these magics still have the same
strengths and weaknesses, which means this magic empowerment can
still be countered the same way it normally would be.
- Darkfire Elemental Spirit Astral Trap/Separation Arts: This
spirit art that is designed to separate or trap astral beings
that some elemental spirits developed to be used against dark
spirits. This art is designed to use special spirit enhanced
items to separate someone from their astral body, such as
temporarily separating a soul from the body (though this doesn't
kill the person, but just incapacitate their soul while they are
separated from it). This art is designed to separate and trap
astral beings. The second half of this, which involves trapping
astral beings, usually involves trapping the astral being in a
specially made containment item, which has to be specifically
focused to contain the being. Typically, this is a very useful
skill to use on stronger opponents, as if they are hit by it,
most opponents have little resistance to having an astral body
pushed out of them. Typically, this is most used for pushing
souls out of bodies, but this can also be used on angels, fallen
angels and demons to push them out of their vessels, which can
be very dangerous to them. This can also work on separating some
astral beings out of others, if they have spirits or other
presences in them (such as if they have to fight another
Darkfire or Hazeldine that have spirits in them). This does have
to hit an opponent through physical contact, with the item
having to touch the skin of the person that the Darkfire is
trying to affect. And if the soul isn't bound or trapped in
something, then they will return to their body or where they
were cast out from within 10 minutes. Typically, this is mostly
useful for removing and trapping spirits, rather than killing
them, as once contained, the spirit usually has trouble leaving
the containment on their own, but destroying the runes on the
containment can free the person trapped. This also cannot kill
spirits, as nothing in this art is used that can kill spirits
since it's just a trap power. This knowledge also requires the
Darkfire to know what creature they are trapping and plan
accordingly, such as a containment item will have to be marked
with angel trap sigils to keep an angel's spirit contained. This
means that a certain level of trap knowledge is necessary for
this power to work.
- Darkfire Elemental Spirit Familiar Training: After heavy
training, a Darkfire is often able to teach the elemental spirit
to create elemental familiars at will without needing the
Darkfire to create them (thus teaching the spirit the art of
elemental familiars if they don't know it already). Spirits can
not only create elemental familiars that they can control so the
Darkfire doesn't have to control them by themselves, but spirits
can also use some of the Darkfire's power to call other
elemental spirits as familiars temporarily as a way of using
this power in their own way. Depending on what the situation
requires, the spirit can control the familiars it generates from
the Darkfire and spirit's elemental powers, but it can also
communicate and help other elemental spirit allies fight
alongside them. For example, the elemental spirit could grant
other spirits elemental power from the Darkfire, temporarily
empowering them with special elementals. For example, a dark
wind spirit can empower another wind spirit with dark wind to
also empower it into a dark wind spirit while it has the
enhancement. This allows a Darkfire to concentrate on their
fights without having to control their elementals, and the
spirit can even control elementals at far greater distances than
the Darkfire normally could, allowing this to be of great use to
the Darkfire in battle so they don't have to focus on
controlling their own elemental familiars. It is also beneficial
because spirits normally cannot be seen except under specific
circumstances, so some may use this in order to spy on enemies.
This power depends on the user and the spirit, but typically,
this means that the spirits summoned will be different every
time this power is used, and this depends on the spirits that
will head a call from the elemental spirit, as elemental spirits
won't always head the call of every elemental spirit (For
example, most elemental spirits won't go to a battle against a
dark spirit knowing they probably can't win). And depending on
the spirit, the normal elemental familiars will also still work
just as they normally do except that the Darkfire won't need to
move their focus to controlling the familiars since the spirit
can control them.
- Darkfire Elemental Spirit Weapon/Item Possession: By trying to
gain specific advantages over the Hazeldines, this power was
developed purely by accident. When the Darkfires developed this,
it was to allow a spirit to empower a weapon, not possess it,
but thankfully, the Darkfires found a use for this power among
their elemental spirits. When used, the elemental spirits
eventually became able to possess weapons and items, which
allowed a number of abilities to be used. One such advantage was
when they traded knowledge with the Hazeldines and the
Hazeldines let the Darkfires use spell books that allowed the
spirits to charge their spirit arts onto pages, creating a
collection of prepared elemental spirit arts (akin to the
Hazeldines who use this to charge their spellbooks with dark
arts and dark magic spells). This also allowed a spirit to
possess and empower an item in a way that can sometimes grant
their powers to weapons, such as a thunder spirit who possesses
a sword could not only strike with the power of lightning, but
some can even use thunder-based sound manipulation in their
attacks. This depends mostly on the spirit and it's abilities,
but some have specifically tied their power to weapons or items,
due to how effective it can be for a spirit to possess a weapon
or item. For example a water spirit could possess a bottle of
holy water, and then use the holy water as it's own form to
create forms to attack using the holy water. Since this power is
dependent on the spirit, it's hard to say what abilities a
weapon or item would get, and sometimes it even depends on the
weapon or item, so each weapon or item typically has unique
effects when possessed by a spirit. However, in battle, it's
worth noting that these abilities usually require the spirits
energy, and if it runs out, then it must return to the Darkfire.
The possession also cannot empower a skill or power into an item
or weapon unless its a skill the spirit can use (such as a
spirit that cannot use fire cannot empower an item with fire).
The powers gained by items and weapons can still be countered
like normal though, such as elemental powers are still countered
by counter elements.
- Ultimate Darkfire Elemental Spirit Technique: Spirit Fusion:
This is the ultimate technique of the Darkfire elemental spirits
(currently), in which the Darkfire and the spirit fuse the
Darkfire's soul to the spirit to create a temporary fusion of
power that syncs the Darkfire and the spirit together. When
used, the Darkfire and the spirit become one, and the result
empowers a Darkfire considerably. While the Darkfire may lose
access to certain abilities (Such as the spirit being able to
control elemental familiars), this is still the most powerful
technique this training possesses. This not only combines the
spirit and Darkfire's power, but amplifies it using the fusion
of spirits. When in this state, the Darkfire and spirit cease
being two separate entities and temporarily become one being.
This grants enhanced fusion arts, where the spirits and the
Darkfire can combine their techniques to create new techniques
they wouldn't be able to use separately. Not only does this
allow new techniques though, but the Darkfire's body is
empowered by the spirit and allows the Darkfire to take on
unique properties, such as elemental spirits in the form of
animals might grant the Darkfire certain animal properties, or
the spirit could just amplify the Darkfire's physical stats
considerably. This is the strongest art the Darkfires have for
their elemental spirits, and utilizes both the Darkfire and
spirit to their full potential. When fused, the two are much
more powerful, and are able to take on much more powerful
opponents when the two fuse together. However, there are certain
dangers to this power, in which if it is not done correctly,
damage could be done to the connection between the spirit and
the Darkfire, as this is not an easy technique to initiate. This
technique also only works until the Darkfire runs out of power,
and it is worth noting that this fusion drains energy much
faster than normal power use since the Darkfire and spirit are
both using power in this rather than just one using power. This
is only a temporary power-up, and if a Darkfire is not careful,
they can power down at inconvenient times if they don't use this
at the right time.
- Forbidden Art: Elemental Spirit Absorption: When those who use
elemental spirits defeat someone else who is fused to spirits
(usually those with arts similar to this), the Darkfire can use
a forbidden technique to absorb the spirit into themselves when
it's released after the opponent's death. This is a forbidden
technique among the Darkfires, in that it's possible for a
Darkfire to steal another's elemental spirit upon death, and
allow the Darkfire who wins to gain a new spirit or just add the
power of the spirit to their spirit. This lets someone absorb
and then bond the spirit to themselves, giving them new
abilities and sometimes giving them new elements from the old
user depending on the spirit and the bond. This makes the user
stronger the more spirits they absorb, but also has a side
effect of the Darkfire needing to possess more elemental energy
to use this. Whether it's to maintain multiple spirits, or it's
to utilize stronger spirit power, the Darkfires who use this
have to learn to generate more elemental energy. For this, a
substance known as elemental dust (used by aura users usually)
is a great way to keep up with the spirits, but overdoing it and
absorbing spirits can be more draining than helpful due to the
cost of keeping the spirits maintained with elemental energies.
The main use is usually either strengthening an element the
spirit specializes in, or gaining a new element that the user
wants. However, these elementals still work the same way, in
that they can still be countered like normal elementals. It is a
forbidden technique though for a reason, as this only usually
happens when one Darkfire betrays another, and this art is seen
as the Darkfire betraying the family if a Darkfire kills another
Darkfire to take this power for themselves. This can also be
seen as a means of enslaving spirits, with the Darkfires look
down on. As such, Darkfires don't do this unless it's to save an
ally spirit who is at risk of dying with the host, in which some
will use this if it means saving a spirit bonded to a fellow
Darkfire from death, which is usually the only acceptable use of
this in the clan. Forcibly taking a spirit can also be
dangerous, as the user has to overpower and control the spirit
in order to use this if the elemental spirit is not willing to
be transferred.
- Forbidden Art: Dark Spirit Bonding: This is the other
forbidden art, in which some Darkfires have experimented with
bonding dark spirits to themselves rather than normal spirits.
This is a forbidden technique for a reason, as every Darkfire
knows how dangerous it is to try to use dark spirits. This art
utilizes dark spirits rather than elemental spirits, usually
used by those that favor darker powers. For example, the Dark
Magicians faction actually experimented with this power, trying
to make use of enemy dark spirits for themselves. When used,
this works much like the elemental spirit, except that the
Darkfire has to actively keep the dark spirit from trying to
take over their minds (and in most cases, devouring their
souls). Dark spirits bonded to a Darkfire are usually
accidental, in which the Darkfire means to call an elemental
spirit but ends up calling a dark spirit by accident (usually
done by those that experiment on their own rather than gaining
help from more experienced Darkfires). This art does have
certain strengths, in that Darkfires with this art can gain far
stronger spirit powers and powers of darkness than any other
type of spirit, and the Darkfire might even gain special
abilities based on the spirit they use, such as one Darkfire who
bonded with a consumer and was able to endlessly devour energy
through touch. And instead of connecting to the spirit realm,
this power would allow a Darkfire to connect to the Shadow
Realm, in which the Darkfire would gain a knowledge of death and
darkness from the shadow realm. Dark spirits have their own
shadow arts, which are usually hazardous to normal mortals, but
some Darkfires do learn to utilize it if they embrace certain
aspects of the dark spirit power. The major danger to this, is
that the dark spirits are impossible to control forever, and
eventually the dark spirit will overpower the Darkfire, either
possessing them or at worst, eating their soul and taking over
the body permanently. Just like death wraiths who have tried, no
Darkfire has done this and not eventually been overcome by this
art. Of course, as one might expect, this still has the same
weaknesses as dark spirits, in which most dark spirits are able
to be destroyed with spirit purification or spirit destruction.
Darkfire Mystic Knight Abilities (Fourth of Five possible extra
skill-sets Darkfires can learn and can learn up to two of these
skill-sets. Note that one of the skills is different depending
on the faction):
- Darkfire Elemental Mystic Knight: This training came about as
the Darkfires learning to convert their mana into magic (but
wasn't developed by one faction in particular so it wasn't
tailored to one faction over another), which ended up with them
developing an art similar to mystic knights. Since the Darkfires
were almost like mystic knights in that regard, there were some
Darkfires who worked together from different factions in order
to develop this for those Darkfires who want to focus more on
physical combat rather than on elemental magic. In this
training, the Darkfires developed a Mystic Knight training that
is uniquely suited to their Darkfire abilities. By using this
training, Darkfires learn to convert their elemental magic into
their physical combat, and allows the Darkfire to learn the arts
of a Mystic Knight. There are a few unique aspects to the
Darkfires specifically, but for the most part, the Darkfires use
this just like the normal mystic knights use this training,
except for the fact that the Darkfires specialize in elemental
magic rather than just normal magic. This is also useful in the
fact that this can be used to hurt enemies who have magic
resistance or immunity, because this focuses magic amplification
into physical attack power (therefore physical attacks aren't
magic in nature unless one uses an attack spell). Since the
Darkfires already possess the initial training of the mystic
knights (the glyph power and the conversion of mana into magic),
this allows a Darkfire to skip some of the basic training (But
some will still strengthen their basic training in order to
better utilize this). Darkfires with this training don't focus
so much on using elemental techniques, but instead focus more on
their physical combat. Depending on the Darkfire, this can be
heavily favored by some Darkfires, such as the Swordsmen faction
who mostly consist of Darkfires who were either raised as
samurai or as part of the church and are more comfortable using
physical weapons than supernatural power. For the most part,
this power has been modified from the original mystic knights,
but this is still used like normal mystic knights power. The
major downside to this power is that Darkfires often have to
give up most of their magical power to push it into physical
amplification, so they lose a lot of their normal elemental
magic as a result (as they can only use limited amounts of magic
that isn't focused into physical amplification). Another major
downside is that users of this art become very vulnerable to
anti-magic, which can do far more damage to them. And yet
another major downside to this is that because a lot of skills
end up being enhanced by magic, the Darkfire will mostly be
banking on an opponent being vulnerable to either magic or
physical attacks (meaning those with magic resistance or
immunity will be a major problem).
- Elemental Mystic Knight Darkfire Ability (Rogues Faction):
Mystic Assassin: Darkfires who utilize the mystic arts training
have also learned to utilize their own factions magic to focus
into their mystic knight training. Each faction focuses
different magic, and have modified the mystic knight training to
fit almost every faction's unique magic abilities. For the
Rogues, they amplify the mystic knight training by focusing
assassin magic through their mystic knight power. In doing this,
they are able to focus passive assassin skills, such as the
magic in their bodies will suppress the sound they make when
moving, or magic can make their spells invisible to the eyes.
This led to the Rogues calling this "Mystic Assassin" rather
than mystic knight since the Rogues are mostly assassins. When
using this, they also utilize a version of their supernatural
hunter magic, where the Darkfires magic can tune itself to an
opponent in order to become the most effective magic for the
situation. Because of this, the Rogues faction version of this
is often seen as the most dangerous to opponents, since the
Rogues faction are known for being among the best assassins in
the world. In combining assassin magic with their supernatural
hunter magic, most Rogues faction Darkfires utilize this in a
neutral nature, where the Darkfires with this will not have a
dark or holy affiliation (unless their supernatural hunter magic
tunes itself to holy or dark in response to certain opponents).
When used, the Darkfires of the Rogues faction focus this as a
sort of amplified base state, where they will utilize this
training in place of normal elemental mystic knight power. While
this magic isn't quite as powerful as the Dark Magicians faction
variation of the mystic knight training, the Darkfires with this
set of magic abilities are still among the more dangerous
Darkfires since they don't specialize in overpowering opponents,
but in killing stealthfully. Because of the assassin magic,
Darkfires using this make no sound when they move, and their
magic glyphs are passively invisible to opponents (as well as
most attacks being invisible). Users can still sense the
Darkfires using this with presence senses, or other supernatural
senses. Of course, the supernatural hunter magic has the same
weaknesses as the normal supernatural hunter magic (See earlier
mention of Rogues faction supernatural hunter magic power in the
basic power sets).
- Elemental Mystic Knight Darkfire Ability (Dark Magicians
Faction): Dark Mystic Knight: Darkfires who utilize the mystic
arts training have also learned to utilize their own factions
magic to focus into their mystic knight training. Each faction
focuses different magic, and have modified the mystic knight
training to fit almost every faction's unique magic abilities.
For the Dark Magicians faction, they utilize dark magic (as one
might expect) for their mystic knight training. When amplified
with dark magic, the Darkfires with this training gain enhanced
darkness abilities that are channeled through their dark magic.
The base power of this comes from the Dark Magician faction's
counter darkness magic, where this magic is focused as the main
dark magic power in addition to normal dark elemental magic.
When using this, Darkfires with this can utilize the darkness
counter magic to battle other darkness users, just as the Dark
Magicians faction can utilize this in their normal magic. When
using this, the Dark Magicians utilize the dark magic skills
they have, and can even utilize their blood manipulation in
combat using their dark magic. This mystic knight training is
the most powerful, in that the dark magic used in this is
stronger than any of the other factions mystic knight training.
This magic has a dark alignment, where all attacks used by the
Darkfires in this form do darkness damage in addition to normal
damage thanks to the darkness power of the dark magic used in
this power. Users that use this are more easily countered by
holy power due to the dark magic nature, and any skills used in
this specific training still have the same weaknesses as the
Dark Magicians faction normal dark magic skills. The Darkfires
who use this may have a more powerful elemental magic, but
because the dark magic is more straining on the body, the
Darkfires physical amplification reduces their regeneration and
stamina since the body has to use regeneration to keep the body
from crumbling under the power of this dark magic (meaning users
that use enough of this power will eventually have to stop
fighting or risk damaging themselves with their dark magic).
- Elemental Mystic Knight Darkfire Ability (Swordsmen Faction):
Holy Mystic Knight: Darkfires who utilize the mystic arts
training have also learned to utilize their own factions magic
to focus into their mystic knight training. Each faction focuses
different magic, and have modified the mystic knight training to
fit almost every faction's unique magic abilities. For the
Swordsmen faction, the Swordsmen faction learned to utilize holy
magic and spirit purification magic into their mystic knight
training. In using this, the Darkfires of the Swordsmen faction
go for a more positive power. While the Darkfires who use this
are seen as the weakest of the three variations of the amplified
base mystic knight training, the Darkfires who use this are
anything but weak. The first aspect is that the Darkfires gain
enhanced holy magic when in this form, and are able to focus
that holy magic to battle demonic or dark forces. By using holy
magic, the Darkfires with this skill are able to kill demons and
certain darkness type creatures since their physical attacks
become holy power strong enough to be demon killer attacks.
While not as powerful as the other factions use of this skill,
the holy power is much better for fighting demonic or dark
forces than the other magics are. The second aspect of this is
spirit purification magic, in which the Darkfires of the
Swordsmen faction gain spirit purification amplification of
their physical attacks (allowing their physical attacks to do
spirit purification damage/amplification depending on the
opponent). By using spirit purification, the Darkfires of the
Swordsmen faction are able to utilize this in order to fight
dark spirits (which they specifically trained to fight), but can
also boost this up to spirit destruction magic when needed
(though they have to be careful with this magic when around
allies). This particular magic is a holy affinity, which means
demonic affinities will be able to counter this more easily, as
well as spirits will gain amplification from this spirit
purifying base power (so spirit opponents will gain power rather
than be destroyed unless using spirit destruction).
- Elemental Mystic Knight Darkfire Ability: Empowered Magic
Body: Since mystic knights turn their mana into magic in their
bodies, this can have effects on their bodies by empowering them
with magic. In the case of the Darkfires, the Darkfires empower
their bodies with elemental magic, where their bodies radiate
elemental power. This becomes a passive power that powers up the
body, and when radiating this power, the body can emit elemental
power from it. Similar to the elemental aura, the body has
different effects depending on the elementals the body emits.
For example, dark flame magic running through the body will
usually heat the body up to levels that they can easily burn
opponents and emit dark flames from their body. Usually, the
Darkfires will convert one of their main elementals into this
power, where their main element they want to use will become
their main elemental. For example, Qrow Darkfire (when he was
alive) used this training in order to emit heat lightning magic
from his body that he used as his primary element. A Darkfire
with specific faction training can even focus special magic
through this power instead of normal elemental magic, such as a
Rogues faction Darkfire might focus assassin magic through their
bodies which can make their bodies invisible passively, or a
Swordsmen faction Darkfire can use holy magic or spirit
purification magic in this power as well. One effect this has on
the body is that this allows the user to more easily go into
elemental form, where their bodies are closer to elemental power
than most Darkfires without this. This also allows stronger
regeneration, where Darkfires with this will be able to
regenerate faster and more efficiently when using this training.
Depending on what element is used, the body is enhanced and can
do different things, such as a plant user Darkfire who was able
to grow vines out of their body, or an ice Darkfire that
literally had frozen skin. While not all Darkfires show the
effects of their body empowerment, the effects can be felt by
those around them as the Darkfires emit magic of some type
through this training. A Darkfire can choose any element they
control for this power, but once they choose an element, they
cannot change it without special training over a certain period
of time. The only downside is that this can make a Darkfire more
vulnerable to counter elements, such as an ice empowered body
would be vulnerable to fire and lightning, where fire could melt
the body or lightning could use the body as a stronger
conductor. Depending on the magic used, the magic's counter will
do more damage (For example, using dark magic against a holy
magic empowered body does extra damage).
- Elemental Mystic Knight Ability: Mystic Weapon: Every mystic
knight is able to create a magic-based weapon (usually a sword),
which is connected to their being. By focusing the magic in
their bodies, they can summon a unique weapon that acts as their
own special magic power weapon. This is similar in concept to
certain other weapon powers like soul swords and zanpakutos,
where the sword is connected to the spirit of the user. The
sword can take many different forms, or have many different
abilities depending on the mystic knight's abilities. Each
weapon is unique, and anyone familiar with these kinds of
weapons can tell that no two weapons are usually the same. Not
only can the weapon form be almost anything including even not
being a normal weapon, but the weapon's abilities are dependent
on the magic the user has (for example, a dark magic user with
mystic knight training will usually gain a dark magic weapon).
This weapon can be used in battle in order to fight opponents,
with it being designed to be a major conduit of magic for the
user. A mystic knight often relies on this weapon in combat, and
this weapon is a major component in mystic knight abilities
alongside the Spellblade skill. Because these weapons come in
many forms and sizes, it is worth noting that it is impossible
to tell what each weapon will do or what form the weapon will
take, similar to others who can spawn unique swords (like death
wraiths and soul reapers). When used, these weapons are much
like normal weapons, and funnel the user's magic, so these are
always magic weapons. While the weapons themselves can be used
just like normal weapons, the weapon abilities may be hindered
if used against those with magic resistance or immunity (such as
an elemental magic attack from a sword won't work on someone
with magic immunity). These weapons all have unique strengths
and weaknesses, so one can keep this in mind and try to figure
out the weapon's strengths and weaknesses. Some smarter
opponents can counter these weapons if they learn how they work,
and once one counters the weapon's special abilities, most
opponents can more easily beat these weapons. For the Darkfires,
almost all their weapons are usually elemental in nature, since
they are specializing in elemental magic, though some gain
weapons based on their extended magic skills, such as how a
Swordsmen Darkfire may gain a holy magic weapon or a spirit
purification weapon if they already know their faction's magic
when training to gain this power.
- Elemental Mystic Knight Ability: Spellblade: This is the major
reason for mystic knights to get their own magic weapon. This is
a power that mystic knights use to draw their magic into their
weapons, which allows them to empower their weapons utilizing
magic. By focusing this through their weapons, this technique
allows a mystic knight to utilize their magic through the
weapon, which grants specific attacks. For example, a fire mage
could use spellblade to allow their weapon to use fire spells,
or a holy magic user could allow their spellblade to allow for
holy attack magic to be used. Instead of using the spells
oneself (which normally a mystic knight wouldn't be able to
since all magic is poured into physical amplification), this
power utilizes magic for different types of attacks and
defenses. This can be used with any kind of magic, and almost
any kind of weapon as long as the weapon can handle the magic
being used (meaning a mystic knight doesn't have to use their
unique mystic knight weapon, but can use any weapon that can
handle their magic). However, it is the magic used and the
spells used that make this skill truly unique for everyone.
Because everyone's magic abilities are different, this power
ends up being used uniquely by everyone. For example, a holy
magic user won't use this the same way a dark magic user would
as both would have unique methods of using this. However, even
those that use the same magic may use this different ways, such
as how one holy magic user may use this for pure attack power,
or another may use this using defense spells. For the most part,
this depends on the person and their magic so this ends up being
impossible to talk about every use of this skill. The only thing
that opponents should remember is that this is a magic based
skill, and any attacks or defenses used by this power are still
magic based (meaning they are weak to the normal weaknesses of
whatever magic is used in this power). For the Darkfires, they
are able to use any of their magic abilities through this as
well, with each faction also being able to focus their unique
magics through this power.
- Elemental Mystic Knight Ability: Physical Combat Enhancement:
This was the main power that was used by the mystic knights, and
the purpose of this skill-set. While mystic knights did develop
ways to use magic to attack using weapons, this power was the
main focus of their skill-set. This ability focuses the magic in
the body into their physical stats, where the training to
convert the body's mana into magic empowers the body and allows
the body to amplify itself with the magic flowing through it.
This focuses and amplifies one's physical stats, and can grant
specific effects to those with special magics. For example, holy
magic users with this power can empower their bodies with holy
magic, granting their body's enhanced holy power, or a dark
magic user could empower their bodies with magic and allow for
their bodies to gain enhanced dark power through their bodies.
Depending on the magic used, the effects may be different, but
the physical amplification is a constant among most uses of this
skill. This ability is useful for those that want to focus on
their physical combat rather than on their supernatural
abilities, as many often use this to focus their power if they
don't want to use magic but still want to make use of the magic
skills they possess. This skill-set allows a passive enhancement
of a mystic knight's abilities, making the mystic knight
stronger as long as they have magic running through their
bodies. Due to the fact that this enhances the body rather than
focus on magic attacks, this particular aspect is able to get
around magic resistance and magic immunity, since users with
this skill are not attacking with magic, but simply enhancing
themselves with magic (though any extra effects of magic such as
holy power or dark power, depending on the magic, may not work).
Those that use have to train specifically for their type of
magic enhancement, and learn how to operate under the enhanced
state, which requires training and time to adapt no matter what
natural combat talent one has. Depending the magic and the use
of this, opponents may be able to get around this depending on
how they act. Once an opponent figures out the strengths and
weaknesses of whatever magic the user has, they can attempt to
get around this. And because the body is flowing with magic,
counter magics may also be more effective, such as holy magic
would do far more damage to a dark magic mystic knight.
Anti-magic is also a huge problem to this power, as it can
seriously damage those that use this power since anti-magic can
counter almost any magic. And once the user runs out of magic,
this power cannot be used until the user recovers enough magic
to use this again. For the Darkfires, they mostly use this in
their elemental body power, but using this power usually allows
them to convert magic into physical stats along with factions
being able to use their own special magic for this power as well
(though each factions magic is still countered the same way).
- Elemental Mystic Knight Ability: Ability Enhancement: Mystic
knights can use their physical enhancement for another purpose,
in which their bodies focus of magic can also strengthen the
user's other abilities that are not related to magic. This
allows mystic knights to enhance their other abilities so that
their other abilities are not forgotten or ignored. Depending on
the magic and the use of this training, the user's other
abilities can be enhanced in different ways. For example, in
some universes, holy vampires will often use this to enhance
their other vampire abilities, like a Lasombra holy vampire who
used this power to enhance their light manipulation with holy
power after being turned into a holy vampire. Depending on the
magic used, and the way the user uses their magic, this can have
different effects depending on the person. One common method is
that those with elemental manipulations (through things other
than magic) will often use this to enhance their elemental power
with magic. This can be used a variety of different ways, so
talking about every way this can be used is impossible since
every skill-set is different. Almost any skill-set can be
enhanced with this training, and once enhanced, the effects of
the power become magically enhanced. While the skill retains its
normal state, the enhanced state does more damage without being
entirely magic-based. This is a passive enhancement that
enhances the power before it is used, so a user doesn't have to
think about this enhancement. However, it is possible to
suppress this enhancement if a user doesn't want to enhance a
specific ability, such as a user with elemental power could use
a normal elemental power without magic enhancement (which would
be advantageous against those with things like magic resistance
and magic immunity). As one might imagine, the powers used by
this skill mostly still work the same aside from whatever
effects of the magic (IE holy magic elemental energy works the
same way except that the elementals do holy damage). And as one
might expect, those with magic resistance or immunity will be
resistant to the extra effects of the magic on the powers of the
user. It is also worth noting that if a user runs out of magic,
then they will not be able to use this power. In terms of the
Darkfires, most of them utilize magic, so they don't have a lot
of other skills that can be enhanced unless they have something
like the Branwen family aura manipulation (which is a possible
skill-set a Darkfire can learn).
- Elemental Mystic Knight Ability: Damage Energy Conversion:
This is a special art used by certain skill-sets which mystic
knights can use. When taking damage, a user can store up the
energy from the damage. This energy is stored in the body, until
it reaches its maximum level (to which it will then be released
in the user). When released into the user, this power allows a
user to do a few different things. The first thing is that while
the energy is active in the user, their physical and
supernatural abilities are all enhanced further temporarily as
long as they have this damage energy running through them. By
using this as a physical enhancement, they can enhance
themselves with the damage energy until the damage energy runs
out (which usually happens gradually over a few combat rounds).
However, the main use of this is meant to be used on special
techniques known as limit breaks. Limit breaks are specific
techniques users develop or learn which utilize this damage
energy as their power source. This skills don't have to be magic
(though magic is what these skills were developed for), but can
be other skills depending on the skill-set one has. One example
is that some mystic knights may have limit breaks that do purely
physical damage, while some may have special techniques they
might use using other abilities. As long as the user has enough
damage energy stored, the user can use these skills. Some have
skills that can be used multiple times in one damage energy
release, though most have at least one that uses the entirety of
their damage energy as sort of an ultimate attack. Depending on
the user, each user may use different limit breaks, since many
develop their own. When used, these skills are much stronger
than normal techniques, and can only be used when the damage
energy is released when it reaches max power. This energy
release is only temporary, so users have to balance whether they
want the physical enhancement, or the ability to use their
unique limit breaks or other skills they can utilize. Once used,
this energy is completely released, and afterward, the user has
to gather damage energy all over no matter how little energy was
used (which means it is best to use all this energy in battle
rather than waste it trying to save it). This also only works if
the user takes real damage, meaning that the worse the damage,
the more power this grants. However, the risk is that more
damage means the user might be in more danger of dying if they
take enough damage.
- Elemental Mystic Knight Ability: Mystic Defense: This is a
skill that allows a user to enhance their clothes and armor with
magic, allowing them to enchant things for defense. While users
have weapons that they can use for offense, this skill is used
specifically for defensive purposes. Because mystic knights
focus more on physical combat than most opponents do (as it is
the purpose of focusing magic into amplifying their physical
bodies), most mystic knights do not like having to wear armor in
battle that might hinder their movement. Instead, they focus
their magic into their clothes, where mystic knights passively
learn to enhance their clothes with magic that allows them to
enhance their clothes to become almost as strong as heavy armor.
When used, the magic focused into a user's clothes will enhance
the clothes in different ways with clothes being useful for
defending against certain threats (such as a holy magic user's
clothes would grant them some protection against unholy power).
When used, clothes with this enhanced magic will passively
dampen blows and attacks that a user might take, reducing damage
done to them in battle. Depending on the strength of the magic,
some magic users are able to make their clothes extremely
strong, such as some who have strong enough magic may be able to
make their clothing almost bulletproof (except by armor piercing
and higher caliber weapons). Some mystic knights may even use
armor and enhance their armor to even higher levels to make the
armor harder to pierce. For the most part, the magic used will
determine what extra defense the user will gain (IE holy magic
will grant resistance to unholy power), but the magic will
always enhance the clothes based on how much magic the user has.
This means that this power is only as strong as the user's
magic, and can only work as long as the user has magic running
through them. This can also be pierced more easily by those that
can counter magic, such as using a weapon that can negate magic
(which such powers or items will negate this defense
completely). For example, anti-magic can usually counter this
defense almost instantly. It is also possible to use counter
powers, such as using unholy power against holy power (while
holy users would have resistance to unholy power, those with
unholy power have ways they can make their power more
effective).
- Unique Mystic Knight Techniques and Spells: Mystic knights
cannot ignore their magic training and their other abilities, so
many of them do train their magic in some form. When using their
powers, most mystic knights focus their magic through Spellblade
rather than using their own power, but they can also use other
magic and supernatural techniques. Usually, mystic knights will
have to learn how to use spells in order to train their
Spellblade ability, and most mystic knights have specific unique
techniques and spells based on their training and their
skill-sets. For example, a holy magic user may have holy attack
magic to include unique spells and abilities, or a spirit energy
user with this power may have enhanced magic spirit energy they
can focus for special techniques they can use. These techniques
and abilities are as numerous as one might expect, since even
those with similar skills will often use them differently from
others. This means that each set of techniques and spells is
usually unique and dependent on the user and what skills they
possess. This isn't just limited to magic though, as mystic
knights may have other abilities as well. While the mystic
knights enhance their supernatural and physical abilities with
magic, mystic knights are not limited to just the mystic knight
techniques. For example, elemental magic users may have unique
elemental spells and techniques. Of course, since there are an
infinite number of possibilities, it is impossible to list each
unique skill. However, it is worth noting that each skill has
strengths and weaknesses, so opponents usually have to figure
that out depending on the users. However, every skill-set does
usually have major weaknesses, such as magic users will have
trouble using their magic against those with magic resistance
and magic immunity, or mana users are vulnerable to techniques
that cancel out mana. There are also individual weaknesses, such
as fire magic spells will usually be weak to water or ice power.
For mystic knights, they usually use magic, though some may have
other abilities.
- Elemental Mystic Knight Ability: Mystic Heal: This allows a
mystic knight to utilize the magic running through their bodies
to be focused into healing power. When focusing on fixing
wounds, a mystic knight will use their magic like a bonding
agent to close and repair wounds, whether it's their own wounds
or someone else's. Mystic knights use this in place of healing
magic, where they utilize their magic energy to heal themselves
and others. While this cannot do things like regrow limbs or
organs, it can be used to heal most non-fatal wounds. Depending
on the magic used, some magics can have unique effects on
wounds, which can be used to empower those that are healed with
this power, making it more useful than normal healing magic. For
example, dark magic users will use this to strengthen the body
when healing, in which the dark magic makes the body stronger so
that it will be harder to damage the same way. Holy users have
been known to be able to use certain healing to be able to heal
others closer to death than most magic users would be able to,
with some holy power users even having been able to bring the
dead back to life if their souls haven't moved to the afterlife.
Some earth users have even been able to rebuild bodies using
earthly elements (being one of the few magics that may be able
to be used to rebuild limbs and organs). This is slightly
different for each type of magic, where each magic may have
unique aspects that can be used effectively. This power allows
healing, and can even allow purification of certain things like
energy poisoning if a user knows what is afflicting someone.
However, the purpose of this power is to heal, and no matter the
magic, the main purpose of this power is to heal others. When
used, the user needs only to focus on the wound and focus their
magic to it. This will heal the wound if the user is able, and
stronger magic may be able heal worse injuries or heal more
quickly. Of course, users cannot heal someone close enough to
death, and depending on the magic, some magics cannot heal
certain injuries (IE normal magic cannot regrow limbs). This
requires conscious effort, so users must be conscious and
purposefully use this (meaning it's not a passive regeneration
power or a power that can just happen without the user's focus).
Different magics may also have negative effects on this power as
well, such as dark magic may strengthen the body upon healing,
but may disfigure or cause further damage to the body if the
user cannot handle the magic.
- Elemental Mystic Knight Ability: Magic Resistance: Because the
mystic knights have heavy training in magic and effects of most
magic types, mystic knights gain a natural resistance to magic
as a whole due to their training. Because they have magic
running through them at all times, they are able to resist magic
effects and powers. Magic attacks and abilities do far less
damage to mystic knights, and depending on the magic, some
magics may even have certain immunities (IE fire magic would
allow immunity to fire for the most part). While there are ways
around immunities (like mystic knights have ways to get past
magic resistance), most mystic knights have gained a resistance
to magic. This is pretty effective, and magic users have even
developed ways to counter certain magic based abilities. For
example, a holy magic user would be highly resistant to neutral
magic, and nearly immune to holy effects. This depends on the
magic and what defense can be granted, as each magic will grant
different resistances and near immunities. This is a passive
resistance, which is used whether the mystic knight has magic or
not. Since mystic knights not only train their bodies to focus
and learn magic, they also have bodies that have adapted to
magic specifically that make it harder to hurt them with magic.
Of course, just as mystic knights may have resistance to certain
magics, they don't gain certain resistances that might oppose
their magic. For example, a dark magic user would still be
vulnerable to holy magic, or a neutral magic user might be more
vulnerable to certain other magics like chaos magic. Depending
on the magic, users may have resistances, but most magics may
have other magics that do more damage as a result that the user
won't have resistance against. Magic resistance also doesn't
apply to anti-magic, which can still hurt a magic user as much
as any other magic user. Every magic has strengths and
weaknesses, and these usually apply to the magic resistances as
well. This also doesn't mean that the mystic knights are
resistant to other abilities that aren't magic-based, and this
doesn't help against powers that bypass magic resistance (such
as mystic knight physical enhancement).
- Elemental Mystic Knight Ability: Limit Break Techniques: As
mentioned, mystic knights have the ability to utilize damage
energy to store up and use special techniques that are often
seen as final attacks. Depending on the user and how they want
to use this, most have unique limit breaks that can be used. The
first thing to talk about is how strong these are. Depending on
the user, some may choose to utilize weaker limit breaks but be
able to use more of them in the time they have where they can
use limit break (as these can only be activated when the damage
energy is released once the damage energy absorbed reaches it's
maximum limit), or they may choose a stronger limit break that
may use up all their damage energy, but is far stronger than any
other attack they may have. Typically, limit breaks will fall
into one of several categories. The first is that it could be an
enhanced special physical attack (such as a user who used a
variation of their final sword technique as their limit break).
The second is a supernatural energy based attack. In the case of
mystic knights, these are usually magic based, such as a fire
magic user might fire a massive blast of flames or might fire a
giant beam of fire energy. Depending on the user, these limit
breaks can be focused in many different ways depending on what
the user can do. These are used when the body has received
enough damage energy that the user has absorbed, and these
attacks are used during the enhanced state while that energy is
running through the body and enhancing the body. Typically, most
users of this skill will have 2 or 3 limit breaks, with some
stronger enemies might have more. Typically, the type of skill
used depends on the user, and users will have to pick and chose
when skills they want to use as some users with more limit
breaks may not be able to use all of their skills if the skills
use enough damage energy. Of course, as one might expect, every
limit break can be countered in some way, such as dodging the
attack or blocking (which is usually not recommended as limit
breaks are usually strong enough to break through defenses).
Opponents can usually tell when these limit breaks can be used
and get ready as the user's body will gain a burst of energy as
the damage energy is released in their body. And once the damage
energy is used up, these limit breaks can no longer be used
(meaning the user has to usually pick and choose what skills
they want to use and may not be able to use all of their limit
breaks). These limit breaks can also only be used during the
damage energy release.
Branwen Family Aura Skills: (Fifth of Five possible extra
skill-sets Darkfires can learn and can learn up to two of these
skill-sets)
- Branwen Aura Skills: Those that know the Branwen family in the
30XX universe know that the Branwen family are mostly thieves,
but they also know how to fight supernaturals and supernatural
hunters. The major skill they perfected was the aura
manipulation, which some Branwens taught to some of the
Darkfires. While Raven Branwen used certain concepts of aura in
some of the Darkfire skills, some Darkfires have gotten deeper
into this power and learned how to utilize this power. The
Branwens are a family of humans that use this to fight
supernaturals, in which aura is a specific power that was
designed to focus the body and spirit to create energy in the
body that is used to protect oneself. Among the two most useful
things about aura manipulation is aura defense and semblances.
For aura defense, aura users often know that this power is like
a defensive shield that blocks and dampens attacks, allowing
users to defend against attacks while they have the energy to
maintain their aura defense. The other power is the semblance,
where users tap into their being and unlock a special ability
powered by aura (though for the Darkfires, they already do this
with the Darkfire training, so their elemental semblance would
be the same as the semblance they'd gain through this power).
Darkfires with this skill training learn to utilize aura as one
of their extra skill-sets, and this works well for those that
want to gain a skill-set besides magic. When used, aura is a
specific mix of spirit and body energy that creates a unique
energy that can empower the body, similar to some other energies
like chakra (which is also a mix of body and spirit energy).
Aura users learn to focus this power and can use it somewhat
similarly to other energies, with aura having its own defenses
and abilities. For the most part, the Branwens not only use a
fairly simple concept of aura to combat complicated supernatural
abilities to great effectiveness. Because of this, the Branwens
are just as skilled at fighting supernaturals and other
creatures as the Darkfires are, even though most people don't
acknowledge them. Of course, aura is only usable as long as the
body has it, as the body can eventually run out of this power is
overused, and things like aura defense can be overpowered or
countered directly with things like aura breaker skills and
weapons. This aura can also be countered by other energies as
well, such as spirit users have overpowered aura defense with
concentrated spirit blasts.
- Aura Base Energy Manipulation: This energy is the basis of the
aura skills (as one might probably guess). This energy is made
in the body by teach the body to combine energy in the body with
energy of the spirit, created through meditation and focus. This
aura has a few different uses. The first is defense, in which
aura defense is often used by those that favor defense or might
be weak normally. The other is aura amplification, in which aura
can amplify physical and supernatural abilities. This energy is
a basic energy that is created by the body (though it takes
training as this isn't a natural energy). This combines energies
of the body (usually having properties of mana and chi/ki (both
are the same power utilized differently), as those are the main
energies that power the body), and combines it with spirit
energy to create a unique mix. This uses a similar concept to
chakra, except that this is done more through focus than hand
signs like chakra users use. Once focused, this energy can be
used by aura users once aura users learn to draw on this power.
Users will find that any person with body and spirit energies
can use this, as it is a power that even a normal human can
learn to utilize. As such, it's properties are much like the
other energies that are used by the body, such as aura can
amplify the body like other energies like ki and mana, or how
aura can be used to focus energy based attacks. This power can
be used creatively for different things, where some have even
developed specific aura skills. This energy is the basis to all
aura skills, and powers any aura skill whether it's attack,
defense or otherwise. As one might expect, this works similar to
other energy users, where users of aura can be countered similar
to other energy users. Other energies can be used to counter
aura, to which there are a number of energy manipulations one
could use (among them are spirit energy, mana, chi/ki, and even
chakra). This energy is just like any other energy, and can be
overpowered or cancelled out completely by skills that may
utilize things like aura breaker powers and items. The major
downside to this aura though is that it is pretty simple, and
there are not multiple types of aura manipulation unless one
combines it with other powers. When using it on this, most aura
users use this the same way, and it is unlikely one will find
those with unique aura energy types like other energies as most
aura users use aura the same way. One may find unique abilities
powered by aura, but aura is always used the same way and is not
as creative as, say, ki abilities (in that there aren't multiple
types of aura and there aren't multiple versions of aura used).
- Branwen Family Art: Animal Transformation Form: This is a
Branwen family art where they utilize their aura to change their
form. This grants the Branwen family the ability to change their
forms similar to shapeshifters, where the Branwens can take
almost any creature's form. The Branwen family usually uses this
to change into animals, where they have a specialty of using
aura to change into a unique form. The Darkfires learned this in
the form of the elemental shapeshifting, but Darkfires can learn
this ability as well. By using this, a Branwen or Darkfire can
change their forms into almost any creature they choose if they
know enough about the body of the creature. Once in another
form, a user can use the form for different purposes. The main
use of the Branwen's use of this skill is to utilize bird forms
to fly and scout areas, where this can be a very useful skill
when needing to scout out a dangerous area, as users will only
see a bird rather than a person. When in animal form, the
Branwen or Darkfire will sense as a normal creature, in which
their presence changes to match whatever creature they change
into. Branwens and Darkfire can even use this to change into
battle forms, such as turning into a bear or a lion to attack
enemies, or turning into a mouse to escape a situation. Each
Branwen and Darkfire can also unlock a specific form that might
have unique abilities, such as Raven Branwen turns into a raven
and has special aura abilities when using this skill. However,
the Darkfires focus this through elemental shapeshifting to find
unique forms, so they cannot use this aspect of the skill.
However, Darkfires can still use this to change into physical
form animals if they don't want to use elemental shapeshifting.
Like the Darkfire art though, the Branwen family art does not
grant special abilities unless using a unique form. Aside from
some forms having advantages like some having claws or some
being able to fly, there are no abilities gained from changing
form. Users can also be more easily attacked in this form, where
different disadvantages of an animal may be something opponents
can take advantage of (such as smaller animals being weaker, or
certain animals that might be slower to fight).
- Branwen Family Art: Elemental Dust: This is something that
some aura users developed that the Branwen family got a hold of.
The Branwen family is able to develop dust, crystals and powder
that house elemental energy in it that can be used in battle.
Typically, this is created to be used later, where Branwens
create crystals and powder using elemental energies by focusing
their aura around elemental energies and then crystallizing it.
When used in battle, the crystals are activated with aura, where
the elemental energy released allows a user to utilize these
crystals to attack with elemental abilities. For example, a user
might throw a fire dust crystal that will explode on impact
similar to a grenade, or could throw lightning dust powder at
opponents to create static in the air around an opponent. This
can be useful in battle, but also can be used to influence
objects such as using flame dust to melt an object. When used on
objects, dust can have effects on objects depending on what kind
of dust is used and the object it is used on. For example, the
Branwen family often used fire dust to melt safe locks so they
could steal valuables or use lightning dust to stun someone who
would catch them stealing (since they were a family of thieves).
The Darkfires can also use this dust, where they instead utilize
it to create elementals they can take control of and convert
into Darkfire elementals. Depending on the user, this can be
used a variety of ways, even if one cannot use elemental powers.
Some can even line their clothes with dust in order to allow
them to use this in battle, such as one who lined their clothes
with fire dust that could be activated and allow the user to
create fire attacks. By using the aura to manipulate the dust,
this is a sort of makeshift elemental manipulation that requires
very little energy from the user (only requiring the energy to
activate the dust). The only downside is that dust (whether it's
in crystal or powder form) has to be focused and made ahead of
time, and cannot be done in the midst of a fight since it takes
time to create dust. And using this is dangerous against those
that can manipulate elements, since this is a basic aura
manipulated elemental power. These elements can also still be
countered like normal once the dust is activated (IE Fire
countered by water and ice).
- Branwen Family Art: Kindred Link: This is a skill that Raven
Branwen developed as part of the Branwen family aura skills, in
which she developed this ability to quickly make her way to
allies. This power uses supernatural telepathic connections to
connect to a person (which the Branwens and Darkfires both use
using different skill-sets), where the user is able to use this
to develop a permanent connection. However, the use for this
connection is not simply communication, but rather a user uses
aura to tap into this connection in order to create portals to
those that the user has a connection with. This can be used on
anyone the Branwen or Darkfire wants to connect to, in which
most Branwens and Darkfires will use this on those close to them
so that they can teleport to them if they are ever in danger or
need help. This skill uses aura and the connection, and can be
used as long as the user has aura to create the portals. Because
of the connection to the person, the user doesn't have to know
where the person is, as their permanent link with them lets the
user open this portal to them no matter where they are. This is
not only useful as a means to helping others, but can even be
used for quick escapes from dangerous situations by using this
to open a portal to someone. In order to use this, the Darkfire
or Branwen must first develop a telepathic link to the person
they want to form a bond with. This doesn't really do anything
to the person who is linked, but more just allows the Darkfire
or Branwen to always be able to create portals to the location
of someone with this link. Of course, as one might expect, the
purpose of this is to easily move from place to place, and
unlike normal teleportation this is highly limited in how it can
be used compared to normal teleportation. Users with this skill
can also only teleport to those they have bonded to, so users
cannot teleport to someone they have never created a bond with.
And in order to create a bond, a user has to go through a
telepathic process which can take time (meaning this cannot be
done in the middle of a battle).
- Aura Defense: This is a passive power used by all aura users
in which they focus their aura as a defensive barrier around
themselves. This is the main draw to those that want to learn
aura, as users usually hope to use this to protect themselves.
By focusing their aura through training, the body creates this
defense as long as the body has the energy to create aura, and
this becomes a passive defense. While users can still be
damaged, attacks don't actually hurt or pierce them until the
barrier around them is broken, in which users are protected by
the aura manipulation. For example, an opponent may slash an
aura user with a sword. While the impact could still damage the
user, the defense will prevent the sword from piercing the body
as a defense for the user unless the sword has specific
abilities to negate aura or is strong enough to break the aura
defense. Once a user has learned this, they can use this without
needing to focus on it, as the body will passively protect
itself from outside damage without the user having to think
about it. This can defend not only against attacks, but can
grant defense against certain environmental hazards as well,
such as a user could use this to go through fire or extreme cold
without any damage (though users are still affected somewhat by
temperature, so fire and ice may still do slight damage to the
body). When using this power, users are able to defend against a
great variety of attacks and supernatural abilities as long as
their bodies have the energy to do so. This defense is very
useful, and can turn even a normal human into a stronger being
that isn't so easy to kill. There are a few ways to beat aura
defense though, that users will have to be aware of. The first
is that opponents may overpower the defense, in which a strong
enough attack will actually break through this defense even if
the user has power left. Strong enough opponents who can
overpower this can basically force a user to have to change
tactics if their defense doesn't work as intended. It is also
possible that physical impacts can still damage users even if
their defense isn't pierced, such as falling could release
enough impact force to damage someone even if the brunt of the
impact is protected against with aura defense. The other method
is to run a user out of energy, where if they take enough hits
(even if they don't take damage from them) or are worn down
enough, the user will eventually run out of power and this aura
will no longer work. Once out of power, a user will be
vulnerable. The last method is to use an aura breaker weapon or
use a skill that negates energy, which can break this defense
almost instantly with little effort.
- Aura Physical and Supernatural Amplification: Thanks to the
power of aura, those who use it also have amplified supernatural
power and physical abilities similar to other abilities like ki
or mana amplification. Aura users learn to passively use this
amplification similar to those like ki users, and can utilize
this alongside abilities like their aura defense. When used, the
physical and supernatural abilities are amplified with aura,
which strengthens not only the body, but the abilities the body
can use. Most humans who use this use it for the physical
enhancement, where they can amplify themselves with this, but
those with special abilities can empower their other abilities
as well. For example, an aura user with magic abilities could
use this to amplify their magic abilities. Users strengthen this
power by training in aura and strengthening their aura
connection, in which the stronger their bodies and spirits
become, the stronger their aura becomes as well. As their aura
becomes stronger, their amplification becomes stronger as well.
In terms of physical stats, this aura amplifies not only
strength and speed, but increases stamina, durability and even
agility. Users are able to use this to push their bodies beyond
normal physical limits, where humans have used this to keep up
with certain supernatural creatures in battle without having to
become supernaturals. Users can push this amplification further
through physical focus, where they may be able to temporarily
amplify themselves more if they focus their aura. Because this
is usable by any race, any race has the potential to use this
power. Of course, as one might imagine, this amplification
requires aura running through the body (which is done through
aura training to allow the body to passively produce this energy
even though it isn't a natural energy like spirit or mana is).
Once one runs out of aura, this amplification is no longer
usable until the user recovers enough to be able to use their
aura again. This amplification can also be overcome by those
with similar amplifications, such as supernaturals with
supernaturally enhanced stats or other energy users physical and
supernatural amplification. Users who focus their aura to push
their amplification further may risk damage to the body if they
amplify themselves too much, and some users may suffer permanent
damage or loss of ability to produce energy if they suffer
enough damage from this.
- Aura Unique Semblance: As most aura users learn, everyone has
a unique ability when it comes to aura, given in the form of a
semblance. Aura users all gain a unique semblance, where they
are able to utilize their aura to awaken a semblance. Because
every semblance is usually unique (even though can be passed
down in families), there are as many semblances as there are
grains of sand on a beach, so it's difficult to specify
semblances. Semblances are all usually different, and even those
that inherit semblances may have unique aspects of their
inherited semblances depending on the user. There are a wide
variety of these semblances and how to use them, so each
semblance is unique in some way even among those with similar
semblances. Some known semblances could be things like healing
power, illusionary powers, energy clone creation, a power that
enhances physical stats, or even powers that may include
elemental manipulation. It is usually hard to predict what power
one will have, though some semblances do seem to be genetic. No
one is entirely sure how these powers come about, and depending
on the aura user, the semblances can end up being just about
anything. The one thing all semblances do have in common though
for aura users, is that they are always powered by aura, no
matter the semblance (any exceptions to this are rare and must
be stated by players). Users always utilize aura to use their
semblance, and if they have no aura, they cannot use their
semblance until they recover their energy. And just as each
semblance is different, awakening each semblance is also
different. Some users can go their whole lives without gaining
their semblance, or some may gain their semblances from an early
age (and in rare cases, some may awaken them as soon as they are
born). For the most part, the awakening process is different,
and requires a different trigger for each person to awaken their
semblance. This means that to gain their power, each person must
figure out their own trigger, which could take years (as
mentioned, some go their whole lives without awakening one). And
each semblance will have its own weaknesses that must be stated
by players. For the Branwen and Darkfires, they can have
semblances, but only if they don't already have elemental
semblances through their Darkfire training. If they do, then
their elemental semblance is essentially what their aura
semblance would be (meaning that unlocking the elemental
semblance means that Darkfires or Branwens that also use aura
cannot gain an additional semblance).
- Aura Attack Skills: Users are able to utilize aura to attack
their enemies, where users can utilize this to create techniques
that can attack enemies. There are two major aspects to this
power. The first is creating energy based projectile attacks,
where users are able to create energy attacks in almost any form
they desire by manipulating their aura into specific shapes. For
example, there is a technique known as aura bullet which allows
a user to fire a small blast of aura at opponents like a bullet
(based on the mana skill of a similar name). By doing this,
users can utilize the energy to attack in different ways.
Advanced users may even be able to concentrate their aura to
create stronger projectiles, such as advanced users might create
concentrated aura spears that can pierce armors or use certain
properties of aura to heat up an object they are in contact
with. Typically, this depends on how the user utilizes this
power, and how creative they get with this energy. There are
plenty of ways to use this in projectile form, and there are
many that can even develop their own attack skills. The other
way people use this is to form the energy into weapons, such as
swords, scythes or gauntlets by focusing the energy into certain
shapes. Depending on how the user manifests this power and their
understanding of energy, they will be able to use this in a
variety of ways. Not only can users create weapons, but users
can even create projectile attacks using their aura that they
can even fire from created weapon attacks (such as an aura user
could fire a slashing wave from an aura energy sword). Depending
on the user, there are many ways this can be used, and depends
on the creativity of the user. This is the main set of skills
that aura manipulators use to attack enemies, with some even
being able to combine this with other skills (such as one might
create a projectile attack out of aura and then make it
explosive if they have a knowledge of how to create explosive
power using energy). Most of the time, aside from semblances,
this power is just simple energy, so it can be countered as
such. Opponents can still dodge and block most uses of these
skills (even advanced uses if the opponent knows how to handle
the attacks), where aura works similar to most other energies
when used on its own.
- Aura Lock: This is a technique where an aura user locks
themselves in place, designed purely for defense. By using their
aura and hardening their aura coming out of their bodies, they
are able to up their defense considerably, making it so nothing
can move them at all or damage them as a means to protect
themselves from damage. This technique can lock a person in
place and protect them from almost any damage done to them while
this technique is in effect. Users of this technique needs only
to solidify their aura around their bodies (which can be done
with enough practice), and can create a nearly unbreakable
shield. Users have used this to do things like protect
themselves from explosions, or used it to defend against enemy's
supernatural attacks. Typically, this can do things like block
energy, or block many kinds of force. This skill is temporary,
where users can only use this in short bursts since the energy
cannot remain solidified for long. Users also should be aware
that this technique will lock them in place, where they will not
only not be able to attack but won't even be able to move while
this technique is in effect. While a great defensive move,
staying in this too long may leave the user vulnerable when they
come out of this locked state if opponents know how this works
and know that this locked state can only be used temporarily. It
is also worth noting that certain skills can immediately break
through this, with the two most common methods being aura
breaker powers or weapons, and dimensional distortion/energy
that can be used for dimension cutter type attacks. When in this
state, users cannot move, and this can be a disadvantage at
times as well if a user cannot avoid certain dangers. For
example, if the user tries to use this in a building and the
building collapses on them, they could be trapped under the
collapsed building only to be crushed when they come out of
their aura lock. As such, users have to be careful how they use
this, as using it in certain situations could risk putting the
user in an even more dangerous situation than they were trying
to avoid.
- Aura Chakra Point Enhancement: Aura users are able to
concentrate their aura to other points of their body, where this
technique has them focusing on certain chakra points in the
body. By focusing into certain chakra points, the user can use
aura to amplify certain specs of their being, allowing for
different effects. This is somewhat similar to chakra
manipulation, except that aura manipulators don't permanently
gain these powers (instead this is a temporary enhancement).
Users that use this are able to focus on certain chakra points,
which grants them the ability of that chakra point. For example,
the Manipura chakra point is focused around energy manipulation
and amplification, which enhances one's use of energy
manipulation (useful for aura users to enhance their aura in
battle by amplifying this chakra point). Each chakra point has
different effects, and any chakra point can be amplified (unlike
chakra where users have to have affinities for certain chakras).
Once amplified, the user gains that temporary skill, and can
utilize some form of enhanced ability. For example, the
Swadhisthana chakra point is focused around emotional
manipulation and control, where aura users may enhance this to
allow themselves to use their emotions to amplify their body's
abilities (such as how certain emotions may provide different
temporary enhancements to the body). A major use of this is
among aura users who focus the Vishuaddha chakra point, which
increases intelligence and cognition. When amplifying that
chakra point, aura users use it to not only increase their
intelligence, but also their reflexes in battle and enhance
their perception further. Users also use the Sahasrara chakra to
draw their potential to the surface (usually as a means to
unlock certain abilities like their semblance), though this is
usually done outside of battle. Users can utilize any of the
chakra points without needing to have an affinity for them, but
this power is only temporary and requires focus to keep active.
And unlike chakra manipulation, only one chakra point can be
activated at a time (meaning users cannot activate all their
chakra points at once). So users have to be careful what they
choose since each chakra point has a specific aspect to it. And
similar to chakra manipulation, if a user overuses a certain
chakra point, they will damage that chakra point to the point
that if enough damage is done, that chakra point can longer be
used.
- Aura Extra-Sensory Perception: Users of aura are able to
enhance their senses using aura, where their senses gain an
amplified precision. This can amplify a user's natural senses,
but also grants them special senses to be able to sense the area
around them. Most users gain enhanced senses when using this, in
which all of their normal senses are enhanced. This means that
sight, hearing, smell and even touch are enhanced by aura.
However, the enhancement to perception has a few other abilities
that can be used. When used by advanced aura users, this
perception can be used to tell when enemies might be near, as
users can sense the presences of others, and this sense also
grants one the ability to sense when an opponent is about to
attack by sensing the murderous intent emitted from beings when
they attack. Some blind users have even been able to use this to
replace their sight when they are able to sense those around
them, with some blind users being able to use this to perceive
more efficiently than others. Some may even develop unique
senses when using this, such as some who could develop special
unique senses, such as one fire user who used this training to
gain a thermal sense. Users can also use this in battle as a way
to perceive the world around them and keep themselves oriented
if they are knocked off their feet, where advanced users are
able to more easily recover when knocked off their feet. Similar
to some animals who have a sense for reorienting themselves,
aura users can utilize this similarly to orient themselves.
Advanced enough users can also learn to sense the aura (the
energies emitted from other beings, not just other aura
manipulators aura energy) of other beings, being able to sense
the energies that run through living beings and allowing them a
sort of sixth sense in terms of being able to enhance their
abilities to sense presences. Of course, as one might expect,
these enhanced senses are useful, but do come with some
downsides. For example, depending on the enhanced senses, some
aura users may have senses that are able to be taken advantage
of (like enhanced hearing is vulnerable to certain sound
frequencies). There are also those that can hide from certain
senses, like those that cannot be sensed by others.
- Aura Transfer/Aura Revive: This technique is usually for
allies, where aura users learn to transfer their aura to others
similar to how ki users use this power. While the absorption of
other's aura forcefully is something of a taboo among aura
users, most users learn this as a way to help their allies, in
which they can transfer aura to allies in order to power them up
or restore their energy. Users can do this with their own aura,
even reviving someone from death if they are healed and they are
transferred energy before their soul leaves for the afterlife
(Though this is very hard to do and doesn't always save a person
from death). Typically, this power is very useful when fighting
in groups, as it allows people to support each other. Often,
aura users transfer special aura energy to each other at times,
such as an aura user with special aura energy (where they could
have a unique energy due to their semblance) transferring some
of that power to allies in order to power them up with it. This
power can also be used to temporarily grant someone who is not
an aura temporary aura defense and amplification, where the
person amplified will be able to use this aura defense to
protect themselves from enemies. This is best used on allies who
have depleted energy, as this can restore some of their lost
energy and allow them to utilize the aura for their own skills.
This can even be used to help someone recover a little faster
from injuries, as long as the injuries aren't too severe.
However, the major danger of this technique is that users can
get overwhelmed at a certain level, and overwhelming them could
cause them to literally explode if they accept too much aura, or
cause damage to their bodies beyond a certain level that can
cause permanent damage. Amping one's power beyond one's limits
has it's consequences, which is why people must be careful when
using this on allies and make sure not to give them too much
aura. There aren't many people who absorb aura because aura
isn't the most powerful source of energy in the body (as it's
more of a power source than useful for attacking like, say,
mana), so aura absorption techniques aren't really used among
aura users, forceful or not.
- Aura Environmental Interaction: Similar to the chakra
technique of a similar name, this uses aura to interact with
objects, but instead of focusing into the person, they learn to
focus it through parts of their body for different effects on
the world around them. For example, focusing the aura to one's
feet could empower their jump by boosting away from wherever
their feet are planted, or they could use their chakra to
connect to objects, like focusing chakra to the feet and
sticking to a tree. They can also focus the chakra to their feet
to do something like walking on water, or they could use this on
their hands to get a good grip on something. This ability is
usually determined by how creative the user is, and how well
they understand how aura is used. This skill can be used for a
variety of ways to interact with the environment, and creative
users can find unique ways to interact with the world. For
example, one user was able to use this to bounce off pockets of
air in order to do things like changing direction or running on
the air. When using this though, this balance of the aura
applied to the body that interacts with the environment has to
be precise, where not using the right balance will cause adverse
effects. For example, aura too focused could destroy an object
one wants to interact with (such as using this on one's foot to
walk on a tree could crush the part of the tree the user steps
on), though some have weaponized this effect to essentially
focus the aura to their body to do more damage to opponents
(like an aura user who might use their grip to focus aura to it
and crush someone they grab a hold of like an aura user crushing
someone's arm by grabbing it. However, not enough aura used in
this will make it where this skill essentially doesn't work at
all (such as trying to walk on water but not using enough aura
will see the aura user sink into the water because they aren't
using enough aura). This is another skill that is useful to
everyone differently since more creative users can find unique
ways to use this to their advantage to do different things, and
some people can also have different interactions through this
with their chakra natures, forms and types. However, because it
requires such a delicate balance, messing up the users can
essentially be used to counter this, such as interrupt a user's
concentration so they might mess this up.
- Aura Healing and Purification: This ability specifically uses
a power similar to Anahata chakra (green chakra) that is
centered around healing and purification, used by advanced
enough aura manipulators. Instead of chakra, a user utilizes
aura through specific chakra points in the body to focus this.
As one might expect, aura users use this to heal and purify
themselves or others. Those with this aura ability are able to
not only heal, but can even gain certain levels of faster
recovery when mastering this skill. This can use abilities to
heal others or themselves, with healing being the main focus.
Those that use this will find it works similar to certain other
healing powers, where the energy is applied to wounds and then
the energy is used to re-bond the wound and repair it (requiring
anatomy knowledge). Aura users also learn the ability to purify
the body, where they can purify unwanted presences from the body
(specifically things like energy poisoning). The most obvious
example is sickness, in which some with this aura training can
actually get rid of certain sicknesses using aura (though this
is a bit difficult to do). As one might expect, this is mostly
around support rather than fighting, since this aura technique
is about healing, not using techniques in battle. Those who use
this with certain aura techniques may even develop special
healing skills with this technique, such as one who could fire
aura spears that could heal and purify others. Those with more
skilled uses of this aura skill are usually also able to recover
much more quickly from injuries and sickness as a result of this
aura ability essentially speeding up healing. However, this has
no real use in battle other than healing and purifying allies.
Healing is not as easy as one might think, as healing requires
not only healing, but making sure one heals properly and that
the wounds are properly cleaned of debris and contaminates.
Those that utilize this are also only really able to utilize
basic aspects of this, as this isn't strong enough to heal
certain fatal injuries, and cannot purify unless the user knows
what they're purifying.
The Rogues Darkfire Faction Assassin Wavelength Abilities:
- Assassin Wavelength Manipulation: This is an advanced assassin
technique which allows a master assassin to manipulate their
wavelengths in order to match others, and to an extent, can
influence other people's wavelengths through physical touch.
This ability is very useful, in that master assassins can match
their wavelength to someone and it will make assassins almost
unnoticeable to most people as a means to hide in plain sight.
Skilled assassins are even able to use this to walk right by
even supernaturals without them ever noticing him when used by
advanced users. In addition, while people can sense users of
this training, they don't pop out as a threat, meaning the
assassin doesn't set off any "fight or flight" instincts in
people, or people who are good at noticing people will have a
hard time even noticing the assassin. Master assassins know how
to avoid triggering targets that might be able to feel when
someone is watching them and can usually be attacked before they
realize the assassin is watching them (unless they have a way to
see past this skill's effect), since they can become so good at
basically matching the wavelengths of people or crowds so that
they don't stand out in any way. The only time they often stand
out is when they want to, which is usually when the assassin is
not working as an assassin (like if they're posing as a normal
person). And this part of the wavelength manipulation doesn't
actually disguise an assassin's presence, so if they're not
using any presence suppression, they can still be sensed by
supernaturals if they can sense the presence of others, even
though it takes strong senses to sense people who use this. For
the Darkfires of the Rogues faction, they specialize in this
since the Rogues are mostly made up of assassins.
- Assassin Wavelength Interruption/Influence: This is a more
advanced version of the wavelength manipulation assassins use. A
user is able to use their ability to affect the wavelengths of
others rather than just using it to hide. When used, they can
interrupt someone's wavelength with something as simple as a
clap and using it to interrupt the wavelength of the opponent,
which throws off opponents as they are forced into a stun state
while trying to reorient themselves. This leaves a momentary
opening for a user to attack if they want to attack or they can
use the momentary distraction for an escape depending on the
situation. Alongside their ability to interrupt a wavelength
though is also their ability to discern other people's
wavelengths just by looking at them, seeing their state of being
by wavelength. When used by advanced users, another other
ability lets them use physical touch to temporarily tune to
someone's wavelength and influence their wavelength rather than
just interrupting it. This doesn't do anything complex, like
mind control, but simply can be used to calm or agitate someone
depending on how the wavelength is manipulated. Usually, this is
used to tune someone to an extreme calm until they fall asleep
similar to how an angel uses their sleep ability to knock people
out. Of course, people with certain training can resist this,
and those immune to being manipulated won't be manipulated by
this if they know how it works. This also only works through
physical touch, requiring physical contact in order to
manipulate or interrupt someone's wavelength. The Darkfires of
the Rogues faction are not only skilled at this power, but can
also combine this with their assassin magic to create techniques
specifically designed to take advantage of this, such as some
Rogues faction members developed a skill that fires an elemental
attack that interrupts someone's wavelength when it hits.
- Assassin Wavelength Presence Suppression: A master assassin is
able to use their wavelength suppression to completely suppress
their natural presence similar to certain supernatural hunters
abilities by completely suppressing their wavelength to the
point that they are not able to be sensed by many supernaturals.
This is a type of wavelength manipulation they can turn on and
off at will, which is useful for both being on the job or off
the job as an assassin that can be very useful for sneaking
around. An assassin is able to use this on jobs to completely
suppress themselves when among hostiles, and when combined with
other skills, it's usually easy to see how master assassins are
so difficult to catch. For the most part, a master assassin gets
good at using this to suppress themselves on the job, but most
know when to use it and when not to use it, depending on the
situation. Most don't expect this is one of the main things that
makes some master assassins so hard to trace, due to them being
able to switch between his assassin mode and his normal life
mode. Typically, this is the same as other presence suppression
powers, and doesn't do things like make the assassin invisible
or unable to be perceived through other senses. For the most
part, this just suppresses a presence to other presence senses.
For the Darkfires of the Rogues faction, they are able to use
this to suppress their presence, and when combined with their
ability to turn invisible using assassin magic, this makes the
Darkfires with this skill especially dangerous since this can
suppress a Darkfire's presence alongside them being able to make
themselves invisible or some that can negate the sound they
make. This can even make most Darkfire assassins a very
dangerous opponent who specializes in killing opponents that may
never even recognize that the Darkfire is after them. Since the
Darkfires have had to hide from the Hazeldines, which were
demonic vampires, the Darkfires of the Rogues faction are able
to hide even from most supernatural senses.
- Assassin Wavelength Protection: This ability controls another
assassin's wavelength and it's influence on the mind and body,
allowing them to use it to protect themselves from psychic
abilities and mind manipulation abilities (including other
wavelength manipulation abilities). While some typically play
along with this sort of thing to trick their opponents, master
assassins that use this are pretty much immune to these kinds of
powers in the same way a group like the Darkfires disciplined
mind training would be, and allows a user to not only control
what affects him, but also lets him keep himself calm and
collected, even in dangerous situations so that he doesn't have
to worry about losing control. For the most part, this works
alongside the other parts of his wavelength training in order to
make a master assassin even harder to find when they don't want
to be found. And as one might expect, this is also something
that most assassins only use on the job, and may or may not use
this off the job depending on what they are protecting
themselves from or trying to hide from. This is more of a
passive defense, and requires specific training to protect
oneself using this. This may seem basic, but this is actually a
very difficult power to learn, only used by master assassins.
While this may seem unnecessary by many, master assassins are
usually prepared for anything they might face, however unlikely.
The only real danger to this is psychic powers that overpower
the wavelengths of the assassins, which can be done by strong
enough psychics. When combined with the Darkfire's assassin
training, and their Disciplined Mind training, this makes
Darkfires highly resistant to psychic and other abilities that
influence the mind and body (though psychics that affect the
body may still have some success with some psychic power).
The Dark Magicians Darkfire Faction Shadow Wavelength Abilities:
- Shadow Realm Wavelength Manipulation: This power is something
that those with dark natures tend to gain, where they are able
to eventually learn how to read the wavelengths of the shadow
realm and utilize it. For those with this wavelength, they are
able to perceive the interception between the Shadow Realm and
the real world through darkness, and can utilize it to their
advantage. There are a number of ways that one can use this, but
the first thing one learns about this wavelength is that one can
use it to move beyond the normal living world, and are able to
connect to the Shadow Realm. Using this wavelength, users are
able to use the shadow realm to their advantage, usually as a
more offensive means to overpower their enemies. For the first
ability a user can gain, they are able to use the shadows of the
shadow realm and use them to cut through dimensions, in which
users with this wavelength can manipulate the wavelength to let
darkness from the shadow realm into the living world. By doing
this, this opens up certain attack options, and users of this
can even learn to release the darkness of certain darkness types
of the Shadow Realm (though users are advised against tapping
into Xeles's part of the Shadow Realm). This basic ability is
best used by those with shadow/darkness manipulation, since the
powers of this wavelength specifically deal with shadows.
However, there are those with dark natures that learn this
before learning darkness manipulation if they have a talent for
tapping into darkness. For the most part, this is a much more
offensive wavelength skill than other wavelength skills, and is
designed to overwhelm opponents rather than be used for defense.
Those that want to counter this will find that light is the best
way to counter this, since light is the natural counter to
darkness. And depending on the Shadow Realm's darkness that is
called forth, some darkness may be countered in other ways, such
as some darkness can be purified with holy power. Users of this
also must be aware of not tapping into Xeles's realm (unless
they are already allied with Xeles). The Darkfires of the Dark
Magicians faction use this in combination with their dark magic
and darkness manipulation.
- Shadow Wavelength Shadow Dimension Hopping: Also known as
shadow melding, this art allows a user of the shadow wavelength
to connect to the Shadow Realm in order to use it to travel
around. This skill allows a user to jump between the living
world and the Shadow Realm, where they can learn to exist in the
Shadow Realm that borders the living world (The Shadow Realm
before getting into places like the Death Wraith home or other
shadow races that live deeper into the Shadow Realm). By using
this, users of this wavelength and not only hop between
dimensions, but they are also able to sense anyone who is in the
shadows, and sense any other beings in the darkness around them.
For example, some users of this have learned to use this to tell
when dark spirits are nearby when they come out of the Shadow
Realm or if they might be hiding in the shadows. This is a
useful skill since users can not only travel to the Shadow
Realm, but they can use it to connect to other shadows and
travel to other locations through the shadows just like races
like the death wraiths. This is used in much the same way as a
death wraith or dark spirit shadow melding. For the most part,
most people are not able to exist in the Shadow Realm for long
periods of time, due to the fact that the pressure of the Shadow
Realm can be dangerous to living beings who are overwhelmed by
the dark nature of the Shadow Realm, which is made even worse by
those that try to tap into Xeles's realm. For the most part,
most users only get a limited use of the Shadow Realm when
traveling, as death wraiths and dark spirits will usually cut
off anyone who tries to travel too deep into the realm. It is
also worth noting that users must be careful when traveling the
Shadow Realm, as they may get stuck in the Twilight Realm that
exists between the Shadow Realm and living world. So when
traveling, users must make sure not to accidentally end up in
the Twilight realm or they could get stuck since shadow melding
doesn't work in the Twilight Realm. The Darkfires use this just
as easily as the normal wavelength, and are able to use the
shadow realm to travel, though they tend to avoid it in favor of
elemental teleportation since the Shadow Realm is a very
dangerous place for them (since the environment can be dangerous
with the amount of pressure the realm puts on beings not made of
darkness and adapted to specifically live in the Shadow Realm,
like the death wraiths).
- Shadow Wavelength Shadow Crush: This ability uses a shadow
wavelength to connect to the Shadow Realm using shadows. This
skill is used by manipulating the wavelength of the darkness
coming from shadows, and allows one to flood shadows from the
Shadow Realm into the real world. In order to use this, a user
simply needs to manipulate the wavelength, taking control of the
shadow using the wavelength of the shadow. And in doing this,
the shadows come from the darkness and the pressure from the
dark is pressed onto an opponent using the darkness. The first
stage is for the user to make contact with a shadow, and then
take control of the shadows. Users can control shadows using the
shadow of an object, and then they can either keep the person
stopped using darkness through concentration, or they can
release darkness by manipulating the wavelength to open up the
shadow realm. When using the darkness, the darkness invisibly
floods from the shadow and puts pressure on the opponent until
the darkness crushes them or whatever is caught in the shadows,
in which this is designed to crush people or attacks caught in
the shadows the user controls. The two main ways to use this are
to either use this to freeze projectiles and attackers in a
nonlethal fashion, or they release the darkness and can crush
the projectile or person with darkness depending on how the user
wants to use this power. This power can be used as long as the
user can connect to the shadows. If the user is not a darkness
user, then they must make physical contact with the shadows, but
darkness users can use this by taking control of the shadow with
shadow manipulation and tuning the wavelength of the shadows.
Opponents that want to break out of this can use intense light
to counter the shadows, or opponents can attack the user since
this requires concentration from the user to use. For the
Darkfires, the Dark Magician faction favors this in combat
against opponents, as a means to utterly crush their opponents
using the pressure of darkness, and when combined with dark
magic, this power is even more dangerous.
- Shadow Wavelength Realm of Darkness: This ability uses the
shadow wavelength in a different way. Instead of trying to crush
someone, the user taps into the Shadow Realm to summon the
effects of the darkness in the Shadow Realm. Specifically, this
particular ability uses the Shadow Realm to overpower the senses
of an opponent, and break their mental state due by using the
infinity of the Shadow Realm to try and overwhelm opponents.
While the users use this, they tune themselves to keep them from
the same wavelength as the Shadow Realm, so that they aren't
affected, and instead focus it on opponents to attempt to break
them. This doesn't do physical damage unless the mind is damaged
by the psychological damage, but it does temporarily allow a
user to overpower a user. Because the Shadow Realm is infinite,
there are no beings that can handle the entirety of the pressure
of the Shadow Realm, unless they are a creature born of the
Shadow Realm. Opponents affected by this will feel the pressure
on their mental states and will not be able to focus or
concentrate while this power is in effect. This can affect an
entire area, in which the user opens up the shadows of an area
using this power. If exposed to enough, opponents this is used
on can even be rendered into unconscious from the mental
pressure of this. Because this is a realm of infinity, not even
mental defenses like the Darkfire Disciplined Mind can withstand
the entirety of the shadow realm. The only creatures that resist
this power are those born of the Shadow Realm, such as death
wraiths or dark spirits, in which creatures of the shadow realm
are born into the atmosphere of the Shadow Realm. While this
isn't something that one overcomes, this ability can be broken
by destroying the shadows, or using some kind of power to attack
the user's focus since this requires concentration to use. For
the Darkfires, the Dark Magicians faction uses this to attack
opponents, in which they use it just like most other users. With
their darkness and dark magic, this becomes a dangerous power as
they can use their dark magic in combination with this to
essentially combine their darkness with this power.
The Swordsmen Darkfire Faction Swordsmen Wavelength Abilities:
- Swordsman Wavelength Attack Focus: This is a trick among
swordsman, where cutting through objects isn't about power, but
concentration which is learned only by experienced swordsman who
have been near death at some point in their life and learned to
tune into this. By tuning into the wavelength of objects, a
swordsman is able to cut only what they want to cut, such as
cutting through a tree without cutting the leafs falling from it
by tuning their wavelength of their attacks to target only a
specific wavelength. This technique lets the swordsman cut
through almost anything by tuning their attacks to the
wavelength of whatever it is they're trying to cut. They don't
have to know what the material is, only be able to process the
wavelength of the item or opponent. This lets them cut through
almost anything, assuming the opponent isn't also using this
power to block them. This can also cut through defensive energy
skills, such as walls or barriers by some advanced users. This
swordsman technique requires the user to be tuned to the world
around them, and once mastered, the swordsman can essentially
cut through almost anything with enough concentration. However,
this obviously doesn't do any damage by itself, simply being
used to tune attacks to their opponents. This technique can be
countered however, by simply changing the wavelength of the
object or person being attacked, such as using an energy
amplification technique to change the wavelength of the object
or opponent. While the sword would do some damage as it's still
a sword slash (if it hits), then the sword would do highly
reduced damage. The Darkfires of the Swordsmen faction use this
not to more easily kill opponents, but usually to hold back and
not do as much damage since the Swordsmen usually only fight
defensively.
- Swordsman Wavelength Projectile Ricochet: Thanks to the
wavelength sense some swordsman have, Those with it are able to
use their connection to the swordsman wavelength to reflect
attacks back at opponents or at other opponents from their
sword/weapon. This ability comes from using the swordsman
wavelength in order to tune their wavelength to the wavelength
of the kinetic energy of a projectile, in order to reverse the
kinetic energy when attacking a projectile. Advanced users of
this can even learn to reflect projectiles in specific
directions, rather than just reflecting the attacks randomly.
Usually, this only requires the user to react fast enough to
tune their sword's wavelength, assuming they can use this in
time to reflect a projectile, and they will be able deflect
projectile attacks. This works on energy attacks, other
projectiles, and even works on things like cannonballs and
bullets (if a user can react and move fast enough). While most
users have to concentrate to do this, advanced users of this
learn to do this subconsciously with enough practice, which
gives them more time to react to projectiles. This is a
difficult technique to master, due to how many different kinds
of projectiles there are that could be used, and the speed many
projectiles travel. For opponents, most aren't able to change
the wavelength of a projectile, but if opponents can speed up
their projectiles so the swordsman doesn't have time to react
and tune to the wavelength of the projectile, then the user may
not have time to use this. The Swordsmen faction often use this
to deflect projectiles, usually as a means of defense.
- Form Negation Wavelength Manipulation: This technique was
developed as part of the wavelength training, in which they can
attack people who are either intangible or in elemental form.
This uses the user's ability to tune to wavelengths to attack
someone while they're in another form, allowing them to
essentially attack them and ignore their form they're in to do
damage to them directly by tuning to the wavelength of the
person's original body rather than attacking the form they're
in. For example, an opponent in water form would take damage as
though they were in their normal form when this technique is
used properly as this would attack the opponent's body rather
than the water form. This technique is quite useful for the user
especially fighting supernaturals who use intangibility or use
energy or elemental forms to avoid damage, in which users of
this developed this specifically to combat these kinds of
opponents. Users of this usually have to concentrate to use
this, but advanced users will learn to use this subconsciously
when an opponent uses intangible forms. Opponents can counter
this by manipulating their wavelengths so they don't match the
user's attack, if they know how the wavelength power works
which, for the most part, is something only swordsman can tune
their mind to (Though there are plenty of similar abilities in
other training that use similar abilities in other forms). Of
course, opponents can still easily dodge the attack, as this
does require landing an attack in order to take damage even when
the wavelength is properly tuned to the opponent. The Swordsmen
faction often use this to negate attacks, usually as a means of
fighting defensively.
- Energy Negation Wavelength Manipulation: This is another
technique that developed as part of the wavelength training.
This technique lets them dispel energy techniques similar to an
aura breaker, in which this was designed to operate similar to
the form negation ability. Thanks to this, they are able to use
sword slashes and their ability to use wavelengths to tune to a
wavelength and dispel it with a sword slash by tuning the
wavelength to the energy's wavelength and focusing on using
their physical force of their wavelength to dispel the
wavelength of the energy. This is an advanced technique that is
much harder to do than it sounds, and if used properly, it works
great for swordsman who fight projectile attacks. This only
works on energy type attacks and defenses, and doesn't work on
solid objects or living beings, as this is meant for energy
rather than solid objects (solid objects is what the normal
wavelength training is for). While they can use this to negate
energy, they cannot use this to simply kill someone in energy
form, as an energy form (like an elemental form) works
differently (and on a different wavelength) and must be attacked
using form negation rather than energy negation. The most this
can do to someone in elemental form is negate some of the energy
used to keep their body in it's elemental or energy form.
Opponents who want to counter this can counter this by changing
the wavelength of the energy used, if they know how this ability
works (which those who see similar abilities will know how it
works). Like the other powers, the Darkfires of the Swordsmen
faction use this defensively to counter opponents.
Darkfire Combat Style: Darkfire Kenpo Style/Substyles (Depending
on age, Darkfires can learn up to four substyles, but more
substyles means the styles are harder to master. All users will
be trained also in Sonido and Kouhou Haiho, with Elemental Step
being an optional training):
- Darkfire Combat Style: Darkfire Kenpo: This is a variation of
Chinese Kenpo, utilized mostly by the Darkfire family as they
modified the style to fit their own combat style. It still has
the same substyles (and a few other substyles thanks to the
Darkfires modifying the style), but has been modified so that
the Darkfires can better focus their combat talents through this
style. This style has many substyles, allowing for many
different options in terms of how the Darkfires want to train.
There are styles based in defense, some based in raw offensive
power, and some that are more balanced. There is even a few
unique substyles based around the Darkfires using elemental
power in their combat, such as the Leijiquan substyle that uses
lightning in combination with physical combat for techniques
like a lightning punch that can strike the opponent on impact.
The Darkfires allowed slight modification of this style (usually
more modification is done around the unique elemental
substyles), where each Darkfire is able to modify it based on
the substyle they use and combine different substyles together
for different types of combat (such as some that might combine
Ranshohan (fire style) with the Piquaquan substyle to create
rotating force that explodes when the user hits an object or
opponent). Those that use more defensive substyles can focus on
defense, or those that want to focus on power can focus on
overwhelming opponents with a powerful offensive. This is mostly
dependent on the individual Darkfire's fighting style, and this
is the Darkfire family's choice style of combat. Since it is
quite a versatile style that can be adapted to many different
styles, this style is very useful to help the Darkfires hone
their combat talent. Usually, this style is like most styles
where no matter what substyles are used, how it is used is
dependent on the person using the style. Almost every style has
strengths and weaknesses, such as one focused in offensive power
will not have much defense, or elemental styles can be countered
by counter elements. And despite how good the Darkfires are at
fighting, there are opponents out there that can still outclass
them even though the Darkfires are a clan that is very good at
combat. It is also worth nothing that using more substyles makes
this style harder to master, and may not be as effective against
those that limit and master fewer substyles even if having more
substyles means more versatile combat (so using less or more
both have advantages and disadvantages).
- Darkfire Kenpo Substyle: Tai Chi/Taijiquan (Shadow Boxing):
Developed as a martial arts style, Tai Chi is often known by
many as more of an exercise regiment than a fighting style. This
style focuses on meditation, movement, and focus. While many
recognize Tai Chi for slow movements, there are also faster
paced forms that are taught for combat. This style uses
coordination and relaxation to increase the body's
effectiveness, rather than using muscle tension like many other
styles. This is often more of a defensive style, in which a user
focuses more on neutralizing or redirecting attacks, and usually
doesn't focus on attack. This style is known for it's health
benefits, as users of this style often use things like
meditation to relieve stress in the body, and using movements to
strengthen the body. Users of this style not only benefit from
it in combat, but their training can also improve their daily
life style, in which users of this style are less susceptible to
stress and body tension, allowing their bodies to stay in peak
physical shape longer. When in combat, the focus of this style
is response to changes in outside forces, in which the body is
trained to respond to different aspects based on how the person
uses the style. In this style, the focus is not on opposing
force to meet attacks, but is on redirecting and yielding to
attacks. Users of this style learn flexibility and agility, so
that they can more easily avoid attacks from opponents. However,
just because this style is more defensive doesn't mean users
don't have means to attack. This style focuses on throws,
grapples and other methods to redirect opponents, in which users
of this style take advantage of an opponent's momentum. For
example, when an opponent throws a punch, the user may use a
technique to duck under the punch and then throw them while
their momentum is carrying the opponent forward. Because the
body is trained to react to certain forces, this style tends to
focus on honing the body to react instinctively, and allows
users to train themselves defensively. Because of how this style
is, this style is not a powerhouse style, but does work well
against powerhouse styles as this style can redirect stronger
opponents and sometimes counter faster opponents. This style is
more about avoiding fights rather than engaging, meaning this
style is not usually for those seeking fights, but more for
those seeking to avoid fights. The major weakness of this style
is that it relies on relaxation and coordination, so opponents
who let anger or other stress causing emotions into their life
will often be hindered in this style. And like any style, this
style may be countered depending on the user, experience and the
techniques an opponent might have.
- Darkfire Kenpo Substyle: Baguazhang (Eight Palms): This
sub-style is known for it's use of circular movement as well as
it's coiled and uncoiling actions. This style is based around a
more balanced style, using similar techniques to the Tai Chi
style. This style is more about open palm strikes, known for
it's flexibility and body alignment. Users learn a lot of low
stances, staying low to the ground, and striking opponents
vitals through proper striking techniques, throws and precise
footwork. This style is a very balanced style, allowing a user
to build their stats up more evenly than some other styles. This
is a very simple style to learn, as it is pretty simple to train
and learn, but it is still a very skilled style to those that
would take the time to master it in its entirety. While this
technique isn't about overwhelming power or about pure defense
like some styles, users of this style can still keep up with
many other focused styles, as this style has some useful
techniques like how to break one's defense with an open palm
strike or using certain close combat grappling and joint locks
to disable others. By using this style, users have more of a
circular movement around their opponents, and focuses on
patience rather than rushing in. Those that practice this must
have the patience to keep calm and watch their opponents,
waiting for openings or waiting for opponents to make their
moves in order to counter-attack. This style may seem simple,
but it's training allows for more focus and control, and is a
great style for those that want to learn to focus and learn
patience since the style teaches focus and patience to help
focus the mind. This, similar to Tai Chi, is a style that not
only trains the body, but also trains the mind as well by
training reflexes, reactions and even helping improve thought
when in stressful situations. Though simple, this style is not
to be underestimated, as masters of this style are very good at
countering other styles. Though, as one might expect, opponents
can outclass this style with certain more focused styles (like
pure power styles or pure speed styles might outclass this since
this doesn't focus on specific stats). When facing a style, it
is not just the style itself, but mastery, experience and
technique that often determine who will win using certain
styles.
- Darkfire Kenpo Substyle: Hikaken/Piquaquan (Chop Hanging
Fists): This is a substyle of Chinese Kenpo, which goes by the
name Hikaken, or is also known as Piquaquan (chop-hanging
fists). This sub-style focuses on striking power, relying on the
rotations of the arms and it's open palmed techniques to create
stronger striking techniques. This style lets the user use their
arms and legs like whips to build up incredible force in their
attacks, which lets them not only hit harder and faster, but
makes their techniques even harder to dodge. This technique uses
training similar to Baguazhang, except that this style focuses
more on attack than on defense. This sub-style is incredibly
powerful, in which those who master it can even overpower
certain metals such as an advanced user who dented the top of a
bus with this style. This style uses rotation, in which the body
rotates to build momentum and strength, to strike opponents.
This is a dangerous style to opponents, as this style can
usually break the bones of opponents hit with this style and do
severe damage to the body when opponents are struck, due to the
strength of the techniques of this style. Combined with the
enhanced movement, this style can be a great style for keeping
opponents on the defensive, as this style is focused more around
overpowering opponents than on defending them. However, that
doesn't mean that defense takes a backseat in this style, as
this style still uses enhanced movement to move around enemies
using rotational movement (such as the stepping method Kouho
Haiho). This style is best used at medium to long range, and is
capable of producing massive damage against opponents when used
properly. This style is a much more offensive style, focusing
more on offense than on defense, though this still uses movement
to great effect, as this style focuses on not wasting a single
move, as every move in this style has a purpose, whether it's to
dodge an attack, or build momentum. Though those who use this
style often find ways to use dodging to build momentum for
attacks. The only real problem with this style is that those
that use this style recklessly can do just as much damage to
their body as opponents, as some users have been known to
shatter the bones in limbs when doing this if they execute
techniques wrong. And like most styles, there are other styles
that can counter this style, depending on the style, experience
and abilities an opponent might have.
- Darkfire Kenpo Substyle: Uryuu Banda (Black Dragon Smash):
This is another substyle of Chinese Kenpo, which involves dual
stage attacks modified by the Darkfires to be used in their own
combat style based on Chinese Kenpo. This style is very
difficult to master, requiring years of training to learn
effectively even among combat prodigies. This style attacks
using a simple attack, but attacks in a way that when the user
blocks, the user does a second attack. One such example is using
an elbow attack, which is then blocked, and the user extends
their arm and hit the opponent on the side of the neck. This
style often requires experienced opponents to dodge the second
attack, making this very useful against those who don't have
enough martial arts knowledge as this can be used very
effectively against opponents as it was designed to counter most
mortal reflexes as it relies on the opponent blocking the attack
so the user can deliver the second, more brutal attack. This
style is meant for the first attack to be predictable, with the
second attack being far less predictable. As this style not only
relies on the first stage being predictable, but also on the
opponent blocking, this style requires not just precise movement
and deception, but also requires the user to predict how his
opponent will block an attack. This is designed to take on those
with enhanced combat intuition who rely on their combat instinct
rather than their techniques. As such, this is very useful
against not just lesser martial artists that aren't well trained
enough, but also works against experienced martial artists that
have trained their bodies to react certain ways to certain
attacks. As such, those more experienced often have a harder
time countering the second attack of this style. This also works
against those with raw combat talents, as this can also take
advantage of combat talents as most combat talents react to
attacks similarly (as in most will dodge an attack or block it
in some form). As such, the best way to combat this style is
with advanced training techniques, usually using techniques to
counter rather than relying on instinct to guide one's
movements. Since this takes advantage of those who have trained
their bodies to react, the obvious answer is to think about
one's attacks in the moment rather than react (though they can't
think too long or the first attack will hit them). And like with
most styles, there are other ways to counter this depending on
the style, user and experience.
- Darkfire Kenpo Substyle: Chishoken/Ditangquan (Ground Boxing):
This is a very difficult substyle of the Darkfire Kenpo style,
in which the user focuses solely on speed and acrobatics,
usually using speed and fast attacks to try and overwhelm
opponents. In normal Ditangquan, the users would focus on
defense and offense, but this version of the style was modified
by users for those that have a more speedy and offensive style.
Users of this style train in aerial acrobatics, as well as
things like tumbles, falls, turns, somersaults and other
movement options in order to train their movement and agility in
combat. By doing this, users are able to not only take on
opponents with blinding speed, but can also take out groups of
opponents extremely quickly. Combined with the combat techniques
to strike the opponents similar to other styles like Baguazhang,
this style focuses on open palmed strikes, and strikes the vital
points to disable opponents by using speed to try and strike
their vitals enough times to disable them. This style is often
favored by those who specialize in speed-based combat, and
requires an immense amount of combat speed and flexibility to
utilize this ability effectively. Because of the faster
movement, the power of the attacks also increases, meaning this
form also has increased power compared to some other styles as
well. This style also trains the mind and reflexes, as the
higher speed the body is trained to move at often requires the
mind to react and operate far more quickly than with other
styles. However, the main focus of this is speed and agility
over all else, using techniques to keep opponents from being
able to attack by using fast attacks to keep opponents on the
defensive. Masters of this style can utilize this to almost
appear to vanish when moving to dodge or attack, with some being
able to move fast enough that their attacks are not even visible
to the naked eye. When it comes to this style, the major
downside is that the body focuses on agility and speed, so
attacks are focused with that in mind. The increased power is
more an effect at moving at higher speeds, but other than that,
most attacks are actually a bit weaker since speed is more
heavily trained for. This means that attacks are a bit weaker
(though the increased speed increasing power and attacking
vitals are both means to counter this weakness). The training of
the mind is also important, as without this training, the mind
wouldn't be able to comprehend how fast they were going which
would be a major problem. Some that cannot process how fast they
move with this style may have to only use this in short bursts.
Other than that, mostly the same rules apply as other styles,
where styles, users and experience usually combine to determine
who will win overall as it is not just one factor that decides
who would win a fight using a style. This is also the most
difficult style to master, requiring time and effective training
no matter the combat talent as this style requires building up
the body and mind, not just learning techniques like most people
think.
- Darkfire Kenpo Substyle: Ranshoquan (Burning Fist): This style
is based around using flames in combat, which is one of the
substyles created by Qrow Darkfire when he was building the
Darkfire combat style. Since many Darkfires often start with
flame natures, this style is often taught as one of the first
elemental substyles one can be exposed to. In this substyle of
the Darkfire Kenpo style, this combines elements of Baguazhang
and Piquaquan into the style, in which users learn a balanced
combat style. However, in this style, instead of just normal
physical attacks, users learn to incorporate their fire affinity
into using their flames (usually dark flames or holy flames
depending on the affinity). In this style, open palmed attacks
are used to strike the opponent, often striking them with fiery
fists. Depending on the Darkfires there are different ways to
utilize this style, where some will use a more low stance and
use the arm momentum to shoot fireballs from their open handed
strikes, or some will focus their flames to create explosive
impacts using Piquaquan concepts (such as using the arm like a
whip while the hand is concentrated in powerful flames, and
having the impact of the hand create an explosion of flames on
impact). As one might imagine, this is quite an adaptable style,
which different users can utilize different aspects of this
style. Users can also combine this with certain other substyles
as well, where they can combine the elements of fire with their
substyles to create different combinations. This style is more
of a balanced style, focused on it's strikes and fiery attacks
that do more damage when striking the opponent. For the most
part, as one might expect, this style is weaker to water and ice
attacks, and if an opponent uses water or ice, they can diffuse
the fire out of this combat style. Other than that, this is like
any other combat style, and can be countered by others depending
on the opponent's style, experience and abilities in the style.
This style is usually pretty balanced, so usually specialist
styles that focus on specific aspects like power or speed may
have ways to overcome this style.
- Darkfire Kenpo Substyle: Fennushui (Flowing Water): There is
no shortage of the styles that try to focus on the fluid motion
of water, and creating the type of force flowing water can
create. There are many styles that try their best to utilize
this aspect knowing how combining fluid movement with strong
impacts can create a devastating attack. This style was created
under the same premise as many other flowing water type styles.
In this style, the Darkfires combined elements of Tai Chi with
Baguazhang. By using Tai Chi's movement and defensive style, a
user can combine that with the Baguazhang coiled striking style
to create a style that can hit with both great agility and
immense force. Those that learn this style are also able to
combine water into their style, where they specifically learn to
use water in different ways. For offensive fighting, the user
uses the movement of Taichi to build up movement as they focus
water into a pressurized state, and then the coiled strike to
essentially push the water attack to blast an opponent at the
point of impact of the attack. To the untrained eye, it often
looks like a user hits an opponent and blasts them with water at
the point of impact. This style focuses on martial arts to
enhance the movement and striking power of water attacks, which
as many know can hit with immense force. In defense, users often
use the kinetic absorption aspect of water, where they will use
water in conjunction with blocking in order to lessen impacts.
For example, anyone that has tried to move underwater knows it
takes far more effort to move around than on the surface. By
applying this to defense, a user uses water to slow an
opponent's attack, so that they can more easily block the
attack. Certain advanced users of this style can also combine
this with other aspects of water, such as boiling water, to
damage opponents when they try to hit the user, or some can even
use cold water to freeze people who come into contact with their
water (or even turn their attacks into freezing attacks). While
this is meant to be used with normal water, it is still a useful
combat style that utilizes the aspects of water to its fullest.
This is a balanced style, but focuses more on striking power and
counterattacks than on pure offensive power or defense.
- Darkfire Kenpo Substyle: Bingchugan (Freezing Touch): This
style utilizes aspects from Jujitsu and Judo, which focuses on
different grabs and throws. This style is more up close and used
at close range. Borrowing certain aspects from other styles and
combining them with this style, a user learns this style as a
means to grab opponents. In addition to utilizing this style to
throw or lock down opponents, this style also focuses on what
this style refers to as the "Freezing Touch" for which the style
is named after. When using this style, a Darkfire uses their
elemental touch power in combination with their combat, where
they are able to freeze objects through physical contact.
Opponents will often figure out quickly how dangerous this can
be when combined with the aspects this style is combined with.
Those that are skilled in this style use grabs, joint locks and
other close combat holds that can not only restrain opponents,
but more aggressive users of this style can do things like break
someone's bones, or dislocate (or even shatter) joints. And when
combined with the freezing touch of this style, the user uses
the contact with the opponent to freeze the part of the body
they are touching. While most Darkfires don't go for lethal
attacks, this style can be a very deadly style to those that use
it, as freezing the body can not only do damage, but severely
slow and even stop opponents. By freezing a part of the body,
that part of the body will be slowed considerably unless the
opponent completely breaks the ice freezing the part of the body
(And in certain stronger uses of ice could stop movement
completely). The Darkfires who use this style only utilize the
freezing touch aspect of this style in order to disable
opponents, even though some like the Rogues and Dark Magicians
may also use this style to kill opponents. This style is mostly
about close combat, so opponents will often find that staying
out of physical contact range is best with this style. Because
this style relies on touch and grabbing an opponent, opponents
should not give the Darkfire a chance to grab them. While
Darkfires can fire ice attacks at long range opponents, usually
distance is a better option than fighting up close when it comes
to this style. Users can also counter the freezing touch with
certain energy defenses (preventing their body from being frozen
directly), or they can counter with counters to ice (such as
fire).
- Darkfire Kenpo Substyle: Leiji (Lightning Strike): This is a
style that is often replicated in other styles just as the
aspect of flowing water is. Many styles focus on striking fast
and striking strong like lightning. In this style, users learn
to do just that. By using the Chrishoken elements of the Kenpo
style, a Darkfire learns extreme speed, while also having to
learn Baguazhang to strike opponents. When done correctly, the
style will often be extremely fast, while also hitting with
immense impact. When combined with lightning manipulation, users
of this style are able to hit opponents and then use their
lightning at the point of impact to blast opponents. While this
may seem similar to the flowing water style in some aspects,
this style focuses more on speed and striking power. When using
this style, most Darkfires not only focus on amping their bodies
with lightning to enhance their physical stats, but also focus
on electrocuting their enemies when striking them or when
blocking attacks. Some users of this style have even thrown in
some aspects of Judo and Jujitsu to grab, throw or even lock
down opponents and then use their lightning to electrocute
opponents (usually as a means to disable them). Like Chrishoken,
this is a mostly offensive style, designed around overwhelming
an opponent and not allowing them to get an attack in rather
than fighting defensively. Users of this style are both fast and
hit with strong force, making this a great style to use
offensively. Darkfires that use the grabs, locks and holds also
have certain other options when fighting up close, which gives
this style even better use against opponents. However, unlike
the Chrishoken style that focuses more on offense, this style
does have some defensive options that are carried over from the
Baguazhang style. Users can not only use defensive blocks and
parries, but can also use lightning defensively to electrocute
people who try to make physical contact with opponents.
Opponents that want to counter this style will often find that
the best way to avoid electrical attacks is to use either water
to short out the style's lightning, or use non-conductive
clothes or armor to avoid getting electrocuted. Other than that,
this style can be countered like any other speed based style.
- Darkfire Kenpo Substyle: Fengyakugan (Wind Fang): As one might
guess, this style utilizes the air in conjunction with physical
attacks. This style uses wind to carry the user and make them
more lightweight, even allowing one to use the wind to fly
around by using strong enough gusts of air to carry oneself.
However, in combat, this sub-style combines aspects of Tai Chi
for movement and agility with rotation techniques from
Piquaquan. Users in this style are trained to use rotation to
generate gusts of air around their bodies, which they they focus
into their attacks. When generating this air, the user focuses
and condenses it into their attacks, which can be used in a few
different ways. The first is that one can blast opponents on
impact, such as a punch could blast an opponent with a shockwave
from the attack, or the wind could even be fired in the form of
a shockwave from an attack, such as sending the force of a punch
using a shockwave of air. For the most part, this style is
focused around rotation to build up power. Just like Piquaquan,
users learn to use rotation to enhance their techniques, turning
their limbs into whips. However, in this style, users also learn
to use the wind generated in their movement to help their attack
and defense with advanced users even generating small tornadoes
around them to further enhance their combat attacks. When used
defensively, a user can use the wind to help redirect or parry
attacks, or one can even use the air to help them dodge an
attack by boosting their movement. However, this style gets his
name from the more aggressive combatants that use this style in
a different way. Instead of just creating shockwaves to blast
opponents, more aggressive users of this style instead focus the
air's shockwaves this style generates into slashes of air that
can slice through opponents. When used this way, users have been
known to slice through rock and some can even slice through
concrete, whether it's a close range attack, or a long range
shockwave style slashing wave. When used in a more aggressive
style, this style can be used to slash opponents instead of just
hitting them, such as a kick could slice through a large
boulder. This style is useful both at close and long range
thanks to its shockwave attacks. When fighting this style, it is
usually best countered using any counters to earth, such as
using objects like metal or solid enough objects that can block
shockwaves. This style can also be countered similar to
Piquaquan, since it uses more rotation styles of Piquaquan than
Tai Chi styles.
- Darkfire Kenpo Substyle: Yanbaoquan (Rock Blast): This style
is the earth style of combat. There are two major aspects to
this style. The first is a concept that combines Uryuu Banda
(the two-stage attack substyle), with a technique known as the
Futae no Kiwami. The idea behind the Futae no Kiwami is that
every material bears a level of resistance, and a single blow's
impact is wasted trying to break this resistance. Instead, this
style uses two stage attacks to get around this problem. This
style uses a normal attack, except that the first impact is
altered slightly so that the body can naturally do a split
second attack to take advantage of the first impact. For
example, the most starting form of the Futae no Kiwami is to hit
an object with the proximal interphalangeal joints of the hand
to absorb the objects kinetic resistance, and then immediately
folding the hand to hit with the knuckles on impact. When
combined with the Uryuu Banda substyle, users are able to use a
single attack to absorb the resistance when an opponent blocks,
and then strikes with a second attack immediately to do intense
damage. When done correctly, this style utilizes this to cause
heavy devastation to objects, such as someone could use this to
punch through a boulder or even a brick wall when used by a high
level user. Users in this style learn to utilize dual stage
attacks, where they attack an opponent, and then attack
immediately after using the concepts of the Futae no Kiwami to
hit with an even stronger attack at the moment of impact.
However, mastering this fighting style is the first step of the
Yanbaoquan style. When the user has mastered the basic combat
techniques using dual stage attacks, the user then learns to
utilize earth around their bodies, where they are able to learn
to do this with earth when fighting. For example, a user can
attack with a stone fist, and then at the moment of impact, turn
the stone fist in spears that can pierce the opponent after the
initial resistance has been broken by the first stage of the
attack. Because of the pure power of this, this style gets
favored by those that prefer raw power over other physical stats
due to the sheer damage the second stage attacks do. Advanced
users can even use three stage attacks once they've mastered the
style (such as a stone fist could become spikes to break through
an opponent, and then explode the spikes outward as a third
stage attack). While this is a powerful style, this style is
also the hardest to master. No amount of natural combat style
allows one to perfectly master this style, and this takes years
of intensive training to use properly. Most users only learn
this by training their body to instinctively use dual stage
attacks (requiring a big training path in the Uryuu Banda
substyle). If one wants to avoid the power of this style, one
needs only to stop the second stage of the attack. Since this
style requires precise timing, a split second off with this
style throws off the second attack completely. This is why the
style is so hard to master, since it requires precise movement
and timing to get right. Users that want to counter this can
also avoid close range combat if they want to avoid the attacks
altogether.
- Darkfire Kenpo Rogues Unique Substyle: Shalu Wusheng (Silent
Killer Style): There are those that believe the Rogues faction
are only good assassins because of their assassin magic.
However, those people have never seen the Rogues faction members
who use this style of combat that was the result of their pure
mastery of combat and assassination techniques. In this
substyle, assassin type Darkfires train themselves in a ninjutsu
style art. The first aspect to this style is that a Darkfire can
move completely silently when using this style by using minimal
movement. However, more advanced Darkfires like Hei Darkfire,
took this a step further, and developed what is often known as
the Nukaishi (Trackless Step). By focusing every aspect of their
movement which includes their breathing, the users of this style
learned to not only silently attack opponents, but also learned
to utilize this art to trick opponents brains into not
recognizing the Darkfire as a threat. In or out of battle,
people don't perceive small details or irrelevant information
except in their subconscious or the brain would be overwhelmed
by information. Because of this, irrelevant or small detail
information is filtered into the subconscious and the conscious
mind isn't aware of it. In the Darkfire's substyle, this aspect
is taken advantage of where the Darkfire's movement is filtered
out as irrelevant information by opponents minds, due to the way
the Darkfires control their movement. When used properly, this
style tricks opponents into thinking their opponent disappeared
when in motion, but simply their minds don't process their
movement when they move using this style. To the untrained eye,
a user using this style would appear to disappear when in motion
and reappear when stopped. Darkfires also use combat to release
shockwaves through the body using physical attacks, in which the
shockwaves have a chance to generate air bubbles in the blood,
which is a very bad thing for those that know what that can
cause. Most of the time, air bubbles forming in the blood can
air embolism which can lead to a heart attack, stroke or
respiratory failure. Darkfires who use this are also trained in
certain aspects of styles like Krav Maga, Muy Thai, and other
more deadly combat styles in order to easily take down enemies
using grapples, locks and holds to deadly effect. Combined with
silent movement, this particular style is a very deadly style,
designed specifically for killing opponents stealthfully.
However, there are counters to this style. For example, while
the Darkfires are not seen as relevant information by the
conscious brain, the mind will always recognize the Darkfire
again the moment they make their attack, and they will become
visible again moments before the attack as the opponent will
recognize a threat when the Darkfire is going for the attack.
This means that there is a window for anyone to dodge attacks if
they are fast enough, even without proper training in how to
avoid this technique (meaning anyone with the speed to dodge the
attacks can probably dodge them even without knowledge of this
attack). However, those that use their subconscious more in
fights (for example, styles that rely more on instinct to dodge
attacks) are able to still recognize the Darkfire while using
this style. It is also possible that those highly trained enough
may recognize this and be able to counter it if they can train
their conscious mind to recognize the user as a threat during a
fight. As for the silent combat and the deadly grapples and
holds, these are countered just like any other style, and as
long as the user keeps the Darkfire in sight, the silent
movement won't be too much of an issue as long as the user keeps
in mind the other aspects of this style. This is also a very
difficult style to use, because it requires controlling the body
completely, including breathing which makes this style difficult
to master without absolutely precise movement.
- Darkfire Kenpo Dark Magician Unique Substyle: Xue Bao Feng
(Blood Tendril Style): This is a unique substyle developed by
the Dark Magicians using their blood manipulation to brutally
take down their opponents. In this style, the Dark Magicians
utilize their blood manipulation to create tendrils that can
enhance physical combat, such as using a tendril to attack an
opponent like a whip. When fighting opponents, Darkfires using
this style use the blood in their body to strike opponents using
blood tendrils that are solid in nature. By combining this with
certain blood arts, a Darkfire can create specific techniques
using blood manipulation. For example, some Darkfires utilize
this style to blast opponents with the Blood Cannon on impact
with a physical attack (by firing the blood canon at the moment
of impact from the part of the body attacking). Or users can use
the blood owl bomb technique to create explosive kinetic impacts
that can do extreme damage when hitting opponents (though this
kind of technique may cause intense recoil in the Darkfire due
to the impact force). Darkfires will often use the tendrils
using concepts like Piquaquan and Baguazhang to strike opponents
or use rotation to hit opponents with immense whip-like force.
There are a number of techniques to use with this, and many
incorporate blood techniques in some way. This style was further
enhanced by working with the Hazeldines after they became
allies, and the Darkfires even learned about certain techniques
of the Hazeldine blood arts to combine with certain aspects of
this style. As one such example, the Dark Magicians developed a
variation of the Hazeldine Blinding Slash blood art which they
named Flash Strike, where they use they use blood to strengthen
their attack to hit with an attack so fast that the light
actually does damage from the attack (the technique has a
similar cooldown time to the Blinding Slash where it can only be
used every so often). Like the Rogues assassin style, this style
is designed to kill opponents, but the major difference is that
this style is far more brutal on opponents than the assassins
style who focus more on efficiency of killing opponents than on
brutality. While this style does offer power and speed, this can
be tailored to each individual where they can focus in whatever
techniques they want (for example, a person focusing in speed
could focus only in speed attacks), however, the same
limitations apply to any style, in that usually each style will
have ways to counter it (such as power styles might be countered
by fast styles or vice versa). This style also relies a lot on
blood manipulation, meaning that if the blood power portion of
this style is countered, this style will become severely
handicapped in battle. And due to the brutality of this style,
this isn't always a deadly style as it focuses more on causing
pain than killing.
- Darkfire Kenpo Swordsmen Unique Substyle: Tili (Body Strength
Style): There is a saying among swordsmen: A weapon is only as
skilled as its wielder. The Darkfires of the Swordsmen faction
took this to heart, and focused their training on themselves.
The Swordsmen faction embody the belief that the user's body is
their greatest weapon, and they train their bodies accordingly.
Many swordsmen are known for different kinds of combat, but the
Darkfires who use this style focus more on the basics of combat
and training the body using physical fitness training to
strengthen the body to its limit. By training agility, speed,
power, and even durability, the users of this style focus more
on building their basic combat skills rather than learning
techniques. This has led to advanced Darkfires in this style to
becoming skilled warriors that not only can fight with swords
with great efficiency, but can also fight just as easily without
a sword. For example, the most skilled users of this style could
cut through a boulder with a chop, or use a powerful step to
create a shockwave in the ground. The Darkfires skilled in this
don't do anything fancy, but instead focus on making themselves
devastating weapons that can focus their attacks in ways that
normal swordsmen wouldn't think of. This style is also tailored
to each Darkfire, where each Darkfire that uses this trains
their specific physical stats to their limits. For example, a
speed-based user of this style will train their stats up with
their focus being on building agility and speed further than
most speed based users. However, this is also about training up
one's own weaknesses as well. For example, if a Darkfire is not
strong enough to counter an opponent, they will train their
physical strength alongside their other stats in order to make
themselves stronger. This style is about knowing oneself and
their limits, and also about control and focus. By using these
aspects, Darkfires become dangerous combatants that can use
basic attacks in ways to take down more advanced combatants.
However, the biggest use of this style isn't just about taking
down opponents, but this style is focused similarly to Tai Chi,
where the users learn to take care of their bodies and learn
things to help them overcome their weaknesses, like those with
extreme anger will learn meditation to calm their anger, or
users with less focus will use focusing exercises to build their
focus. Darkfires not only build themselves up, but focus on
controlling their power rather than just releasing it. This
means that the precision of movement could turn what would
normally be a fatal blow into an incapacitating blow as means
to take down opponents since the Swordsmen focus not only
killing, but on incapacitation. Of course, as one might expect,
this style is a basic combat style that doesn't use a lot of
fancy techniques, so many will find that users can overcome this
with techniques of other styles, or opponents may counter this
if they have stronger physical stats (since this focuses more on
focusing physical stats than on actual techniques to use in
combat). While the Swordsmen faction are extremely skilled
warriors even without a sword, they are still able to countered
by those more skilled than they are, or might have better
techniques than them.
- Darkfire Kenpo Stepping Method: Kouhou Haiho: This is the
stepping method used by those who use Chinese Kenpo, being
derived from the Baguazhang sub-style and modified to work for
the Darkfire Kenpo style as it's main way of moving around and
using stepping methods. This technique is focused on dodging
opponents, and specializes in moving around opponents while
they're attacking. The key to this technique is how the user
moves their feet, as when the user steps forward with the right
foot they can put all their weight on it and that leaves the
left foot free, allowing them to pivot away to the other side of
the opponent. The user leaves their upper body in place until
the very last moment, and by pivoting away, the user moves with
immense speed when they pivot away. Users often use this in
order to sidestep opponents and get behind them, in which this
style is more about moving to avoid attacks. However, this style
is far from being purely defensive, as this stepping method does
also have offensive elements to it. The main thing is that this
makes taking advantage of opponents easier, as the point of this
movement to the side also can be used to knock opponents
off-balance by kicking their legs while the opponent is in
motion. By doing this, users learn to take advantage of an
opponent's momentum, and use it to their advantage. Because it
uses the opponent's momentum, not the user's own physical
strength, most find the throws extremely easy to use when done
right as this can knock even stronger opponent's off-balance.
Typically, this style is only really used in close quarters to
an opponent, and is only effective when used near an opponent.
Using it far away doesn't grant any special movements, since
this style is more for sidestepping around opponents than moving
through empty space. As such, users of this style should only
really use this in close quarters combat, and switch to the
second stepping method, Sonido, when trying to move through
distance (more on Sonido later). This stepping method also has
to be done precisely to be effective, and if an opponent figures
out what the user is doing, they can also move out of the way if
they can change their movement direction. The major use for this
is getting behind opponents, so once opponent's figure this out,
this stepping method can be countered since it is a very simple
stepping method.
- Darkfire Kenpo Stepping Method: Sonido: This stepping method
is the other stepping method used across the Darkfire Kenpo
style, and seems to be based on hollow Sonido or hollow Sonido
was based on the Darkfire's art (as it's similar in nature and
both styles are similar enough to believe that one may have been
copied from the other, but no one knows which came first in a
chicken or the egg type situation). This is a supernatural style
training in movement, in which users are able to move at high
speeds, replicating certain supernatural beings movements using
amplified physical stats and techniques. This style of movement
uses supernatural movement styles in order to utilize their
speed to the utmost ability. In the case of the Darkfires, they
use their magic amplification of their bodies to power the speed
boost in this style. When used, this is designed to allow users
to move at high speeds, covering distances between then or an
opponent or even traveling at high speeds when needed. This
style produces an audible boom or static when used, which led to
it's name which literally translates to "Sound Step." Advanced
users of this style are fast enough to leave afterimages, and
some have even figured out how to use certain steps in order to
leave behind essence that creates an almost solid afterimage.
While not fully there, the image has some substance to it in
which a user can do damage with this, or use it to fool
opponents while they move behind them. This style is extremely
fast, and when in motion, the user will often disappear from
view because they move faster than the eyes can track. By using
this, the Darkfires incorporated this into their combat styles,
alongside the Kouho Haiho. While the Kouho Haiho is used at
close range, this is used at mid range or long range in order to
cover distances, but can also be used in close combat due to it
allowing fast movement even if one needs to move around an
obstacle. Some elemental style users have even combined this
with certain elemental styles to grant them certain effects,
such as those with lightning may boost their Sonido to enhance
their movement speed by using lightning amplification to
increase the movement and power of their body. Both stepping
methods are essential for any Darkfire Kenpo user as the style
uses Sonido and Kouho Haiho as a backbone of the Darkfire Kenpo
style since the legs are usually the foundation of most combat
styles. This is only a movement method though, and not a combat
style unto itself, so using it on it's own is not always as
effective. However, if one wants to counter this, they can
usually know when someone uses it by the sound the user makes
when they go into it. If one wants to counter it, there are
plenty of high speed movement options and other movement styles
that can counter this depending on the skill of the user. As
with any style, the user can be overcome when using this
depending on the opponent's style, skill, experience and
techniques they may have.
- Darkfire Kenpo Stepping Method Variation: Elemental Step:
Depending on the Darkfire, there are a number of ways to use
elementals to enhance movement. Some Darkfires have developed
ways to utilize elements in their movement methods, with each
element being able to be used differently. There are many ways
to use elements in stepping methods, so it is hard to list them
all, but there are some major uses. For fire, users may utilize
it to create explosions under their feet to boost them forward,
or they may use this to increase their leg strength by using
fire amplification of their legs, or they may use fire to heat
their bodies and use the heat to increase blood flow and muscle
tensity so that the body can move faster. For water
manipulation, some may use this to help them stop when they are
in motion more easily, to reduce friction by using water to
absorb the heat from friction or create a moving water stream
that they can ride as a means to move more easily with less
physical movement. For ice manipulation, there are those that
use this for reducing friction by reducing heat, or even using
sliding movement to more easily move and make their movements
less predictable. For lightning manipulation, users have been
known to enhance their legs with lightning to enhance their
physical stats and nervous system reactions, or they have also
been known to use this to stick to objects using static cling if
a surface is magnetic. For wind manipulation, users have been
known to use air manipulation to reduce wind resistance
(increasing one's speed) or using gusts of wind with movement to
help the body move faster by using the wind to help move the
feet. For earth manipulation, users have been known to stick to
materials, or some have also used foot movement to create waves
through the earth to release their built up kinetic energy into
the earth so they can build up more kinetic energy when moving,
or some have also been able to kick up earth to use as stepping
stones, such as using stones in the air as platforms to bounce
off of. For the most part, each element can be used differently,
and depending on the Darkfire, there are many ways to use
elements besides just the main uses that are listed. For the
most part, this is an optional training that some Darkfires use,
depending on the elements they use. Depending on the element
used, each element's effects have counters, such as using water
to short out lightning can negate lightning amplification and
static cling abilities. Depending on the skill used, the skills
will always have counters usually depending on the elemental
power used, meaning that the individual stepping method can
usually be countered by countering the element that is used.
Other Combat Abilities:
- Weapon Combat Styles: While the Darkfires are known for
regeneration, they are also known for physical combat. Depending
on the Darkfire, Darkfires are skilled weapons users that
utilize weapons depending on the background and training.
Depending on the Darkfire, all Darkfires are trained in basic
weapons styles, with the main basic styles being Kenjutsu and
Kendo. However, each Darkfire can learn different styles
depending on their combat abilities. There are many weapon user
styles, from sword styles, to knife styles to even blunt weapons
or other weapons. Depending on the skills of the Darkfire, most
Darkfires choose skills based on their own specific skillset. In
terms of the Darkfires, there are usually two main types of
weapon styles that the Darkfires use. The first are the
swordsmen of the Darkfire clan. Those Darkfires trained in
swordsmanship, usually among the Darkfires that were former
samurai in ancient Japan, often have sword styles designed
around using swords in combat. Some of the known sword styles
beyond basic styles include the Shingetsu Style and the Gatotsu
style. In these cases, the Darkfires trained in swordsmanship
often use katanas in combat as their preferred weapon. The
second most common are the assassin weapon styles of the
assassin type Darkfires who are trained for stealthful
assassination. For the assassin type Darkfires, their styles are
based not just around swords, but the assassin Darkfires tend to
favor smaller weapons like knives and other weapons useful in
assassinations. In this aspect, assassin type Darkfires tend to
favor styles that are more suited to their assassin natures.
Most assassin Darkfires usually favor some form of Ansatsuken,
which is a Japanese concept of combat that spawned many assassin
styles. Some examples of Ansatsuken include Satsujinken
(Murderous Sword Style) which uses the sword to specifically
kill opponents, the Sasoriken style (Scorpion Blade) that uses
certain kill styles using knives to strike like a scorpion, and
the Sentoken (Whirling Blade) that utilizes a variety of
different weapons that are used uniquely for assassination
techniques. Almost all Darkfires fall into one of the two
categories, no matter how they are trained in their base skills.
Of course, as one might imagine, there are plenty of styles, so
a Darkfire can have any style they want depending on if they can
find someone to teach them. Each style has its own strengths and
weaknesses, which are different for each style. For example,
speed based styles might be countered by power based styles or
vice versa.
- Master Weapon Users/Marksmen and Weapon Counter Styles: During
their time fighting and learning combat, the Darkfires have
often become a master of weapons, in which most have trained in
a number of weapons from swords to knives to staves, and even
many knowing how to use guns. For the most part, Darkfires have
to learn different weapons to learn different combat styles, so
the Darkfires will often figure out how weapons work into their
styles over time and find weapons that they are comfortable
using. For example, the Darkfires may not be much for using guns
in combat, but there are many Darkfires who have been trained in
gun style combat, where many have become expert marksmen even
among those Darkfires that don't use guns. However, the main
purposes to train with so many weapons is not just to find what
the Darkfire is comfortable with, but to train them in how to
combat and counter weapons. For example, training in guns shows
Darkfires what to look for in those that use guns, such as
noticing when the enemy is focused on aiming, or using the
barrel of the gun as a visual reference to see where the
opponent is aiming their gun. This works for many weapon types,
where Darkfires learn to understand how weapons are used and
learn to recognize how their opponents will use weapons against
them. While they do get this training in their weapon styles,
the Darkfires also learn how to counter supernatural weapons,
where the Darkfires train to combat supernaturals and learn to
fight supernatural weapons. For example, a Darkfire can find
ways to counter a weapons user that can fire lightning from
their sword in some fashion, such as some who may use a metal
weapon to absorb the lightning from the supernatural weapon.
Depending on the Darkfire, the Darkfires are experts in weapons
from using them, to even learning how to counter them. As the
Darkfires would say: If one wants to counter something, they
should train in that something in order understand it. This
allows Darkfires a much more knowledgeable use of weapons, which
they take advantage of. While Darkfires do tend to favor certain
types of weapons depending on the Darkfire, they can use most
any weapon to some extent, with Darkfires having varying skill
with others depending on their training.
- Supernatural Hunting Weapons Expert: During the Darkfire's
specialized supernatural hunting training over the years, which
taught them how to hunt supernaturals, the Darkfires have
learned how to utilize a number of supernatural hunter weapons
that can be used to fight enemies. Among them include things
like silver weapons to fight werewolves, holy weapons to fight
vampires, and even dragon killer weapons to fight human form
dragons. Before the varanium and stilled silver compounds to
negate supernatural specific abilities, the Darkfires relied on
special preparation and supernatural hunter weapons in order to
combat supernatural threats (though the Darkfires did utilize
varanium and stilled silver after they were invented). For
example, before going into a werewolf infested forest, the
Darkfires would try to determine what kind of werewolves they
were fighting, and if vulnerable to silver, they would utilize
silver throwing knives and other silver weapons if the
werewolves they were fighting were vulnerable to it. There are a
number of supernatural hunter weapons that the Darkfires know
how to use, and know how to utilize them thanks to their time
spent fighting supernaturals. There are many types of
supernatural hunter weapons and sub-weapons, but the Darkfires
have a variety of weapons with some even coming up with their
own weapons, such as Kindron Darkfire who came up with the idea
to create spyrite weapons to fight dark spirits when he
developed a stable spyrite material. Among weapons the Darkfires
use include silver throwing knives, blessed holy weapons,
throwing axes designed to take out an opponent's wings, holy
water for fighting unholy creatures and demons, and even having
angel blades if for some reason a Darkfire has to fight an
angel. In the 30XX universe, the Darkfires also specialize in
magic weapons, where they will often have enchanted weapons that
they can use in combat to fight supernaturals that might do
things like modify their magic (such as one enchantment that
converted a weapon's element into a dragon hunter element).
Depending on the situation and the Darkfire, most Darkfires have
a collection of weapons.
- Other Physical Combat Styles: While Darkfire Kenpo if often
the favored style used by the Darkfires, the Darkfires do also
tend to train and learn basics of other styles, whether it is to
apply aspects to their own style or to learn how styles work so
they can counter them. Just like weapon styles, the Darkfires
also train in other combat styles to learn how to counter them,
where they will even learn how supernatural combat styles work
so that they can more easily combat them. Depending on the
Darkfire, some may even choose to specialize in other styles
other than Darkfire Kenpo if they find another style they might
prefer. Because of how many styles are out there from official
styles of combat, to supernatural combat styles, and even a lot
of unique combat styles, it is hard to list each one. For the
most part, it comes down to what the Darkfire wants to learn and
if they can find someone to teach them certain combat styles.
For the most part, martial arts styles alone are quite numerous,
and depending on the preferred style of the Darkfire, they may
find a style better suited to them, such as one Darkfire who
chose to specialize in Muay Thai rather than the Darkfire Kenpo
style. There are also many Darkfires who might learn
supernatural combat styles, which is how many Darkfires come up
with new variations of the Darkfire Kenpo styles, such as how
some of the elemental substyles were inspired by aspects of
other supernaturals (such as the elemental step abilities having
some inspiration from the Hazeldine's unique elemental steps to
match their own elemental combat styles). The most important
aspect of combat though for the Darkfires is learning to master
their own combat potential, and all their combat styles are
based on this aspect. There are a number of combat styles
available, so listing them all is impossible, but a general
common thing is that the more styles one knows, the harder it is
to master them all. While having multiple styles does allow one
to mix and match aspects of styles more easily, trying to train
in too many styles can limit one's combat ability. Another thing
to note is that style has its own strengths and weaknesses. For
example, grapple and throwing styles require close combat and
making physical contact with opponents, or styles relying on
power may be countered by speed-based styles that can dodge the
power based style.
- Darkfire Supernatural Hunter Combat Sub-Style: Though many
consider the Darkfires supernaturals, the Darkfires focus on
being able to fight supernaturals. Since the Darkfires often
come to fight many types of supernaturals since no matter the
universe, the Darkfires have a tendency to make enemies. In the
30XX universe, the Darkfires are human supernatural hunters who
train specifically to fight supernatural threats to humanity.
The Darkfires have developed their own combat style based on the
supernaturals they've fought, and what they've learned about
supernaturals over the years. From research about strengths and
weaknesses, to using supernatural hunter weapons, to even coming
up with unique combat techniques for certain supernaturals, the
Darkfires have specialized in supernatural hunter combat and
developed tricks for taking on most types of supernaturals.
While the Darkfires don't know much about certain kinds of rarer
threats (such as the The'Galin or other primordial entities that
aren't known by most), the Darkfires do have ways of countering
most of the supernatural creatures in the world. For example,
the Darkfires developed a combat technique in this style for
handling human form dragons, where the Darkfires will attack the
throat with a strong punch to interrupt a dragon's ability to
use their elemental breath, or when fighting vampires, the
Darkfires may use techniques to try and kick a vampire's face to
break their fangs so the vampire cannot easily bite them, or
when fighting werewolves (that aren't in human form), the
Darkfires will move behind the werewolf where they cannot turn
as easily as humans to avoid things like a werewolf claw slash).
Depending on the Darkfire, these tactics tend to work as long as
the Darkfire uses the correct combat techniques on the right
supernaturals (for example, punch a werewolf in the throat
probably won't stop a werewolf claw slash though some might try
it anyway). Luckily, this style was made to be adapted into
other combat styles, so this sub style of combat fits not only
into Darkfire Kenpo, but into any other style a Darkfire can
learn as there are ways to apply this to almost every style, and
users can even come up with unique techniques once they've
learned enough about supernaturals.
- Darkfire Enchantments, Spells and Sigil Knowledge: Thanks to
the time Darkfires spent researching magic and other
supernatural abilities, The Darkfires have developed a great
knowledge of the methods and spells used by some other
supernatural hunter groups. After having studied for years on
how best to fight, trap and defeat supernaturals, they have
learned a number of enchantments and other useful options. For
example, there is a sigil enchantment that can force an angel
out of a body if they are possessing it, or there are certain
spells to restrain certain kinds of creatures. The knowledge of
the Darkfires is quite vast, and there are a lot of options they
have for preparing for fights against supernaturals. While the
Darkfires don't know everything, nor have many of them learned
everything from their library of knowledge, the Darkfires do
know many spells and enchantments depending on what the Darkfire
studies and learns. For example, it was their knowledge of
enchantments that they use to enchant their weapons, and it was
this knowledge that led to the creation of certain supernatural
hunter weapons. There are a number of spells and ways to use
this, in which the Darkfires have a variety of options. They can
enchant weapons and items, such as using ancient enchantments to
turn weapons into demon killing weapons (as in they specifically
kill demons, negating their regeneration specifically), they can
enchant items to absorb magic as a defense, or they can even put
special enchantments on items to give them certain effects, such
as using a blessing enchantment to create a holy effect on a
weapon or item that can be used to kill certain creatures of
darkness. The Dark Magicians clan has even developed dark magic
enchantments and other useful dark magic and occult knowledge to
better their knowledge of enchantments and spells to be used
against supernaturals. For the most part, there are many options
available, where the Darkfires can train in many different
spells, sigils and other forms of enchantments to use against
supernaturals. As one might imagine though, the knowledge of
what is out there is impossible for one person to learn
everything, so the Darkfires might be limited on what they can
learn depending on what they have available or might be limited
by how much information they can absorb and remember.
- Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
Because of their training in the spirit realm, and learning from
groups like the vampire ninjas, the alchemists, the Ghostwolf
tribe and even the Hazeldines, the Darkfires have become experts
in dark spirits and other evil spirit entities in order to take
out enemies of humanity that are not normal supernaturals. The
biggest one is dark spirits, in which the Darkfires have been
fighting dark spirits since they gained their power from the
spirit realm and were noticed by the spiritual plane. Thanks to
their training, over the years the Darkfires have become experts
in almost every dark spirit that they know of, and an expert on
how to deal with other evil spirits like hollows and high level
lost souls that might escape the death wraiths and soul reapers.
Thanks to their spirit purification and the clan's other
knowledge on fighting dark spirits they've found over the years,
there aren't many dark spirits or evil spirits that usually
escape the Darkfires who are almost as good at fighting the dark
spirits and evil spirit entities as some other groups. They are
experts of almost every kind of dark spirit known, aside from
more unique ones like certain combinations of dark spirit powers
(such as some who might be a mix of multiple dark spirit types
to create their own new dark spirit type). Overall, the
Darkfires are knowledgeable about much of dark spirits and how
they operate, such as things like dark spirit rebirths (which
many don't fully understand), dark spirit rituals and even how
to counter dark spirits that are immune to spirit purification
(which are rare, but some are immune to normal spirit
purification). Because of the Darkfires connection to the spirit
realm, they have to learn how to fight dark spirits at some
point in their lives, even more so than some other supernatural
threats. However, there are some dark spirits that the Darkfires
don't know how to destroy, or how to overcome, with the two
major ones they can't beat being Xeles and Phantom (almost all
Darkfires know to avoid these two at all costs, and know not to
deal with them, even if Xeles and Phantom may try to tempt
others). For the most part, while the Darkfires are skilled in
fighting dark spirits, they aren't as skilled as some other
groups like the death wraiths and the werewolf alchemists who
specialize in fighting dark spirits specifically.
- Technology, Cybernetics and Alien Weapons Expert: Over the
years in the 30XX universe, the conflicts of earth shifted from
humans against supernaturals to humans and supernaturals against
machines as machines gained stronger and stronger intelligence
and some turned on humanity. Humans and supernaturals have even
learned about aliens and alien technology over the years thanks
to some friendly aliens and reverse engineering alien technology
of humanity's enemies. Because of the evolution of technology,
it has been imperative for the Darkfires to learn over the years
how technology works. From cybernetic enhancements of living
beings, robots that try to wipe out humanity, and even some
alien threats over the years, the Darkfires have shifted their
focus from supernatural hunting to a degree in order to learn
technology as it has evolved. For example, Kindron Darkfire used
to run the tech company Darkfire Tech and its child companies
in order to use technology to better the world. Because of this
shift, the Darkfires have learned a lot about fighting enemies
using technology, and learned how to combat different
technological threats. For example, while the Maverick Hunters
who work for humans have taken down a lot of rogue robot threats
over the years, the Darkfires have also helped the Maverick
Hunters taken down certain robot threats. And when supernatural
enemies of the Darkfires started enhancing themselves with alien
technology, the Darkfires learned a lot about how to counter
that alien technology. Over the years, the Darkfires have
learned a lot about technology, and how to counter it which led
them to become almost as good at fighting technological
opponents as they did fighting supernaturals. For example, a
reploid's brain being destroyed can take down a reploid, so
Darkfires know that when fighting reploids to destroy their
heads. However, when a certain robot's soul could take the form
of a computer virus, the Darkfires also helped the Maverick
Hunters develop a counter virus to the virus that made up the
evil robots soul. However, this knowledge is usually basic among
Darkfires, with Darkfires only being able to specialize in a few
aspects depending on their intelligence. For example, one
Darkfire may specialize in cybernetics, while others might
specialize in alien tech and how to replicate it, or others
still might focus on reploid and other robot designs.
- Supernatural Hunter Training: Supernatural Strengths and
Weaknesses Expert: Since most supernatural hunters have to fight
other supernaturals and have to learn in order to survive their
fights, most learn everything they can about other races and
become experts in almost every kind of creature, and while they
specialize in specific types of supernaturals (Like how some may
go after one type of supernatural specifically), most
supernatural hunters can learn to fight many other types of
creatures as well. Depending on their training, most
supernatural hunters have to learn how to fight all types of
creatures whether they want to or not once they start training
as a supernatural hunter (as many supernatural hunters will get
hunted down by enemies of supernatural hunters once they start
supernatural hunting). Depending on the supernatural hunter,
some will search libraries on all manners of supernatural lore
and creatures depending on what they have access to, and over
time they will come to know the strengths and weaknesses of
almost every race, including spells, exorcisms and traps used
against almost all manners of supernaturals. Depending on the
age and experience of the supernatural hunter, most learn as
much about killing supernaturals as they can, as the more they
know about fighting supernaturals, the higher their chance of
survival in a job that could literally get them killed. Of
course, supernatural hunters typically use this opportunity to
learn what they can, but most typically are only limited by the
information they can find and what information they can retain.
However, the best way to learn to fight supernaturals is through
experience, though knowledge of supernaturals is also very
important. It is important in the supernatural hunting
profession to balance knowledge and experience, and being sure
to know the strengths and weaknesses of most supernaturals if
they want to survive their fights.
- Supernatural Hunter Training: Supernatural Hunting and
Tracking: For the most part, supernatural hunters have to learn
specifically how to track supernatural creatures, and often have
to have creative ways to lure creatures out. Because
supernaturals are getting smarter and learning to counter
supernatural hunters, supernatural hunters have to be creative
in how they handle tracking supernaturals. Usually, training can
involve things like being able to analyze foot steps of
creatures to find out more about where their opponent is going,
while some more skilled supernatural hunters can use tracking
more effectively to learn more about the supernaturals they're
tracking. For example, normal supernatural hunters will use foot
prints to track an opponent, but master level supernatural
hunters can learn what kind of creature made the prints by
analyzing things like how deep the footprint is and the size of
the stride being a way to tell a rough estimate of the weight of
the make of the tracks, or even traces of elements in the
footprints could be signs of certain supernaturals (such as
demons leave behind a sulfuric trace wherever they go and is
also in their footsteps). In addition, supernatural hunters are
also trained to listen to the environment, in which the
environment can be a great way to track opponents. For example,
most know that when everything in a forest goes quiet, even the
bugs, it usually means there is a predator nearby, and some
supernatural hunters can use that to tell when they are close to
a possible target. This skill is something that not only
requires knowledge of tracking, and using the environment, but
also requires knowledge of supernaturals as well. For example,
some werecreatures actually jump through trees in the forest
rather than walk on the ground, in which supernatural hunters
have to understand that and use that knowledge to their
advantage. Supernatural hunters usually have a sense of when
creatures are around them, and most are trained specifically to
track supernatural creatures. Most have come up with many ways
to track supernaturals, as the world of supernatural hunting is
rapidly changing as supernaturals come to learn supernatural
hunter tricks for hunting. Since many supernatural hunters are
human, most learn these tricks without any special senses or
abilities, as they just rely on the environment or on what they
learn about how to track creatures.
- Supernatural Hunter Training: Exorcism, Weakness and Trap
Knowledge: Most supernatural hunters are extensively trained or
learn how to use exorcisms and traps for a multitude of
creatures and mythologies, due to exorcisms and traps being very
useful in their job. Due to supernaturals having to learn about
a number of supernaturals, and having to adapt to many
situations, most have to learn extensively what supernaturals
are weak to, and how to cast out stronger supernaturals than
they can handle if they want to survive. Supernatural hunters
typically use exorcisms and traps in order to take advantage of
other races weaknesses, and typically use this on other
creatures that are vulnerable to exorcisms and traps as a means
to overcome them more easily. For example, almost any
supernatural hunter these days 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
most supernaturals operate, as they have to know the differences
between supernatural creatures and use whatever weakness for the
creatures they are hunting. Most supernatural hunters seek as
many ways to exorcise and trap beings as possible, specifically
for finding ways to trap stronger enemies they may have to run
away from, or finding unique ways to counter some supernaturals
who have learned supernatural hunter tricks as more and more
supernaturals are trained in supernatural hunter tactics. As
such, many supernatural hunters that are experienced have had
the time to build up their knowledge and even amateur
supernatural hunters have learned about traps and exorcisms to
some degree. Typically, things like exorcisms and traps can
easily save a supernatural hunter's life in dangerous
situations, and some supernatural hunters have learned a lot
about these not just through books, but by watching other
supernatural hunters. Some even have unique ways to take
advantage of these based on their knowledge and creativity, such
as one set of supernatural hunters, who came up with the idea to
carve devil traps onto bullets in order to prevent a demon from
being able to leave the body they are in.
- Supernatural Hunter Counter Experts: Because of the rivalry
between some supernatural hunter groups, there are some
supernatural hunter groups that fight each other. Because of
this, most supernatural hunters also have to worry about other
supernatural hunter groups, or some supernatural hunter hunter
groups who use their own tactics against them. Because of this,
supernatural hunters have to be aware of when groups are using
their own tactics, and they have to adapt and counter those
tactics when they arise. This training also teaches supernatural
hunters how to avoid certain traps and tracking that other
supernaturals will use, with some groups training their
supernatural hunters how to counter the supernatural hunter
group rivals of the group they're trained by (For example, the
Christian churches may have rivalries with different churches
supernatural hunter groups, or certain other secret groups like
the Men of Letters may refuse to cooperate with other groups).
Because of this, it's also important for supernatural hunters to
realize that their enemies are not always supernaturals, but
sometimes other humans and other supernatural hunters. This
mostly applies to supernaturals that double as supernatural
hunters, as they often come under scrutiny for hunting their own
kind and some human supernatural groups won't let them operate
as supernatural hunters in fear they may turn on humans. Because
of this, supernatural hunters are not only weary of
supernaturals they hunt, but also of other supernatural hunters
(though many supernatural hunters often form groups for better
survival chances). To an extent, supernatural hunters have to be
weary of supernatural hunters they might come across, though
most have to learn when other supernatural hunters are enemies
and when they are allies, or else they could make unnecessary
enemies. Of course, this also works to counter when
supernaturals use this as a means to counter supernatural
hunters, which is a tactic that many supernatural hunters are
seeing more and more of in the current days.
- Maverick Hunter Mechanical Strengths/Weaknesses Training: In
the 30XX world, the Maverick Hunters are specifically designed
to fight and take out technological threats. However, their
training isn't limited to just those in the Maverick Hunters, as
even humans and supernaturals can also learn how the Maverick
Hunters battle mechanical threats. This includes special
training in how to combat reploids, as well as learning how to
fight cybernetically enhanced opponents. Because of this, people
learned the strengths and weaknesses of robots, androids,
reploids, and even how to fight mechaniloids. Because there is
always a risk of machines turning on humanity (as it has
happened numerous times in the last 1000 years), there are many
that learn to fight mechanical threats. For example, many will
often wonder what the differences are between robots, androids,
and reploids, but advanced enough trained people in this
training know very well how to handle each specific type of
mechanical being. Usually the major difference is how much level
of thought each type of mechanical being has, with reploids
often having the highest critical thinking and emotional
capacity. It is often important to know this when fighting
mechanical threats, as well as knowing how different mechanical
beings are constructed. For example, most mechanical beings have
at least one power core and some form of brain, which can be
taken out in order to take out the mechanical being. If the
being is something more unique like a nanotech replicator (which
became illegal to create due to the problems in trying to
control them), then those in this training learn how to best
handle those kinds of threats. Depending on the knowledge level,
even humans and supernaturals can learn to fight machines and
take down many levels of mechanical threats. They also learn
things like how to track robots that might be trying to avoid
humans, or they may also learn about the builds of mechanical
beings in order to figure out how to take them out. There are
those that even learn alien technology in order to counter alien
tech threats like alien robots. Of course, as one might imagine,
this knowledge only goes as far as the training of the
individual, and because of the vast options of mechanical
beings, it's almost impossible to learn everything there is to
know, as there are so many different races and options for
mechanical beings that each one often ends up being unique in
some way depending on the unit and what it's designed for.
- Supernatural Hunter Training: Presence Suppression/Crowd
Blending: Most supernatural hunters have to learn how to blend
into crowds and learn to avoid suspicion. It used to be that
supernatural hunters had to operate in secret in order to avoid
the secrets of supernaturals existing from getting out. While
that is not a focus anymore, supernatural hunters still learn to
blend into crowds and learn to avoid suspicion from normal
people. And because many supernaturals also live in the open by
learning to blend into crowds, this even more important to avoid
dangerous supernaturals who might try to take them out if they
are discovered. As such, the ability to blend into a crowd is
still just as important as it was before supernaturals were
discovered. For the most part, those supernatural hunters often
learn the best ways to avoid drawing attention to themselves in
crowds, learning methods to keep suspicion off them. For
example, some supernatural hunters will have ways to hide their
supernatural hunter weapons when out in public, often wearing
casual clothes or clothes to fit whatever area they're in (such
as wearing clothes common to the area they're in to avoid
looking out of place) that can allow them to not show their
weapons they may carry with them. Because a lot of supernatural
hunters are human, most have no supernatural ability to hide
their presence, and even with things like the assassin
wavelength being able to be learned by humans, most humans have
learned this skill just by using their ability to disguise
themselves, or using different methods to mask their trail if a
supernatural knows they're coming after them (such as some male
supernatural hunters will use different colognes to mask their
true scent and confuse those with enhanced senses of smell).
Crowds can be very useful, as crowds can mask someone's scent,
due to so many people often being in one area that the scents
are impossible to differentiate, and hiding in crowds can make
one hard to find if they blend in to the crowd well enough,
allowing a supernatural hunter to be able to avoid suspicion
from supernaturals they are hunting or other supernaturals in
general (as supernaturals they are not hunting may attack them).
The Darkfires, no matter how they're trained, use this to blend
into crowds whenever they can, as they often don't want to draw
attention to themselves, which has become quite important over
the years.
- Stealth, Stealth Killer and Infiltration Expert: While some
wouldn't consider all the Darkfires experts in this, many are
experts in stealth and infiltration with varying degrees of
knowledge. As one might expect, assassin trained Darkfires are
the most trained in this, though the other Darkfires like the
swordsmen of the Darkfires do also have to learn this as well.
There are usually two methods favored by the Darkfires. The
first is where the Darkfire will often kill anyone in their
path, in which the Darkfires that use this thinking usually
operate under the assumption that one can't be found if everyone
who can find them is dead. There is an advantage to this, as
Darkfires who use this method will be able to avoid detection by
killing people along a path and then not have to worry as much
about having to sneak past those same people. Of course, there
are some that will use non-lethal force to take down opponents
instead of just killing them, as some Darkfires tend to not want
to kill people they believe might be innocent, or some that may
try to avoid killing unless absolutely necessary. The only real
problem with this method is that groups with strong
communication are more likely to realize someone is attacking
their group if they try to call out to someone only to find that
they're not answering. The second option Darkfires have is that
some of them learn to sneak by without encountering enemies,
which is favored by some Darkfires to avoid combat, and avoids a
major weakness of the first method in that those with strong
communication will be less likely to notice a Darkfire sneaking
around. However the major weakness of this method is that
sneaking past without encountering enemies may result in less
casualties, but Darkfires will have to avoid encounters before
and after they accomplish their missions since they will often
have to go through an area to get to where they're going and
then go back through an area in order to leave that area. The
Darkfires learned to utilize stealth in their war with the
Hazeldines and certain other supernatural enemies they've had
over the years, so this doesn't just work on humans, but on
supernaturals as well (though getting past some supernaturals
may require preparation and specific items or strategies to
avoid detection). However, stealth only goes so far, and
depending on the skill level of the Darkfires, they may or may
not be good at this (for example, assassin Darkfires are often
masters of this, but swordsmen Darkfires are usually not too
focused on stealth since they rarely ever have the need to sneak
around).
- Murderous Intent Sense: This lets those with this sense when
an attack is coming, usually by being able to tell when someone
has the intent to kill. This is a skill most warriors get by
fighting constantly for many years, learning how to sense
someone's murderous intent usually through encountering it
first-hand enough that they start to develop a strange sense
that lets them read people and be able to tell when someone has
the intention to kill. This lets the user read their environment
as well as the people around them in order to see what attacks
might be coming their way by reading an opponent's body language
and the "sense" of people around them. 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, and most people can
usually sense when that murderous intent is aimed at them. Some
can sense this literally as an aura through things like ki
sense, but most sense it in an instinctive way once their
instincts have been developed through constant fighting and
battles. This gives the user time to predict an attack, and to
some extent, helps the person predict what opponents will do in
a fight by reading their murderous intent. For example, by
reading an opponent's body language, such as how they move or
how tense they might be, a user of this can read opponents
movements in order to predict how they will fight or attack, as
some have developed entire fighting styles predicting people
through this method, such as the Hiten Mitsurugi sword style
that uses this to predict opponents. However, this sense is not
perfect, and some opponents can't be read if they can disguise
their murderous intent or they learn skills that can trick
people with this sense. Those who have no ability to feel
emotions also don't give off this murderous intent, as those who
don't have emotions don't feel the intent to kill. This sense is
usually pretty reliable unless one can suppress their murderous
intent, and is usually instinctive among people who have seen a
lot of battle and those that have fought for their lives
multiple times. The only real way to develop this is experience,
as no amount of training can truly grasp how this sense truly
works as it is only a passive ability that one can pick up by
experiencing murderous intent firsthand from enough people that
they learn to recognize the murderous intent in the feelings
they get from people.
Passive Abilities:
- Peak Human Trained Fast Healing: While many consider the
Darkfires supernaturals, they are human at their core. Without
their elemental magic to utilize regeneration, the Darkfires
would heal only as fast as a normal human. However, through
physical focus and training, the Darkfires learned to train
their bodies to heal more quickly, by training their bodies into
peak physical condition. While the Darkfires do have elemental
magic regeneration, the Darkfires can also heal fast without
their magic. For example, a deep cut (as long as it doesn't
puncture an organ or other vital spot) could heal in a few days
(whereas most humans it would take months-years to heal), or
certain smaller injuries could heal in a matter of hours. This
utilizes peak human condition to train the bodies, and is not
actually supernatural regeneration. This means that while
Darkfires heal fast without magic, this isn't a supernatural
method of regenerating, and is just them having trained their
human bodies beyond that of most humans. As such, this
particular faster healing is not negated by things like varanium
or other regeneration negation abilities since this power is not
any form of supernatural or even tech based regeneration. While
the Darkfires can enhance their healing with cybernetics and use
nanobots produced by certain companies to heal themselves even
faster for tech based regeneration, the Darkfires heal quickly
enough on their own that they don't like to rely on that kind of
technology since they prefer to gain their faster healing by
training themselves up. As one might imagine though, this is
only an enhanced normal human healing, and doesn't use
supernatural regeneration which means that certain injuries
cannot be healed naturally. For example, a Darkfire who loses a
limb cannot regrow a limb simply from using this healing (though
some Darkfires can use elemental regeneration to regrow limbs),
and this normal healing cannot be used to heal from fatal
injuries without help from someone who can heal them before they
die. This means that the Darkfires with this can still be killed
like normal humans if they are forced to only rely on this (like
if their elemental regeneration is negated).
- Peak Human Trained Durability and Defense: Just like with
their healing, the Darkfires train their body's physical
durability and defense as a means to protect themselves and make
their bodies stronger. While different Darkfires train in
different ways, the Darkfires train specifically to push their
durability and ability to take hits to the limit of human
potential. Since the Darkfires are humans who end up fighting
supernaturals and tech based threats, the Darkfires have had to
train themselves up. Thanks to their regeneration and their
stronger magic amplification training, the Darkfires have a
number of methods to train themselves up. For example, more
extreme Darkfire parents will throw their children off high
hills and cliffs, or fight strong animals like bears in order to
strengthen their bodies (though the Darkfires only do this if
they know that they can heal from it and won't use this method
of training until the Darkfire can use physical amplification
and elemental regeneration). As some may know, the body can
strengthen itself as it gets hurt in order to adapt, such as how
bones will grow stronger after being broken. Because the
Darkfires have supernatural level regeneration skills, the
Darkfires have a major advantage in this training in that they
can train themselves to the peak of human level, and some can
even train beyond human level durability. Some Darkfires have
become strong enough with this training to gain hardened skin
that has made their skin tough enough to even compete with a
dragon's dragon scale defense. Most Darkfires usually train up
their durability as much as they can so that they are ready to
take on many forms of supernatural threats, and thanks to this,
the Darkfires have to train their defense and durability as a
result to avoid being killed by stronger supernaturals. Of
course, as one might imagine, this durability training doesn't
prepare for every eventuality, such as some stronger enemies
like the demon prince Leviathan who was able to still punch a
hole through a Darkfire's body when the Darkfires confronted
him. Overall, the Darkfires have shown that they are strong, but
there are still supernaturals that can overpower and kill them
just like any other human.
- Darkfire Magic Body Enchantment: Supernatural Conversion
Protection: After Hei Darkfire was turned into a vampire and
forced to fight the Darkfire clan, the Darkfires developed this
protection enchantment for their bodies to prevent it from
happening to them. This protection protects the body of the
Darkfires with this enchantment, where the enchantment prevents
the Darkfire from forcibly being turned into a supernatural.
This was designed as a defense against groups like vampires and
werewolves who turn humans into supernaturals, where the
protection is able to prevent a Darkfire from being corrupted by
something like a vampire or werewolf bite. The Darkfires
designed this to prevent themselves from being forced into
becoming something they don't want to be (with Hei Darkfire's
forced turn into a vampire being the example most people in the
Darkfires know). If a Darkfire wants to become a supernatural,
they can disable this protection with a magic enchantment, but
the enchantment disabling only works if its done willingly, as
the magic gets stronger if something tries to overcome the
enchantment forcefully (such as one vampire who tried to
hypnotize a Darkfire into disabling this enchantment but the
magic recognized a threat and the enchantment grew stronger). It
is very rare for a Darkfire to be corrupted, especially with the
Darkfires knowing far more about spirit purification and other
forms of healing thanks to their training with other sources
like the werewolf alchemists teaching purification and the holy
church teaching healing magic. The Dark Magicians even have
their own purifying darkness magic spell that can be used to
purify them of dark spirit corruption if a dark spirit tries to
possess them. Depending on the faction of Darkfires, each
faction has their own knowledge and methods of utilizing this,
but the result is mostly the same. However, it is worth noting
that the only protection this gives is protection against forced
change into supernaturals, and doesn't work on preventing
certain things like, for example, how the original Kindron
Darkfire was forcibly cybernetically enhanced into the one who
is known known as Omega. This also doesn't provide any defense
outside of this aspect, such as it won't protect from
supernatural attacks, but only things that might turn humans
into supernaturals.
- Darkfire Natural Combat Talent: Every Darkfire is born with
unique combat talents. Since the Darkfires are a supernatural
hunter clan and a family that learns combat from an early age to
learn how to master themselves, the Darkfires are all born with
some form of talent. This combat talent comes in a variety of
forms depending on the Darkfire and what natural talents they
are born with. For example, there are many Darkfires born with
supernatural combat adaption where they develop a natural talent
for subconsciously adapting to supernatural combat. For example,
Hei Darkfire had a natural talent for adapting to his enemies
combat style, where he could adapt to almost any combat style
and learn how to counter it during combat. Some Darkfires could
develop natural talent for other things though, such as some who
have an instinctual combat sense that lets them instinctually
recognize threats and avoid danger (with such Darkfires usually
having some instinctual dodging ability). Among other natural
talents include Darkfires who may have natural talents for
certain weapon styles or skillsets. As mentioned, this combat
talent is different for each Darkfire, and some may even have
multiple natural talents (Such as Kindron Darkfire who had a
natural talent for using a sword, a natural high IQ, and a
natural combat adaption talent). This isn't just limited to how
to fight though, as some even gain specific intelligence or
reflex based talents that might not always apply to combat.
Depending on the Darkfire and their talents, this comes in all
shapes and sizes, making it hard to list each case of this, but
the results usually blend together and most end up in the same
result: The Darkfires are naturally talented in combat, and are
not to be underestimated even by supernaturals. While the
Darkfires aren't skilled enough to take out every single threat
out there, the Darkfires are very skilled warriors who have
natural talents for combat that they have to figure out and
train up. Of course, natural talent can only go so far, so it is
important to note that the Darkfires also train their talents
and don't just rely on the natural talent. This talent can be
overcome by some opponents, especially among those that have
natural talents of their own, or some that have no talent can
overcome a Darkfire's talent if they train hard enough. Also, it
is rare, but some Darkfires might be born without natural
talents and can only get stronger through intense training to
push beyond not having natural talent. Typically, this type of
combat talent grows stronger more quickly when the Darkfire is
younger, but levels out when the Darkfire reaches a certain
older age once they reach a certain level of combat talent.
- Darkfire Trained Combat Talent: The Darkfires are not just
naturally talented, and as mentioned before, the Darkfires train
in combat at an early age. Whether a Darkfire has natural talent
or not, the Darkfires all train in combat in order to build up
their skills. There is something to be said for experience in
combat, and the Darkfires are no different. Through training and
experience, the Darkfires build up their combat from the ground
up, to the point that most Darkfires will go so far as to train
the basics for years before they move on to more advanced
training in order to master the basic foundations of combat.
Just like the natural combat training, this training comes in a
variety of forms, but the result is the same: Every Darkfire
trains their combat to the best of their ability, and trains to
gain the most of their combat. Through training and experience,
the Darkfires can learn different things about combat. Among
some of the more common trained combat talents are those that
learn to adapt to opponents through experience, such as those
Darkfires that were experienced with fighting the Hazeldines
tailored their combat when fighting them to counter the
Hazeldines combat styles. And some Darkfires may even learn to
counter other opponents abilities through things like strategic
thinking or by utilizing certain combat abilities in response to
certain abilities in order to counter them. As time goes on, the
Darkfires train themselves to use this more and more easily,
where they may even use this combat talent without thinking,
such as one experienced Darkfire who had trained to a point
where they were able to dodge attacks instinctively as they had
such combat experience that they could subconsciously recognize
threats. The more experience one gets, the better the talent
will become, no matter what trained combat talent the Darkfires
develop over the years. Usually, the most common one is learning
to adapt to combat styles as the Darkfires learn about more
combat styles, or learning to adapt to certain supernatural
combat by studying how a supernatural fights (like countering a
vampire fighting style by fighting vampires until the Darkfire
learns how to more easily counter the vampire fighting style).
As one might imagine, this is something that also only goes so
far. This kind of combat talent starts out slow, but as the
Darkfire trains, they gain more ability to learn as time goes
on. Of course, all combat talents can be countered by stronger
combat talents, or by opponents that might have special training
to counter combat talents (usually through combat talents of
their own).
- Darkfire Alchemy/Elemental Magic Affinity: There are two ways
to gain the magic necessary to become a Darkfire. The first is
to be born into the family specifically with at least one parent
being a Darkfire, or the second is to be adopted into the clan
and trained in the clans abilities. Either case that happens
though, the Darkfires become naturally tuned to the Spirit realm
and to their magic and aura, and have to have an affinity for
magic, in which they may sacrifice certain other affinities in
order to learn this magic. By tuning to the Spirit Realm and to
their magic potential, the Darkfires have to have an affinity
for elemental magic and alchemic magic in order to utilize the
arts of the Darkfires since almost all of the Darkfire abilities
utilize elemental magic in some form aside from the unique
magics of the different factions. If a Darkfire is born without
magic affinity for some strange reason, the Darkfires did
develop a way for Darkfires to learn magic without having the
affinity, where certain Darkfires can help others sacrifice
other affinities for other powers to gain magic affinities
instead. Though this is kind of a taboo, this has been used for
those adopted into the clan who had strong elemental affinities
but no magic affinities. Of course, as one might expect, the
Darkfires specialize in elemental magic and alchemic magic, and
can natural adapt to gain stronger magic through training. Not
only do Darkfires learn elemental and alchemic magic more
easily, but they are even able to analyze other uses of
elemental and alchemic magic used by others in order to gain new
abilities by applying certain aspects of other elemental and
alchemic magic to their own. For example, the Swordsmen faction
led by Kindron Darkfire used this natural affinity to learn
werewolf alchemist spirit purification, where the Swordsmen
faction learned to combine spirit purification with their own
alchemy by watching how the werewolf alchemists used their own
alchemy. Of course, as one might expect, this affinity mostly
only applies to their elemental and alchemic magic, and this
affinity does make them more vulnerable to anti-magic as a
result where anti-magic can do severe damage to them. Of course,
magic resistance/immunity is also still a problem when a
Darkfire tries to use this magic affinity since magic affinity
doesn't really help much against those with magic
resistance/immunity.
- Darkfire Factions Unique Magic Affinities: This particular
affinity depends on the faction the Darkfire belongs to. All
three of the different factions have different unique affinities
based on the magic they use, which is tailored specifically to
the faction. In the Rogues faction, their specialty is neutral
magic, with their specialty being their assassin magic and
corruption destruction supernatural hunter magic. The Rogues
faction are skilled with these magics, and gain an affinity
through training to more easily learn new assassination magic
techniques, or can learn neutral supernatural hunter magics more
easily. The Dark Magicians, on the other hand, develop a natural
talent for dark magic thanks to their immense training in dark
magic. The Dark Magicians gain a natural ability to use dark
magic and learn new dark magic thanks to their gained affinity.
This has led to the Dark Magicians being able to learn things
like blood manipulation techniques, dark magic familiar
techniques, and even their own darkness counter magic that
counters other darkness users they originally designed to
counter the wolf wraiths. In the case of the Swordsmen, many
gained the affinity for holy magic since many had joined the
church, but many also gained the ability to utilize spirit
purification/spirit destruction magic after learning it from the
werewolf alchemists. This allows the Swordsmen faction to use
their affinity for more positive power-based magic than other
factions. The Swordsmen faction even applied their learned
werewolf alchemy magic aspects to the point that some have even
come up with unique versions of alchemy tailored to their own
specific skills. Depending on the faction, all the factions have
their own affinities, and all appear to be on different ends of
the spectrum. However, the main thing to remember is that each
of these aspects are countered like one might expect. The Dark
Magicians are often more vulnerable to holy magic and other
positive magics thanks to their dark magic affinity, while the
Swordsmen are usually more vulnerable to negative magics like
dark magic or demonic magic. For the Rogues faction, they are
more neutral, so they can be attacked with holy or demonic
power, except that the Rogues don't take extra damage from holy
or dark magic since their magic affinities don't take extra
damage from holy or dark magics. Of course, there are magics
that can counter all of these, such as some unknown magics like
chaos magic, that the Darkfires don't have enough knowledge of,
and of course anti-magic always remains a problem of the highest
caliber.
- Intelligence Ability: Multi-Linguists/Language Learning: For
the most part, the Darkfires have been around for a while, and
have traveled the world over the course of their lives. In
addition, many of the have had to learn how to communicate with
all manners of people since there are many different kinds of
people living in the Asian and Europian continents. Some older
Darkfires may even know certain out of date dead languages
(languages with no new words being added and aren't spoken
anymore), with some even being familiar with certain older
languages that most wouldn't know. However, the time they have
spent fighting supernaturals has also led to them learning other
languages they need to understand other creatures, such as
learning Enochian to learn more about angels as a whole, or
learning Hebrew to learn more about fallen angels and demons. Of
course, that's not to also mention the fact that all Darkfires
have at least a few spoken languages they have to learn, with
English, Spanish, and French being among the most common
language families for them to learn. Because most Darkfires
learn multiple languages, most Darkfires have also developed an
affinity for learning new languages, and there are many with a
collection of languages they know. It is also easier to learn a
language if one is familiar with the language tree, such as
Spanish and Portuguese being very similar languages due to being
in the same language tree (though some might find the similarity
between similar languages a bit too difficult to learn at
times). Overall, the Darkfires always have multiple languages,
whether it's for learning about supernaturals, or just learning
it to be able to communicate with other people who speak other
languages. Regardless of the initial reason, most Darkfires know
at least a few languages, and have an affinity for learning new
languages due to having to learn multiple languages that they
learn to pick up on other languages much more easily.
- Darkfire Regenerative Increased Life Span: Depending on the
Darkfire and how long their magic lasts, most Darkfires with
their magic regeneration have a highly expanded lifespan. While
it is theorized that the Darkfires won't live forever, the
Darkfires that live have gained supernatural level lifespans due
to their regeneration abilities. While this may be different for
each Darkfire based on how strong the Darkfire's individual
magic is and how long their magic abilities hold out, the
Darkfires are theorized to be able to live for a very long time.
Among the oldest Darkfires, it is theorized that the Darkfires
would live thousands of years. Because of their regeneration,
the effects of aging have been reduced severely to the point
where the Darkfires don't seem to age beyond their prime due to
the regeneration usually regenerating damage done to the body by
age. This has led to the Darkfires living far longer than most
humans, and no one knows just how long the Darkfire lifespan
will be (since most Darkfires are killed in combat before they
die of old age, or those like Qrow Darkfire died of old age only
after losing their magic abilities). Once they reach their
prime, the Darkfire doesn't age from their prime unless their
magic is somehow taken or lost. Since each Darkfire is
different, their life spans and growth rates are difficult to
quantify, but it is certain that Darkfires can live for an
extremely long time. However, it is theorized that eventually
regeneration abilities do break down, as creatures like
werewolves and vampires do eventually get older even if it's
after thousands of years. The major theory for this is that
eventually the power that handles regeneration breaks down with
enough age, and then the regeneration abilities weaken to the
point where the user can no longer regenerate easily enough to
reverse the effects of aging. No one knows at what point this
will happen for the Darkfires, but those like Qrow Darkfire have
shown that Darkfires have the potential to live for thousands of
years similar to creatures like werewolves and vampires who have
enhanced life spans. Of course, as one might expect, this only
covers life spans and doesn't cover death in combat or things
like sickness that might kill a Darkfire before they get old
since there are plenty of things that can still kill them.
- Supernatural Telepathy: This ability lets a supernatural
creature communicate telepathically with anyone they can connect
to. Typically this power uses their supernatural power, in which
they use it to tune to a person if they know where they are in
order to communicate with them. This lets them communicate with
other people without having to speak, with them being able to
share thoughts directly with others when the creature isn't
speaking out loud. However, usually the creature has to know
where the person is to use this basic telepathy since they have
to know where to send their thoughts and communication. However,
this doesn't apply to those who establish permanent connections
(as this allows those with permanent connections to always be
able to communicate with someone they have this permanent
connection with), such as connecting to other family members and
close friends. This lets creatures not only communicate with
those they have a permanent connect with, but can also tell them
where they are at any time should they require to find them or
need to be summoned to them (which some supernaturals can learn
to summon those that they have special connections with). Those
who are set up with permanent connections have to accept the
connection, and even then, they can sever it if they choose to.
However, there are ways to block telepathic communications, such
as certain frequencies that may confuse the mind's ability to
process telepathy, or certain wards that might prevent
telepathy. There are also certain types of opponents who can
listen in on communication done telepathically (it is rare, but
sometimes it does happen sometimes with certain psychic
opponents). For the most part, while the Darkfires are not
supernaturals, they do have supernatural telepathy that allows
them to communicate with others just like many other
supernatural creatures.
- Magic Storage Dimension Item Summoning/Desummoning: This is a
Darkfire specific art for storing items, weapons and almost
anything they want to keep with them. When using this, a
Darkfire creates a small pocket dimension where they store
items, which is a variation of certain magic arts that use this.
This allows a Darkfire to store almost anything they want to,
where they can open and close this pocket dimension at any point
as long as they have the magic power to do so. This art doesn't
utilize item connections to the hosts like some supernaturals
typically use, but instead connects a weapon to the storage
dimension. By using this ability, the Darkfires can not only
utilize this to store items, but can connect certain items to
the pocket dimension in order to summon and desummon certain
objects more easily. Typically, the size of the items they can
carry depends on the Darkfire and their magic affinity, but many
can create decent sized storage spaces. Each Darkfire is able to
do this to store items, with each Darkfire having their own
small magic pocket dimension that they can reach into at any
time or summon items from. Normally, Darkfires use this to store
things like weapons and items they might need, but don't want to
carry with them all the time. This makes a great way to store
items and weapons and keeping them out of the hands of others,
as they can desummon anything they summon should it fall into an
enemy's hands. Darkfires are able to call on anything they've
stored, or they can reach into this pocket dimension to pull
items out. As such, this is great for storage, and items stored
inside are kept preserved. Even food that has been put into it,
will stay fresh, as these spells don't have any progression of
time so anything put will not age or suffer any effects of time
in that items put in will see no passage of time in between
being put into the dimension and the item being pulled out.
Because of this, this is a great way for Darkfires to all
manners of items they might want to store. However, this cannot
store an infinite amount of items, and more or less acts like an
extra-dimensional box the user can access, so one cannot just
store an infinite number of items. Typically, after a certain
number of items, the spell becomes harder to maintain, with a
certain point possibly breaking this spell completely. It is
also worth noting that this cannot store organic beings in it,
so a user couldn't put someone in their item storage dimension,
or try to do something like store an animal in their storage
dimension. While it can store dead organic matter, it cannot
store living organic matter in it at all.
- Human Peak Level Intelligence, Memory and Reflexes: Depending
on the Darkfire, most Darkfires have enhanced minds thanks to
their magic amplification and their training of their body and
minds. The first thing that is enhanced is their intelligence,
in which some Darkfires gain certain intelligence boosts
depending on their intelligence potential. This has a few uses,
such as allowing a Darkfire to more easily learn information, or
might help Darkfires develop strategies for certain situations.
Depending on the Darkfire, some might gain stronger intelligence
than others, and depending on the Darkfire, they may have ways
to utilize this. The second enhancement is to the Darkfire's
memory, where Darkfires typically have very good memory thanks
to their training of the mind. Most Darkfires have great memory,
and some smarter Darkfires may even have a photographic memory
depending on the Darkfire's particular natural talents. The last
enhancement that Darkfires gain is the enhancement of their
reflexes, which allows them to react much faster than most
creatures can due to many Darkfires training in combat and
training their reflexes as part of their combat training.
Depending on the Darkfire and the training some Darkfires are
able to utilize their enhanced reflexes to react far more
quickly. Typically, all of these enhancements work in unison,
and depending on the Darkfire, the balance of enhancements may
be different depending on the specific Darkfire, and their
natural abilities (such as smarter Darkfires might gain better
intelligence, but more combat-based Darkfires could gain
stronger reflexes). Typically, most Darkfires are either
balanced with a slight increase to all their enhanced mind
stats, or they can specialize in specific stats for higher
stats, but this usually means lesser stats in certain other
aspects as a result (Like an enhanced intelligence and reflexes
might have poor memory). For the most part, the Darkfires don't
get supernatural enhanced minds, but instead they train their
intelligence, memory and reflexes to the peak of human potential
while they train their body and mind.
- Darkfire Body/Mind Training: Enhanced Senses: Every Darkfire
trains their body and mind to utilize the height senses of their
human potential. By training their bodies and their mind, their
senses are trained to reach the peak of human limits. Darkfires
are able to use senses beyond that of normal humans, with each
Darkfire having slightly different senses depending on their own
affinities and potentials. Most Darkfires can see far beyond
that of most humans, in which they don't just see farther than
many but they also are able to adapt to different conditions of
light more easily thanks to their human bodies being trained to
adapt more easily. While not as strong as supernaturals, the
Darkfires do also usually have an enhanced sense of smell, where
they can use their sense of smell to do things like
differentiating smells that might overlap, or using their own
focus to try and single out smells that might be faint to more
easily determine where the smell is coming from. Darkfires can
also hear much sound from much further away than most, where
their hearing can sometimes be compared to some supernaturals
thanks to the Darkfires having great focus. While the Darkfires
don't have supernatural level senses, they do have senses beyond
that of normal supernaturals, though there are some Darkfire
hybrids that may have supernatural senses if they are born of
supernatural parents. For the most part, the Darkfires train
these senses through focus and mental discipline, allowing them
to train them to be more efficient over time. Some Darkfires can
even learn to use magic amplification to enhance their senses,
as some have even learned things like Magic Sense, which senses
the basic building blocks of the universe in the air and use
that in conjunction with their senses. For the most part, the
Darkfires aren't vulnerable to certain enhanced senses
weaknesses, such as how werewolves might be vulnerable to their
sense of smell being overpowered by strong smells, but this
comes at the cost of the fact that the Darkfires don't have as
strong senses as other supernaturals.
- Darkfire Spirit Sense: While the Darkfires don't have some
fancy sense like werewolves and vampires, the Darkfires have
learned to sense spiritual energies of the world around them.
This is a unique sense they developed to replace their inability
to develop certain senses like werewolf ultralight senses or a
vampire's third eye. In this sense, the Darkfires become so
attuned to the spiritual plane, thanks to their power coming
from the Spirit Realm, that they learn to sense the spiritual
energy all around them that grants them the ability to sense the
world. While not as strong as some presence sense abilities,
this does grant the Darkfires a few abilities in this sense. The
first is that Darkfires can sense any living beings as well as
the objects around them by sensing the spirit energy in the air
and how it interacts with the environment. By using this, the
Darkfire senses the spirits of other beings and of any life in
the world around them. They are able to use this to sense the
presence of people, supernaturals and even sensing animals and
plants. The Darkfires can even sense things like androids and
reploids with this power (though not because they have spirit
energy, but more they sense mechanical beings through the lack
of spirit energy in them). Because of this sense, the Darkfires
also are able to sense the spirits in the world around them, and
can even see into the spiritual plane where spirits reside. And
while things like walls and other objects around them aren't
living things, the Darkfires can sense where things are around
them by how the spirit energy reflects off surfaces or how the
spirit energy reacts to an object (as sometimes spirit energy
can pass through certain objects). This sense is a bit unique to
the Darkfires, but is something that the also comes from those
that are trained in the spirit realm. For the most part, it is
worth noting that hiding from this sense works just like hiding
from normal presence senses, where those that have special
abilities to hide from sixth senses that can sense the presence
of others also work on hiding from the Darkfire's spirit sense.
- Disciplined Mind: Since the Darkfires require focus in order
to use their abilities, the Darkfires developed this in order to
learn to more easily focus their minds. Eventually this turned
into a whole art unto itself and proved to have uses outside of
just helping a Darkfire focus. This art lets the Darkfire take
complete control of the world in their mind, shaping it to their
own devices and letting the user control their mind through
mental focus. Each inner world is different, and solely depends
on the one with this art. This not only lets the users control
their minds, but allows them to become immune to mind control or
other attempts to influence their mind due to the Darkfires
focus being able to detect and counter attempts to influence
their mind (which resulted as an accident of this training).
This also lets them enter into the inner worlds of others, and
more advanced users can slightly influence those who's minds
they enter. However, it is worth noting that going into other's
minds is mostly as a method of training, and Darkfires don't
have too much use to go into other people's minds outside of
training as they aren't too skilled in controlling other
people's minds, since every mind is different and requires
different approaches, and their disciplined mind training is
more focused on them learning to control their own minds. And by
controlling their minds, the user can do things like shut down
certain parts of their mind should the need to, or manipulate
their emotions at will once they learn to focus and control
their inner world. For the most part, shutting down parts of
their mind only helps against opponents with psychic powers,
such as shutting down their sense of pain when an opponent uses
a psychic power to overwhelm their pain receptors. However,
doing so could have negative consequences depending on what
they're shutting down, such as shutting down pain can lead to
more damage to the body if the users can't process pain to know
how damaged their body is. This training is more about mental
focus than anything, so users should keep in mind that use this
to help focus one's mind is the primary meaning of learning this
training.
- Darkfire Disciplined Mind Ability: Fool Senses: This is an
accidental use of the Disciplined Mind training that has been
put to use over the years. By controlling the mind and the
subconscious, a user of Disciplined mind is able to suppress the
aspects of themselves that show when they are lying. For those
that read aura and body language, a user of the Disciplined Mind
art will always seem like they are telling the truth, due to the
fact that the users of this suppress the usual subconscious
signs of lying. For example, those that lie may do things
unconsciously like bite their nails, or they might turn their
heads away. Normally, these are subconscious reactions someone
does when they lie. For those with this training though,
disciplined mind users instinctively suppress those instincts
due to them completely controlling their conscious and mostly
controlling their unconscious mind to prevent unwanted
unconscious reactions. Those that use this always seem like they
are telling the truth, and even advanced mind readers cannot
tell when a user of this is lying due to the fact that the mind
is controlled by the user and the usual signs of lying are not
there. While a Darkfire can still lie, their lies and truths
don't show any different even among those that are the best at
reading personalities and reading emotions. This is a bit
difficult to master, as it takes more than just suppressing
certain parts of the mind since a user has to not only learn how
to suppress reactions and suppress hormonal responses, but learn
what reactions specifically they give off when they lie and
suppress them. Since each person has different reactions when
they lie, the users have to learn those reactions unique to
their own selves. For the most part, while this may seem very
useful, most have learned by this point that the Darkfires can
do this, so most people don't even try to tell if the Darkfires
are lying since they can just fool senses with this. For the
most part, this is only really useful in certain situations, and
usually only useful if the person the user is trying to fool
doesn't know they are a Darkfire or trained in this art.
- Darkfire Disciplined Mind Ability: Spirit Plane Projection:
This ability is only used by the Darkfires who learn focus and
meditation, usually through spirit training, or through learning
the elemental spirit abilities. This was developed as a means to
allow Darkfires with elemental spirits to project their
elemental spirits into the physical plane, but ended up teaching
the Darkfires to project their own minds there as well.
Darkfires skilled in this part of the Disciplined Mind training
learn to project their minds, and can actually send their mind
to the spiritual plane where the spirits of the world reside
when they are not directly interacting with the world. By using
this training, a Darkfire learns to not only focus their mind,
but guide it using certain spiritual astral projection concepts.
When used, the Darkfires project themselves into the spiritual
plane, where they are able to be among spirits of the world in
their natural habitat when not interacting with the world. The
Darkfires cannot do much in the spirit plane, as the spirits can
kick the Darkfires out if the spirits sense that the Darkfires
are going to cause trouble, but the Darkfires can stay in this
plane as long as the spirits don't kick them out. This plane is
not only a place to interact with spirits, but also a place to
avoid dark spirits, since dark spirits cannot enter this plane.
This plane is a great place not only to interact with spirits,
but some spirits can even train Darkfires when in this plane in
certain spiritual abilities. For the most part, this is mostly a
more advanced version of the Darkfire Disciplined Mind, so it's
not too different, except for the fact that the Darkfire cannot
control the Spirit Plane like they would their mind. When in
this plane, the Darkfire's mind can stay in the plane as long as
they want. However, it is worth noting that Darkfires with their
mind in the Spirit Plane will be vulnerable in the outside world
since they are essentially projecting their mind elsewhere, so
they need to be careful and only use this when they are not in
danger of being attacked.
- Darkfire Peak Human Supernatural Hunter and Combat Trained
Physical Stats: Though not a supernatural or a super soldier by
any means, the Darkfires are able to fight on par with
supernaturals and some super soldier enhanced humans. In terms
of strength, the Darkfires are able to match some levels of
supernatural strength, in which they train to the peak of human
strength. While not the strongest humans in the world, the
Darkfires are strong enough that they can compete with
supernaturals. In terms of speed, the Darkfires aren't using any
super speed abilities but instead use combat trained speed that
is trained to the peak of human ability. The Darkfires can
counter some faster supernaturals if they are skilled enough in
combat (as super speed users can dodge attacks faster than
most), and thanks to Sonido, most Darkfires are able to keep up
with many supernatural super speed skills. In terms of
durability and defense, the Darkfires specifically train their
durability and defense (as mentioned earlier) to the point that
they are extremely tough to kill even without their magic. They
can even stay conscious while damaged longer than most, not just
because of pain tolerance, but also because of the fact that the
Darkfires are trained specifically in durability and defense
from a young age. In terms of stamina, the Darkfires able to
fight longer than most supernaturals due to their regeneration
allowing them to recover stamina. In terms of humans, the
Darkfires are in the peak condition a human can be in without
going into supernatural enhanced stats (Though some do go into
supernatural enhanced stats if they have supernatural
abilities), and the Darkfires are able to counter supernaturals
even though they aren't supernaturals themselves. Typically, all
their enhanced stats come from physical combat training, magic
amplification (which provides some physical stat increases), and
through their natural combat abilities. Most Darkfires are
skilled fighters, able to keep up with many levels of
supernaturals. Of course, each one is different, and while
Darkfires are skilled, every Darkfire will have some stats that
can be overcome more easily than others based on their training.
For example, a Darkfire that specializes in speed based combat
will often not be as physically strong as other supernaturals
that focus in strength, or those that are balanced in stats may
not always beat those that specialize in certain combat stats.
Transformation:
- Darkfire Awakening: Release Form: When the Darkfires learned
magic and started training their power, they came to learn of
certain awakening abilities using their power. By focusing
inward and defeating their inner selves, a Darkfire can gain the
power of an awakened state that can power them up for a certain
amount of time. When the Darkfires want to learn this, they go
into their minds as deep as they can go to draw on their
subconscious. When they do, they must face the sides of
themselves that inhabit the parts of them that they try to
suppress. For example, a Darkfire that is angry and hateful but
suppresses that anger may have to face this anger they suppress
in order to defeat their inner self. This is different for every
Darkfire, as each situation ends up being unique since each
person's personality is different. When defeated though, the
Darkfire gains a unique ability to go into their awakened form
with a release command they learn after beating their inner
selves. Each release form is unique to the Darkfire, usually
reflecting some aspect of them when released. With this form,
not only does the Darkfire take a unique physical appearance,
but they typically gain some unique abilities when in this form.
For example, Hei Darkfire's original release form (before he was
turned into a vampire and killed), Murcielago (Bat Winged
Demon), took an almost demonic appearance and granted him not
only stronger power but enhanced burning darkness that radiated
from his body he could use as a weapon. The abilities and forms
are always unique to each Darkfire, and can take a variety of
forms. In this form, the Darkfire has enhanced physical stats
that can keep up with most supernaturals who have transformed
states, and can use this as long as they have the power to
maintain the form. However, with each form, there may come
additional weaknesses in addition to additional strengths. For
example, Kendrix's released form (before he was killed and
brought back as a demon), Noryoku Ryu (Ability Stealing Dragon)
had a relatively unknown weakness to dragon hunter energy since
the power called on dragon power. This form can also only last
for so long, as staying in this burns a Darkfire's energy
quickly, and they will lose access to this form once they burn
off all their energy. The amount of time a Darkfire can stay in
this form varies from person to person, but there is always a
limit.
General Darkfire, Magic, and Alchemic Weaknesses:
- Kill it like the rest: The Darkfires of this universe are
human, and while they specialize in regeneration, they can still
be killed like normal humans. Most Darkfires cannot regenerate
vital organs, and fatally injuring a Darkfire can kill a
Darkfire if they don't regenerate the damage fast enough
(assuming they can regenerate). Most Darkfires can regenerate
lost limbs, but losing vital organs is usually deadly to a
Darkfire. While they are skilled warriors and trained to take on
supernaturals and other threats, the Darkfires can still be
beaten in battle and killed just like any being can. And just
like a majority of beings, piercing the brain or heart of a
Darkfire will usually kill them (unless they have skill-sets
from other races that enhance regeneration like demonic
regeneration). The Darkfires are just as vulnerable to other
human weaknesses as well, such as poison, sickness and even
certain environmental hazards. While the Darkfires do regenerate
a lot of damage done to their bodies, they can still be killed
like any human and still have normal human weaknesses. Darkfires
are also vulnerable to certain materials like varanium and
stilled silver which can negate regeneration or powers depending
on what's used. When used, these metals have the same effects on
the Darkfires that they do on most others. While the Darkfires
are humans and are skilled warriors, they do have supernatural
abilities that can be negated which can still a problem for
them. Over the years, there have also been other methods that
have been developed, such as at one point there was
anti-elemental metal made called uridium which was designed to
combat elemental manipulation abilities, or alternates to
varanium that were used to counter regeneration. And of course,
as one might guess, other supernatural or mechanical powers out
there may be able to overpower the Darkfire's magic and
supernatural hunter skills, depending on the supernatural or
robot/machine/mechanical being that the Darkfire is facing.
- Why are you guys ALWAYS eating?!: When it comes to hunger,
there is another thing to note about the Darkfires as a
weakness. Many that know the Darkfires know how much more the
Darkfires eat, but it is not because they are gluttons or
because they enjoy their food that much. This is because the
Darkfires burn off calories much faster than their bodies can
handle due to their constant battle-like nature. Since the
Darkfires do a lot of training and fighting, they tend to burn a
lot more calories than most others. On top of this, the
Darkfires have a very fast metabolism, due to their bodies being
in peak condition. And due to this, the Darkfires have very fast
metabolisms that can actually burn off food even faster. The
Darkfires tend to have a hypoglycemic nature to them, where they
have to eat far more in calories to keep their strength up. This
is something of a major disadvantage to them, as their
metabolisms can be a huge detriment. This means that Darkfires
that don't eat regularly could have hypoglycemic reactions, to
the point where they could pass out from hunger if they skip
even one meal. This is something of a curse to Darkfires more
than a blessing, because they have to eat far more than normal
people, and they metabolize things much faster. In terms of
food, this is easy enough to get around, where a Darkfire just
has to eat regularly to keep their strength up, but this also
affects Darkfires when they drink, as alcohol has highly reduced
effects on them due to the fact that they metabolize alcohol
much faster and the alcohol doesn't really affect them as
easily. Most Darkfires have to eat a lot in order to survive,
and they not only have to eat regularly, but they also tend to
eat far more than others. As humans, the Darkfires have to eat
far more than other humans in order to keep their metabolisms in
check. Those that don't eat will suffer hypoglycemic reactions,
and could even pass out from hunger in as little as 12 hours
without food. Because of this, this can be a major weakness to
Darkfires, as when they get hungry, their ability to fight gets
weak, and their abilities start to get sloppy when they get
hungry enough due to them usually not being able to concentrate
when hungry.
- Better keep control of that magic now, or bad things will
happen: For the Darkfires, it cannot be stated just how much
they depend on mental training and fortitude in order to learn
to use their power. No matter the element or the base power,
there is always a certain degree of focus and concentration. For
the Darkfires, the reason they developed the Disciplined Mind
training was not to become immune to attacks on the mind (as
that aspect became an extra use of the power later), but to
learn to focus their minds in order to utilize their powers.
Without this level of focus, the Darkfires would not be able to
use their elemental powers. As an example, many Darkfires
utilize dark flames as one of their elements since it seems to
be an inherited element among most Darkfires. However, without
proper focus and concentration training, the Darkfire could end
up being unable to control their flame powers and that could
result in their power not working properly. At best, they
wouldn't be able to summon flames, or at worst, their attempts
at using flames would literally explode in their face. However,
it isn't just about controlling their powers, but the fact that
most Darkfires walk a thin line between what would be considered
good, anti-hero or evil status. Depending on the Darkfire, many
walk certain lines that they must always remain in control of
their own minds and set certain limits they cannot cross in
order to keep them grounded. For example, The Dark Magicians
faction tends to walk a line of being considered evil because
they kill anyone they deem as enemies and their restrictions are
more about preventing certain powers being used (so Darkfires
don't dive into things they can't control or might corrupt them)
than about who should be killed and who shouldn't like other
factions of the Darkfires. It is not about moral high ground,
and is more about keeping the Darkfire from doing things that
will twist them and keep them from simply becoming like any
other killer. Those that do cross those lines will face
punishment by the other Darkfires leading up to exile from the
clan.
- Do you know the magic weaknesses? Look at the magic user race
to find out more!: While the Darkfires have certain abilities
that counter magic resistance such as elemental mystic knight
training and aura training, the Darkfires do still have a major
problem fighting enemies that are resistant or immune to magic.
Resistance is something the Darkfires can overcome to a degree
with stronger magic, or changing what magic they use to attempt
to try and find a type of magic the opponent might have less
resistance to, but overall, magic resistance is still a major
problem. An even bigger problem is magic immunity, which makes
most of the Darkfires magic worthless against opponents with
magic immunity. However, other methods of countering magic also
work against the Darkfires just as easily. For example,
anti-magic remains as much a major problem for the Darkfires as
any other magic user. And since the Darkfires build their powers
on magic and focus their abilities through magic, anti-magic
does far more damage to them than most magic users due to how
deeply rooted the Darkfires are in their magic natures. It is
also possible to negate some Darkfire magic abilities by
negating the source of their magic, which for most is mana
(though some select Darkfires may have other sources of magic
like one Darkfire who used chi magic, but this requires other
skill-sets to learn in order to use other source of magic).
Those that can negate mana using the soul shout (A known
frequency that cancels out mana when the frequency is emitted
using certain abilities) can negate a Darkfire's magic unless
they have elemental mystic knight training mastered where they
already convert their mana into magic energy. For the most part,
there are also other magics out there that can more easily
counter the Darkfires, with the most useful one being chaos
magic (since the Darkfires don't know much about it or how to
specifically counter it). Certain factions also have specific
magic weaknesses, such as the Dark Magicians having weaknesses
to holy magic due to their dark magic natures they gain, or the
Swordsmen having weaknesses to dark or demonic magic if they
utilize holy magic natures. Darkfires also cannot use magic
unless they have the magic energy to utilize, and if a Darkfire
runs out of magic energy, they cannot use any spells till they
recover that magic energy.
- Ever seen magic go boom in your face?: This goes back to the
importance of focus and concentration training, but any magic
user has to have some level of focus. If a magic spell is not
done correctly, magic can have negative, even disastrous
results. The effects could vary depending on the magic or
depending on how badly the magic is messed up when using, but
spells not done properly can react in a variety of ways from
simply not manifesting to literally exploding in a user's face.
Focus is a very important aspect of magic, and sometimes, these
backfires of magic can be very bad for the user, sometimes even
deadly. For example, Qrow Darkfire lost his ability to use magic
during his last fight with Dovelthain Hazeldine when he
sacrificed all of his magic power to blast Dovelthain with every
ounce of power he had. The resulting power Qrow used was the
most powerful spell any Darkfire had ever done, but came at the
cost of him being able to use magic. There are some Darkfires
who have even died when certain magics backfire. For example,
when the Dark Magicians faction was training in dark magic, some
Dark Magicians found that certain dark magic skills required
sacrifice, and some who tried to dabble in certain skills like
resurrection found that spells could take parts of the body such
as limbs or organs permanently (as in they wouldn't regenerate).
Depending on the magic, some magics are more dangerous than
others, but all magic requires focus and concentration on some
level to utilize properly. This particular problem is at its
worst with stronger magic and inexperienced magicians. Many
inexperienced magicians may get to used to their magic and might
try stronger magic before they're ready. As one might imagine,
this leads to some disastrous results. And depending on the
magic, some magics may have more negative effects when not done
properly than others. The best example of this is the Dark
Magicians clan, who use dark magic. Dark magic is used by the
clan pretty effectively, but most Dark Magicians clan members
will tell about how dark magic can be dangerous at some points,
where messing up magic spells has cost some Darkfires limbs,
organs or even their lives due to rebounding dark magic being
far more dangerous than most rebounding magics out there. And
while the Swordsmen and Rogues factions use more reliable magic,
it is still possible for messing up spells to have results just
as bad despite what people think since any magic spell not used
properly has danger attached to it.
- Don't get your wallet, it's not that type of payment: There is
always a cost in magic no matter what magic one uses. For
example, certain magic abilities may require sacrifice on the
part of the user as part of the law of equivalent exchange.
Thankfully, most of the Darkfire's base magic just requires mana
or magic energy to be used, and sometimes using glyphs or
incantations to utilize. Most of the time, the Darkfires can
account for the costs in magic and sacrifice what will be needed
(which is usually just using the mana or magic energy necessary
to use the spell and using glyphs or incantations), but some
sacrifices are far more dangerous. For example, in order to
break a death curse that is placed on someone, many have had to
shorten their life spans by however long the curse was taking
off a victim in order to break the curse, such as one Darkfire
who broke a curse on a young girl but came at the cost of the
Darkfire's life because the curse took their entire life span in
order to break the curse. It is also worth noting that stronger
magics have stronger cost as well. For example, there are some
dark magic spells that are very powerful, but require something
from the user like some of their life force, or some might take
limbs or organs, or some might even burn away part of the user's
soul. Typically, the Darkfires are careful about what magic they
use to avoid this, but it is always important for the Darkfires
to understand the costs and equivalent exchange principles when
using magic because they are fundamental in any magic. While
most might think the Dark Magicians faction would be the only
that has that problem, all magics have some cost that might be
dangerous to the user. For example, mentioned previously was one
Darkfire who used curse breaking magic to break a curse on a
young girl. However, the Darkfire wasn't using dark magic, but a
holy magic ability, which shows that the costs of magic can hit
anyone. It doesn't matter the magic: All magic has cost, and
magic users must supply that cost somehow. Luckily the Darkfires
are pretty good at making sure they abide and respect the
equivalent exchange laws and don't try to dive into any magic
that will cost them too much, unless there is something
important enough to gain to risk their lives over (for example,
the Darkfire who broke a curse costing their own life knew that
they were going to die breaking the curse but did it anyway
because they felt saving an innocent life was worth the cost of
their life).
- You need therapy, my guy: Another major weakness to the
Darkfires is trauma. Trauma is a problem that usually happens to
Darkfires who suffer a major psychological event, or sometimes
even a physical one. If a Darkfire is traumatized by something,
this can have adverse effects on their power. The biggest power
that is affected by trauma is a Darkfire's regeneration. If a
Darkfire is injured and the trauma is not overcome, many
Darkfires don't regenerate the injury from that trauma, such as
one Darkfire who walked with a cane after a trauma because their
leg wouldn't heal properly. The trauma can also have other
effects if a Darkfire tries to use their power, including
elemental powers not functioning properly, or certain abilities
not working properly, such as one Darkfire who tried to create
elemental familiars and the Darkfire's strong regret and guilt
was theorized to make his own elemental familiars turn on him to
the point where the familiars attacked and nearly killed him.
Most Darkfires know how dangerous trauma can be, after seeing
what trauma has done to many older Darkfires who fought through
the Three Great Wars. Typically, regeneration is the power that
is mostly affected, with the trauma causing injuries to not heal
properly. The only way to overcome this weakness is for the
Darkfire to overcome their trauma, whether it's psychological or
physical. For example, a Darkfire who was mentally scared after
nearly being killed by a werewolf eventually overcame their fear
of werewolves and would go to regain their power, and save their
family from a pack of werewolves attacking them. Overcoming the
trauma that caused the problem is the only way to overcome this
particular weakness, and overcoming that trauma not only helps
the Darkfire regain their power, but some have even gained
greater power when overcoming trauma. But those that do have
trauma are usually limited in what they can until they overcome
that trauma, so Darkfires who do have trauma are usually kept
out of battle.
- Ever try to blast someone and they counter blast you with
their own power? I hate that: Every elemental power the
Darkfires have can be countered just like any other elemental
power. While some elementals have unique properties (like dark
flames being able to consume normal flames, or dark lightning
being able to use darkness as a conductor), each element is
still countered like normal (though some might require specific
methods to counter). For example, fire is often thought of as
only being countered by water or ice, but there are actually
ways using every element to counter fire, some of which people
don't know about. For fire, water and ice is the obvious choice,
but wind users can counter fire by creating vacuums that can put
out fires (as fires cannot burn in a vacuum environment), earth
users can use masses of dirt to smother a flame and put it out,
and lightning users can actually utilize electrical pulses and
manipulation of ions in order to put out a flame (which is
actually possible). Even using advanced elemental abilities,
users can still counter elements the same way. For example, if a
user is covered in electrical aura, a mass of water might be
able to be used to short out the electrical aura. There are many
ways to counter elemental powers, and creative enough users can
usually find ways to counter elemental powers. However, it isn't
just elemental powers that counter each other, but other
energies can also be used to counter elemental powers. For
example, energy users like mana users, aura users and chakra
users can actually use their energy to block elemental abilities
(as long as it's not one that pierces defenses), or some can
even utilize certain energies to turn an element into a
corrupted element to turn back on the user. This just requires
creativity from enemies, and some kind of power they can use.
Some more creative enemies can even use the environment to help
them, such as someone may hide behind a metal object in order to
prevent themselves from being hit by an electrical attack (as
the metal object would absorb the electrical energy). For the
most part, no elemental ability is unbeatable, and even unique
elemental powers will have counters (Such as Qrow Darkfire's
heat lightning was best countered by ice manipulation or certain
energy defenses).
Darkfire Unique Faction Weaknesses:
- Use that sword, but don't kill nobody now... (The Swordsmen):
The Swordsmen faction are very skilled warriors, but there are
many in the other factions who believe that the Swordsmen
faction are far too forgiving and far too hesitant to kill their
enemies. Because the Swordsmen faction specifically avoid
killing, and would rather settle their disputes through
non-violent options, the Swordsmen would often be seen as the
weakest of the three factions. While not really true, the
Swordsmen faction has had some enemies who constantly come back
because the Darkfires of the faction refuse to kill their
enemies to a large degree. This has led to some of the Swordsmen
faction to being seen as soft. Many of the Swordsmen faction
still follow aspects of the Bushido code, even after more than a
1000 years, and there are many in the church that live by the
code of "Love thy neighbor." The Swordsmen are the most
forgiving of the clan, and most restrictive about killing at
all. The Swordsmen are actually much more strict among
themselves than being strict on those they consider enemies.
While many wouldn't see the Swordsmen non-violent views as a
weakness, there are times where their non-violent views do come
back to bite them. Over the years, a number of enemies they've
had lasted longer than they should have simply because the
Darkfires sought to redeem their enemies rather than kill them,
as they feel killing every enemy is a waste, such as how the
Hazeldines used to be an enemy, but are now allies of the
Darkfire Clan. Of course, the Darkfires of the Swordsmen clan
will kill if it is to protect the family or to protect
innocents, as the Darkfires will hold the life of the innocent
over that of the life of a killer, but the Swordsmen are often
looking for routes in battles where no one has to die, innocent
or evil. However, this "weakness" has led to the Darkfires of
the Swordsmen faction having the least amount of members turning
evil because of their strict code of conduct that they live by.
As a positive side, this faction does tend to have the most
friendly ties to other groups, due to their non-violent and
respectful demeanor towards others.
- Face it... You guys are antiheroes at best (The Rogues): The
Rogues faction are mostly the middle of the road faction sitting
somewhere in between the Swordsmen and the Dark Magicians. The
Rogues are seen as strong by the Swordsmen for limiting who they
choose to kill, even though the Rogues don't limit who they kill
for the benefit of the people (But more to keep them from
falling into becoming just as bad as those they hunt). The Dark
Magicians see them as weak for limited who the Rogues go after,
as the Dark Magicians don't care for the Rogues methods of
proving someone is evil before going after them. The major
problem in the Rogues though isn't their views, but more the
risks of their views. The Rogues faction are very strict about
who is to be killed and who isn't, so the faction has to be
careful about who they kill or they might face punishment from
the clan. This faction has a moral gray line that is very easy
to skew, which can cause major problems if Darkfires step over
that line into what would be considered "evil" territory. The
Darkfires of the Rogues faction usually walk this line pretty
respectfully of the consequences of their actions, but due to
the fact that the Rogues walk this line, it is usually easier
for them to go down a darker path, and more Rogues faction
people eventually turn evil at some point due to them eventually
crossing lines that are not always so clear. Once down the path
of crossing the line, it is a path that most Rogues faction
Darkfires never truly come back from on their own without help
from the other Darkfires. Usually, the most common thing that
causes them to cross the line is emotional overload, where
certain events might trigger the Darkfire to do something they
wouldn't normally do. For example, during the Hazeldine War, a
group of Hazeldine's killed a Darkfire's family, and the
Darkfire started killing in revenge to the point that they
eventually had to be taken down to protect the people from the
Darkfire who had given up the morals of the faction. The Rogues
don't rely on others, but they do have many ties to other
assassin groups, and many also tend to work for governments of
the world (though there aren't many left at this point in the
30XX universe).
- It's almost like being evil makes you a d*ck (Dark Magicians):
The Dark Magicians are often see as criminals and those as evil
as those they hunt down by the other factions. The Dark
Magicians know that they are considered evil, and don't care.
While they do care about protecting innocents, they aren't going
to hesitate to skew the word based on the situation to justify
their deeds. This has led the Dark Magicians to often being one
of the more "evil" clans that doesn't always see just how bad
some of their actions are. While the Dark Magicians don't have
as many problems as the Rogues with people turning their backs
on the rules of the faction, the Dark Magicians ability to skew
their own views to fit their agenda has led them to some bad
situations. For example, the Dark Magicians at one point, almost
reignited the Darkfire clan's war against the Hazeldines because
of a misunderstanding, and it almost triggered another war if
the war hadn't been talked down by Jin Darkfire at the time. The
Dark Magicians will not hesitate to skew their own views if it
suits them, and the only real limits they have are on the powers
they use to accomplish their goals. Because of this, the Dark
Magicians not only more easily take out their enemies rather
than having to wait to prove them evil or try to redeem them,
the Dark Magicians also make a lot more enemies as a result due
to the fact that they may turn certain potential allies against
them if the potential allies don't like their methods. The Dark
Magicians often have to find allies in other criminal groups,
and sometimes the Dark Magicians may even have to force the
group to follow their views. Because of this, the Darkfires of
the Dark Magicians usually don't have good ties with other
groups, and tend to work alone, for better or for worse as they
tend to not be well liked by anyone outside of the clan.
- Your magic has a counter, and yours, and yours too!: When it
comes to the advanced magics of the clans, each faction has
their own magics which require their own weaknesses. For the
Swordsmen faction, their holy magic natures give them more
vulnerability to dark magic and demonic magics, and their holy
magic is countered more easily by those magics. Their spirit
purification and spirit destruction does work well on spirits,
but other spirit powers can be used to counter spirit
purification and spirit destruction. For example, using spirit
destruction against spirit destruction power will cancel the two
powers out. The Rogues faction mostly uses neutral magic which,
while it doesn't leave them more vulnerable to holy or dark
magic, does limit the power they can put out using their neutral
magic. Even though they used advanced magic, their magic is more
for stealthful killing than for outright fights (though the
Rogues faction can still use their magics pretty well in
fights). Whether its their assassination magic or their
corruption destruction magic, the Rogues faction doesn't go for
overwhelming power, but for just enough power to get the job
done and kill their targets since they're more about efficiency
than power (for better or worse). For the Dark Magicians
faction, they gain dark magic natures which are more vulnerable
to holy magic natures and other positive magic (like angelic
magic) natures as a result. As such, each faction of the clan
has their own set of weaknesses based on the skills the faction
has. Of course, this is only about the three main advanced
magics, and doesn't include weaknesses of any unique magics that
some other Darkfires may have, as some smaller groups within the
Darkfires may gain other magics that the clan doesn't use on a
wide scale like their three main advanced magics. And of course,
all of these magics do also have problems when faced with things
like magic resistance/immunity, and when faced with things like
anti-magic and chaos magic (which are two major magics that can
even be used by some users to counter the Darkfire's advanced
magics). And all magics in this list also can only be used as
long as the Darkfire has magic energy they can use to power this
magic, and once they are out of magic energy, they cannot use
this till they recover.
Different Skillset Weaknesses:
- I want that book or I want it destroyed, either or! (Spellbook
Skillset): While this skillset allows some powerful spells to be
used when a user is advanced enough, the skills of this skillset
tend to be a bit more focused than other skillsets. The biggest
weakness is that if a user's spellbook powers are countered,
that tends to be a problem for the Darkfire, and that skillset
can be pretty useless against opponents who can counter their
spells. For example, a lightning spellbook might find water
opponents a very difficult opponent to overcome, and may want to
choose other skills to counter their opponent. The only way to
get new spells is to attempt to get a new spellbook and see what
powers a new spellbook would gain (though this leads to all old
spells being lost). Also, while the spellbook skills may seem
great, they take time to gain spells, and no amount of natural
talent can predict how to unlock new spells. This means that
this skillset starts out slow, with only a few spells, and
eventually has to grow in abilities as time goes on. There is no
shortcut in this training, and requires training and experience
in order to find the conditions necessary to unlock new spells
no matter the user. Another major problem is if the spellbook is
destroyed, they will lose access to their spellbook spells
completely until they get a new spellbook. While the spellbook
is usually not stored in the open, the spellbooks tend to be
tied to the Darkfire and enough damage to a Darkfire might cause
the damage to reflect onto their spellbook and destroy it. For
example, a Darkfire who is near death has a much higher risk of
the damage they take rebounding and igniting their spellbook
through the connection, which will destroy the spellbook. Once
the spellbook starts to burn away, there is no known way to stop
the spellbook from being destroyed. And in terms of unique
alchemies that are used, each alchemy will usually have
weaknesses and their own counters depending on the alchemy. For
example, a user of flame alchemy will often be more vulnerable
to water and ice powers, or a wind user might be more vulnerable
to an earth user. These spells also can only be used as long as
the Darkfire has enough magic power to call forth magic, and if
they run out, they can't use these spells.
- Aw... That's a cute pet (Familiar Magic Skillset): Each set of
familiars has unique weaknesses. While familiars can often be
resummoned, they can be destroyed depending on the familiar
depending on what power is used to beat them (such as some can
be destroyed with spirit destruction). Another major thing is
that each Darkfire has to have connections to the familiars in
order to control them, and the connection can be broken
depending on the Darkfire. Most Darkfires may need some focus to
control familiars, and the destruction of some familiars may
cause some backlash on the user (as in complete destruction, not
just desummoning when defeated). For the demon/holy armor
familiars, they may often seem tough, but the soul mark made on
the armor being destroyed will forcibly desummon the familiars
since they cannot operate without that soul mark connected the
soul to the armor. And of course, the demon and holy armors can
be countered by their respective counters (IE demon powers can
counter holy powers and vice versa). The elemental chimeras are
a bit unique, and while they are like animals build with
elemental abilities, they can still be killed just like normal
animals, in which killing the chimera will desummon it. Blood
familiars tend to follow the same rules as the normal elemental
powers, in that they can be countered just like elemental
familiars. For example, dispelling the blood that makes up the
familiar's body will destroy them. And things like water are
usually best for countering blood familiars. The enslaved spirit
familiars are countered like any other spirit, with things like
other spiritual abilities or things like spirit destruction
being able to counter spirits. Another way to stop enslaved
spirits may be to do something that can break the connection of
the spirit with the Darkfire, as if the connection is broken
with the Darkfire's spirit enslavement magic, the spirit may be
freed from the Darkfire and will usually leave as a result. For
the most part, the familiars all have counters, and can only be
summoned when the Darkfire has the necessary power to summon
them (with different familiars requiring different methods of
summoning).
- Have fun with the dark spirits. I'm out. (Elemental Spirits
Skillset): While this skillset seems great for strengthening the
world's spirits, this skillset is still somewhat incomplete
because the Darkfires stopped working on it after the Darkfires
made peace with the Hazeldines. When used, this skillset is
still weak to counters to spirit power, with things like spirit
destruction still working very well against these elemental
spirits. Users of this will find that elemental spirits can
still be countered like any other spirit, whether its spiritual
power, spirit destruction powers, or other weapons or powers
that counter spirits. Some users have even had some success
limiting spirit powers by trying to use spirit enslavement on
them (which may not work on a Darkfire's spirit, but it will
force them to stop in their tracks as the Darkfire and the
spirit have to work together to overcome it). However, this
skillset did come with another unexpected danger, which was
increased attention from the spirit plane. Specifically, this
skillset tends to open up the Darkfire to the spirit plane, and
may open up the Darkfire to notice by dark spirits. In the
simple words of Qrow Darkfire: "When you see them, they see
you." This means that those with this skillset are more likely
to be attacked by dark spirits, and a user of this will need to
learn how to counter dark spirits. So while this may be a good
power for using spirits and building spiritual power, it does
come with extra dangers as well. And while having elemental
spirits may seem great, there does come a point where the spirit
does reach a max limit on how strong it can get, where it cannot
get any stronger. At that point, the Darkfire has to release
that spirit back into the world and get a new spirit (Though
some may stay with the fully grown spirit since many Darkfires
get attached to spirits they host since the spirit and Darkfire
tend to become close over time). Growth for spirits may start
out quick, but eventually the growth of a spirit levels off, and
the older and more experienced spirits may not be able to grow
as much as the younger and more inexperienced spirits out there.
And of course, it is absolutely forbidden to use this skill to
host dark spirits outright by the Darkfires for obvious reasons,
even among the Dark Magicians clan.
- Badass, but better be ready to fight up close and personal
(Elemental Mystic Knight): While the elemental mystic knight
skillset may be good for physical combat and good for taking
down opponents with resistance or immunity to magic, most of the
magic becomes internalized and more focused on physical combat
rather than being able to be used in combat. This limits the
magic potential of the Darkfires, and can limit their abilities.
While the Darkfires mostly focus on physical combat and magic
amplification, other abilities being amplified by magic can be a
hindrance against those with magic resistance and immunity. For
the most part, elemental mystic knights focus more on physical
combat, and that may limit a Darkfire's options in battle. While
this works great against those who the Darkfire can beat in
physical combat, this doesn't work the best against enemies that
require more than just physical abilities to beat. This also
only amplifies the Darkfire based on how much magic potential
they have, and if the Darkfires don't have a lot of magic
potential, they may not gain much from this training. And of
course, it is also worth noting that this training cannot be
used without the magic to power the mystic knight abilities,
just like most magic. The mystic knight arts are also vulnerable
to magic negation, in which the mystic knights lose their
ability to use magic amplification when magic negation is being
used on them. Each faction tends to use this training different,
and each faction does also gain their own unique weaknesses
based on the magic they use (For example, the Swordsmen faction
are more vulnerable to dark and demonic magics as a result of
their positive magic enhanced power). In this training, it
should also be noted that anti-magic is very effective against
Darkfires who use this training, as they essentially internalize
their magic. There are also other magics out there and other
powers that may counter mystic knights. Depending on the
skillset, opponents usually just need a little creativity on
using their skills to counter a mystic knight's abilities, such
as using energy to block the spell blade abilities.
- What even is aura? (Aura Skillset): While aura is a very
simple way for humans to gain the power to protect themselves
from dangerous threats, it is also simple for opponents to learn
and counter. Aura is a very simple power, and designed more for
functionality than to be a flashy skillset. While the Branwens
and the Darkfires are able to use aura skills to great effect,
aura is pretty easy to counter in that it's not complicated to
figure out. The best way to beat aura is to simply overpower it,
where almost all the aura abilities can be overpowered by
stronger energies and attacks. It is even possible for a
physically stronger opponent to overpower aura defense if they
are stronger than the aura energy that protects the person.
Compared to other energy users, aura is much simpler, and
designed on purpose to be a power anyone can learn. It is also
possible that other forms of energy can more easily be used to
overcome aura manipulation, such as a spirit user might use a
blast of spirit energy to try and break the aura user's aura
defense. For aura users, their aura defense is perhaps the most
important aura power they have, as it protects them as long as
they have aura to power their aura defense. However, once
overpowered, or worn down, any aura user can become vulnerable
once their aura has gone down. The Branwens have ways to help
make aura use a little more useful and help users last longer in
battle, such as using elemental dust or using certain animal
transformations. But the simple fact is that aura is one of the
more easy to counter abilities. While it is more useful when
combined with other abilities such as a Darkfire could utilize
aura defense and elemental defense to increase their defense,
aura is only useful until it is broken by an opponent, and then
a user has to find another strategy for winning a fight. And of
course, like any aura user or any energy user in general, things
like aura breaker weapons and powers can instantly break through
this power and negate aura defense.
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