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       #Post#: 10732--------------------------------------------------
       30XX Community Race: The Darkfire Clan (Human Version)
       By: Zorbak the Ebil Moglin Date: September 25, 2021, 10:22 pm
       ---------------------------------------------------------
       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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