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       #Post#: 12615--------------------------------------------------
       London RP Profile: Kaidon Darkfire (Alternate Dimension Version)
       By: Zorbak the Ebil Moglin Date: January 16, 2022, 7:50 pm
       ---------------------------------------------------------
       "The world has done nothing but try to kill me and my brother,
       and screw us over... And after a long time and a lot of
       patience, we got tired of it. So now we only listen to
       ourselves, and we stop trying to make friends with jerks that
       will betray us." - Alternate "Wolfwing" Kaidon Darkfire
       "If you hit us, we hit back twice as hard. If you take something
       from us, we take everything from you. And if you anger us...
       Chuckles a bit. Then you better start running while you can..."
       "If you're not with us... Then stay out of our way. Or die. I
       don't care which."
       "No one cares who you are? My brother and I can relate to
       that... He says with a chuckle. It wasn't till I became a wanted
       serial killer than anyone cared. God, Lucifer, none of them
       wanted me. But when I did become a serial killer alongside my
       brother, they sent everyone after us. Iscariot, Hellsing, the
       White Council, even the Sabbat sent people after us. We never
       really fit anywhere."
       "Did you know that anyone can create fire from almost nothing?
       As long as they have a way to vibrate molecules enough to create
       heat and the right gases, they can create a flame. And
       manipulating certain types of molecules and gases can produce
       more explosive flames. He smiles and creates a black flame
       around his hand, using little energy. Science is fun." - Kaidon
       to an enemy showing off his science knowledge during a fight.
       "Strength is all anyone in this world will ever understand. They
       will only follow a leader if that leader can make them submit.
       And by doing so, those people will never be strong because their
       leader will have to beat them down so they don't one day take
       over, so only the leader can grow stronger without risking being
       taken out as a threat to the leader. It's an imperfect world,
       and only strong individuals who stand alone will ever truly
       stand out. If you're strong enough alone, you can influence
       others to be stronger, without having to undermine them. That is
       the only way any of us can be truly strong. We must be strong on
       our own and not rely on anyone. Because groups only form
       together because they're weak on their own and whoever leads has
       to keep the others weak in order to prevent them from being
       overtaken."
       "You don't remember, do you? You were almost killed when you
       were young... But it wasn't Safiria who almost killed you... It
       was the alchemists. They tried to murder you because you were
       the abomination of the clan, born to your mother who 'disgraced'
       their order. It was only your dark flames that saved you that
       day. You burned them all to cinders... And it felt so good to
       kill those jack*sses who tried to murder you. Maybe that's why
       you don't want to remember, because you're too scared of
       enjoying the fact you murdered them..." - Alternate Kaidon to
       another werepyre version of Kindron, who he sees as another
       version of himself
       "Those people who deceive others on what they believe and try to
       hide their true intentions, those are the people I can't stand
       the most. My brother and I don't pretend to be nice. We're evil
       people who do what we want, when we want. We're about as nasty
       as they come. And when these 'good' people come to try and stop
       us, but are actually just as evil as us, it REALLY bugs me. I
       just have to kill people who pretend to be good when they're
       not. It's just a matter of principle for me."
       "I never cared about justice, and I don't recall ever calling
       myself a hero... I have only ever fought for our own survival as
       a group, and that requires sacrifices. If you want to survive,
       then get stronger so you don't die. Integra would have told you
       the same thing." - Kaidon when he was the head of Hellsing and
       everyone started to see his darker personality
       "Defeat only makes people stronger so don't let it get you
       down... Chuckles a bit. Of course, I've never lost, so I don't
       know how true that is." - Alternate Kaidon Darkfire to his
       brother after his brother lost a fight.
       "You lost... Get used to it. Against me, defeat isn't a question
       of 'if', but 'how long will you last?' I killed people across
       time and space that were supposed to be unbeatable in battle. I
       beat my uncle Sirion and I beat multiple Wolfwings. But now that
       you've got me curious... What DID you expect to happen? Were you
       expecting to actually win?"
       When an opponent found out about Kaidon's
       annihilation/deconstruction alchemy.
       Kaidon grabs a projectile attack and then uses his alchemy when
       he grabs it to disassemble it and it fades away as it's
       deconstructed.
       Enemy: Wait. So his alchemy can disassemble things just by
       touch? That means we can't even touch him if he uses his
       alchemy?!
       Kaidon: Yep. He jokingly holds his arms out. Come on. Give me a
       hug! He says jokingly.
       Enemy: Yeah... F*ck that! He says angrily as he runs away.
       During a fight when Kaidon took a hostage to mess with the
       enemy.
       Kaidon: You consider yourself a hero right? So surrender or this
       girl dies. He says with a smile.
       Enemy: I don't negotiate with monsters like you. I'll kill you
       both if it stops you here. He says as he takes out his sword and
       gets ready to attack.
       Kaidon: I believe you. He says simply with a smile as he snaps
       the girls neck, since she wasn't going to be useful to him as a
       hostage. Which means I don't need this anymore. He says as he
       drops the hostage, who falls to the ground dead.
       The enemy looks at him, horrified at Kaidon killing an innocent
       with no remorse at all. Enemy: You're... pure evil!
       Kaidon: Well... You're not wrong. He says jokingly.
       During a fight, Kaidon was fighting an opponent, toying with
       them as he countered everything they could do.
       Ally: Your brother seems to enjoy playing with his food...
       Kiren: Yeah. It's a bad habit of his. He says jokingly.
       Kaidon: I can afford to when I know I can beat them. He says
       with a smile as he kicks his opponent when he tries to get up,
       knocking him into a nearby building.
       "Those two are dangerous. Werepyres are hunted down for a
       reason, and those two are powerful enough that they can pretty
       much do whatever they want. Just the one calling himself the new
       Wolfwing is a dangerous threat himself. You let him train his
       abilities, AND you put him in charge of one of the few
       organizations that might have been able to stop him and his
       brother?! I don't know that we CAN stop them now, but we have to
       try before they take the initiative and start hunting down
       threats to them." - Edgardo Del Salvador in Kaidon's universe to
       Hellsing when they asked for his help to remove Kaidon from
       Hellsing
       "He's clearly the dangerous of the two. Kiren is cold and
       calculated, and in ways that is more dangerous. But if Kiren is
       subtle storm that creeps in, Kaidon is like an overwhelming
       tornado. Kaidon is strong, and I haven't met anyone who can beat
       him in a normal fight without a lot of help." - Someone about
       Kaidon.
       Name: Kaidon "Wolfwing" Darkfire (Alternate Dimension Version)
       Current Title: Wolfwing XIV
       Age: Unknown
       Species and Abilities:
       - Primary Race: Werepyre (Trained in Werepyre abilities by
       Wolfwing XIII/Erimus Shephard)
       - Secondary Race: - Wolf Demon (From him fusing a Hell's Gate
       piece to himself)
       - Elite Level Werewolf Alchemist (Through his mother's werewolf
       side)
       - Darkfire Elemental Vampire (Through his father's vampire side)
       - Ex-Avatar of the Bright/Parliament of Flames (From his
       alchemist and Darkfire training) (was replaced as an avatar
       after he started twisting the spirits of the Bright to his own
       manipulation, but still has the powers.)
       Gender: Male
       Hunter Group/Team: None
       Family:
       - Father: Qrow Darkfire (Alternate Dimension Version) (Dead)
       - Mother: Kina Darkwolf-Darkfire (Alternate Dimension Version)
       (Dead)
       - Twin Brother: Kiren "Phantom Beast" Darkfire (Alternate
       Dimension Version)
       - Uncle: Sirion Darkwolf (Alternate Dimension Version) (Dead)
       - Half Sister: Kierra Darkwolf (Alternate Dimension Version)
       (Dead)
       - Step Uncle: Kain Silverfang (Alternate Dimension Version)
       (Dead)
       Weapons:
       - Demon Darkfire Blade: This blade was Kaidon's original
       Darkfire blade, but enhanced by demonic power after he had it
       reforged with a piece of Hell's Gate. This empowered the weapon
       immensely, with Kaidon being able to focus high level demonic
       power into the Darkfire blade. This weapon not only can channel
       dark flames, but enhance those dark flames with demon aura, a
       much higher level demonic energy. This makes Kaidon's black
       flames from his sword much stronger as a result, and enhances
       his dark flames with demonic power that can counter higher level
       demons and angels. Just like his normal dark flames, these
       flames can be used to do things like shoot fireballs, fire
       slashing waves at opponents, or use the dark flames to simply
       enhance the weapon's cutting power. This weapon can use demonic
       energy from it's hell's gate piece in order to use Kaidon's
       demon abilities, which is a major plus in battle as well,
       especially if Kaidon focuses his exorcism abilities through his
       sword, which he can use incantations to infuse his dark flames
       with certain exorcism and trap incantations to make them able to
       fight angels or demons. Typically, this sword is designed to
       focus his Darkfire and demonic abilities, so it doesn't use his
       alchemy skills. Another aspect of this blade is its own will
       that it's developed over time, which no one knows how this
       happened or how this weapon became so obsessed with death.
       Kaidon utilizes this will to his advantage, letting the blade's
       lust for death fuel his demonic power, and allowing Kaidon and
       the blade to become a deadly combination in battle. The demon
       energy can also negate angelic power, as well as holy dragon
       power and holy magic thanks to the Hell's Gate piece fused into
       the blade. Those struck by the sword or it's demon energy cannot
       use holy, magic, or angelic powers for 2 rounds, due to the
       Hell's Gate piece that is the center of this sword.
       - Shinso: This was a weapon Kaidon took for himself from a dead
       supernatural hunter that tried to kill them after he and his
       brother started murdering people. Kaidon took this weapon, and
       used it for himself after the original wielder died, despite him
       having trouble holding it. This weapon is a blessed holy weapon,
       with it having two main abilities in battle. It's first ability
       is its power to use holy lightning, which is generated by the
       sword as one of it's main holy powers. It's other power is its
       power to extend through it's command "Shoot to kill". This power
       extends the blade like a spear, and extends it extremely far,
       and extremely fast. Shinso's extension power is known for it
       speed over it's power (though it's piercing power is still
       impressive), as it is able to spear and retract in the blink of
       an eye, due to it being designed to be used on faster
       supernaturals. This weapon is very dangerous to Kaidon though,
       as simply holding it requires special gloves so he doesn't burn
       his hands with holy energy as the weapon often tries to fight
       back when he wields it, due to Kaidon being a creature of
       darkness, and the sword being a holy sword. Because of this,
       this is a weapon Kaidon only uses when he's up against another
       demonic entity, or someone who his Darkfire abilities and
       demonic abilities can't hurt. This weapon is as dangerous to
       Kaidon as his opponent, so if an opponent got a hold of it and
       made it theirs, they could technically kill him with this sword
       if they could break Kaidon's connection to it. This weapon can
       actually resist being connected to Kaidon, so if an opponent got
       a hold of it, the weapon might be able to resist Kaidon calling
       it back if the opponent was someone the weapon would trust to be
       wielded by, if Shinso believed the person could kill Kaidon and
       his brother. Shinso has it's own will, and while it can't talk,
       it does try to act according to its own will, which often means
       it resists Kaidon as much as it can in protest to being used by
       him.
       - The Peacemaker (Modified Desert Eagle 50): This gun is a
       modified Desert Eagle that was made for Kaidon when he was in
       Hellsing. Those that know the Desert Eagle know just how
       powerful this gun is, with it using .50 caliber rounds. This the
       largest center-fire cartridge of any magazine-fed, self-loading
       pistol. In Kaidon's case, his bullets are not only powerful
       shots that can pierce through most bulletproof body armors (and
       can blast holes through most creatures), but Kaidon's bullets
       are usually made of special bullets he's made. Putting runes on
       the pistol, Kaidon has made this gun so that it can negate
       regeneration due to the runes put into the barrel of the gun.
       Those that are shot by this will be unable to regenerate the
       damage until the bullet is either removed from them or the
       effect wears off as the runes lose power over the course of an
       hour. The bullets are also enhanced, in which Kaidon has made
       special bullets he uses. In the tips, he has certain bullets
       from his time at Hellsing that have mercury filled silver tips,
       designed to kill supernaturals. However, his main use is how he
       utilizes special essence formulas that he's made, where he has
       learned to create essence formulas from both Hell's Gate pieces
       and Heaven's Gate pieces by combining it with a mana formula to
       use the mana to draw energy from the pieces. Once put into the
       tips of the bullets, Kaidon usually has access to both types of
       bullets, where he can use both types of bullets. While he cannot
       combine them without explosive results, he can use either type
       depending on what he wants to do. When hit, opponents will find
       the bullets act like Heaven's Gate or Hell's Gate pieces.
       Heaven's gate pieces can negate any demonic, most dragons
       (except holy dragons), and some unholy creatures, while Hell's
       Gate pieces negate angelic power, holy power, and magic not
       demonic or dark in nature. This gun is not Kaidon's first choice
       of weapon, but it is one he will use to take out opponents, or
       shoot limbs in order to disable people. Kaidon is even skilled
       enough to ricochet his shots off surfaces for special
       trick-shots since he is an expert marksmen.
       Enslaved Spirit Companions:
       - Fire Spirit Salamander: Voxl: This is Kaidon's first enslaved
       spirit that he keeps connected to him and under his control,
       named Voxl. This spirit is a lava spirit, which has been
       empowered by Kaidon's spirit purification. This spirit takes the
       form of a salamander, the supernatural creature that once
       existed alongside dragons. However, instead of appearing as a
       giant monster, the creature is roughly the size of a lion. This
       salamander specializes in heating up the earth to the point
       where it is able to manipulate it and turn it into magma with
       it's heat it generates from its spirit power. Voxl is
       intelligent enough to understand people, but cannot speak, so it
       only communicates non-verbally, or through its connection to
       Kaidon. This spirit is mostly a battle spirit, in which the
       spirit gains power from Kaidon's magic and elemental power. Voxl
       also has spiritual regeneration, in which Voxl can regenerate
       from spirit destruction (as long as Voxl isn't completely
       destroyed with spirit destruction) after regaining its energy by
       using salamander regeneration. In addition to its abilities,
       Voxl can also do things like breathe fire, use its fire scales
       as defense against ice attacks, and can even do things like
       cling to walls and surfaces to crawl. Voxl also has claws that
       can be used to attack enemies, in which Voxl can slash enemies
       with its claws. The claws are much stronger than most would
       think, with the claws being strong enough to compete with most
       other supernaturals. Voxl has strong defense, due to the
       salamander spirit scales that form its body when its in
       manifested form. When not manifested, Voxl is usually hiding
       away in Kaidon's mind, and can manifest as long as it has energy
       to do so. Of course, Voxl has the same limits and general
       abilities as most spirits, such as manifesting themselves with
       spirit energy, and being able to use spirit based power. This
       also means that Voxl has the same weaknesses, as Voxl can be
       hurt more easily by other spiritual energies, and can be
       destroyed if he's hit with enough spirit destruction power to
       destroy him completely. Voxl doesn't have spirit purification,
       but can be empowered by it.
       (
  HTML https://images.squarespace-cdn.com/content/v1/529e6f58e4b0f61963b40f53/1516966142035-507K90ZK63CIILXAFVPB/Fire_Elemental__-_Huy_Mai_Van.png?format=1000w<br
       />)
       - Fire Spirit: Dribbles: Dribbles is another fire type spirit,
       but unlike Voxl who is a magma spirit, Dribbles is a blaze
       spirit, born from the magma of the earth. Dribbles is not known
       for his overwhelming power, but more for his purification
       abilities and his power to bypass flame immunity. Dribbles is a
       type of spirit that absorbs flame and magma, and converts it
       into a gentle warm heat that is becomes life energy. This makes
       Dribbles a spirit of life as much as a spirit of fire or magma.
       Normally, blaze spirits reside in areas with strong geothermal
       activity and convert the heat into life energy which is used by
       the fire moglins. Dribbles is not only able to generate life
       energy based flames, but his flames are also able to bypass fire
       immunity, making him a very useful fire user to use against
       other fire users. Dribbles can also gain power from Kaidon's
       spirit purification, as well as Kaidon's elemental power (Such
       as Kaidon can use his black flames or his demonic flames to
       empower Dribble's fire abilities). Dribbles is very useful in
       certain situations, and most don't realize just how powerful he
       can be against the right opponents. Like Voxl, Dribbles usually
       stays in Kaidon's mind when not being summoned, though due to
       Dribble's unique nature, Kaidon usually keeps Dribbles in
       reserve and doesn't summon him to fight first. Usually, Kaidon
       will summon Dribbles against opponents who would be unlikely to
       attack something small and cute, since many good-hearted people
       wouldn't openly attack something small and cute. Dribbles is
       also good at reading the Bright and tuning to the life force of
       the world, in which he is able to read an area by using the
       Bright and using the life force connection of the world, making
       him good for scouting out an area as well. Like Voxl, Dribbles
       has the same basic abilities as any spirit, in which Dribbles
       can manifest himself using spirit energy and can use his spirit
       based powers in battle. However, he also has the same weaknesses
       as normal spirits, in which Dribbles takes more damage from
       spiritual attacks and can be destroyed with spirit destruction.
       Dribbles, as a spirit of life, can also be more easily damaged
       by death or darkness powers (though Dribbles has some resistance
       to darkness due to Kaidon's connection to him that grants him
       some darkness power).
       (
  HTML https://cdn.dribbble.com/users/4576896/screenshots/14704579/fire_spirit_dribble_4x.jpg<br
       />)
       - Lightning Spirit Lion: Darkfang: This spirit is one of
       Kaidon's most powerful spirits, which is a powerful lion spirit.
       While this spirit looks like a dark spirit at first glance, this
       lion spirit is actually a powerful normal spirit. This spirit
       possesses the power of lightning, which the spirit can use in
       battle. This spirit isn't just a spirit that uses lightning
       however, but instead, this spirit is actually a powerful nature
       spirit. Darkfang is a great spirit of the animals of the world,
       and has a commanding authority among many animal types. Darkfang
       has a powerful command of animals, able to do things like
       calling animals to his aid, or even take control of animals. Due
       to how strong Darkfang's influence is, even some supernatural
       creatures of nature like werecreatures also fall influence to
       Darkfang's command of nature. In addition, Darkfang also has the
       ability to absorb nature energy by using its connection to the
       world itself to harness it's life force. Originally, Darkfang
       was a spirit that would maintain nature and regulate the life
       force of the world, but was forced to use his skills to absorb
       energy rather than regulate it since it is enslaved by Kaidon.
       Darkfang even got its lightning abilities when Kaidon forced his
       plasma connection to the Bright on Darkfang, mutating him into a
       psuedo-lightning spirit as well as a nature spirit. Darkfang's
       nature energy has a few purposes, which includes being able to
       use nature energy to store for Kaidon to use, as well as being
       able to use nature energy to boost Kaidon's alchemic abilities.
       With Darkfang's forced connection to the bright, Darkfang can
       also be used to utilize the bright (though Darkfang usually only
       utilizes lightning, and can't seem to utilize all the aspects
       Kaidon uses. As one might expect, Darkfang is a nature spirit,
       which is empowered when Kaidon uses his alchemic spirit
       purification on Darkfang. However, Darkfang is a spirit, and can
       still be fought as such, with things like spirit power doing
       more damage, or spirit destruction being able to destroy
       Darkfang. As for his nature power, Darkfang's nature and
       lightning powers can be countered by anything that counters
       those abilities (like one can kill animals just like normal if
       they are controlled by Darkfang, or countering his lightning
       works just like countering normal lightning abilities).
       Darkfang, however, usually relies more on his large size and
       lion abilities to take down opponents, since Darkfang takes the
       form of a lion.
       (
  HTML https://diamondpaintingkits.com/wp-content/uploads/2018/04/Full-Diamonds-5D-DIY-Diamond-Painting-Black-lion-Diamond-embroidery-Cross-Stitch-Rhinestone-Mosaic-Painting-2017.jpg<br
       />)
       Basic Darkfire Abilities:
       - Darkfire Elemental Affinity/Elemental Manipulation: In the
       world, few supernaturals have such an understanding of
       manipulating elements as the Darkfires do. The Darkfires would
       hone this elemental power over the years they've been alive, and
       develop techniques and abilities that would help them to be able
       to best use their elemental power to battle their opponents in
       much the same way clans like Lasombra would perfect their use of
       shadows. In battle, Darkfires utilize elemental affinities they
       are born with to manipulate elements. The Darkfires learned a
       lot about elementals from their training, and learned even more
       when the Darkfires have studied how other supernaturals use
       elemental powers. The Darkfires are among the top elemental
       users in the world, and have had many years to practice and hone
       their elemental power. The Darkfires are known for their
       elemental powers above all else, and most are able to utilize
       their elemental powers in unique ways. The most unique way of
       using this is through spirit mastery training that the Darkfires
       use to create new elementals using their positive and negative
       spirit energy. Of course, the Darkfires do also have their
       physical combat training they are also known for (such as
       swordsmen training or assassin training depending on the
       Darkfire), but the elemental power they possess is what the
       Darkfires utilize in training just as other vampire clans train
       their abilities. However, not all Darkfires have the same
       affinities, and some may even develop unique affinities, such as
       some Darkfires who might not be able to create holy or dark
       elementals, but instead create combined elementals (like one
       Darkfire who combines fire and ice instead of a spirit-based
       elemental). Some Darkfires with unique abilities may even
       develop certain unique affinities over the years depending on
       their abilities, such as a demonic Darkfire may gain demonic
       elementals. For the most part, the Darkfires main power is
       elemental manipulation, and even with some elements being unique
       and having unique effects, the elements are still countered just
       like one would expect. When used, most elements are used in
       specific ways, and those with enough knowledge of how elements
       work can use their knowledge their advantage to counter certain
       elements (for example, a wind user could counter a fire user by
       creating a vacuum environment around flames to put them out).
       - Darkfire Spirit Mastery: 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 power
       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 turning 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 Positive/Negative Spirit 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 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 power 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 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 skillset 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 skillset to develop newer skills. 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 (unless the Darkfire learns aura user abilities).
       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 (though Darkfires only gain one semblance power,
       either through vampire elemental semblance training or aura
       semblance training). 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 gained during the time the Darkfires
       spent among the werewolf alchemists. Similar to other creatures
       with a strong nature connection to the world, the Darkfires
       specialize in their connection to both nature and spirits, as
       they learned to tune to the spiritual realms despite their dark
       natures. Through their training and diving into spiritual power,
       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 some of the Darkfires have even
       learned spirit arts from spirits. 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 most nature connections may be
       stronger than theirs, as the Darkfires aren't that strong in
       their nature connection as other creatures like werewolves), 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. Darkfires trained in this learn this aspect in
       some way and apply this to their elemental abilities in order to
       enhance their knowledge of the elements. 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. While this isn't a necessary power for the Darkfires,
       many do still learn this ability as a means of enhancing their
       knowledge of elements, as spirits can grant special knowledge.
       There isn't too much offensive use of this in fights, as this
       training is more about learning new things about elements. The
       best this can do is help Darkfires come up with new ways to use
       their elemental abilities.
       - Darkfire Elemental/Spirit Balance Mastery: The Darkfires
       create their elementals by using elemental and spirit power,
       which they must find their balance by figuring out their
       affinities. For example, many Darkfires start out with an
       affinity for dark flames. Once a Darkfire figures out their
       affinities, the first step is to balance their elemental power
       and spirit together, where they are able to fuse these
       elementals passively. This is the next basis of the Darkfire
       training after learning elemental and spirit power, in which a
       Darkfire has to then fuse both sets of knowledge together to
       find their own balance. Not only does this teach them how to
       make their Darkfire elementals, but this also balances their
       power to strengthen their abilities. 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 elemental and spirit power, as maintaining
       this balance effectively can lead to the Darkfires gaining
       stronger elemental 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 groups or 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 elemental and
       spirit power, then they will have difficulty focusing their
       elemental power, and will have severely weakened elements. Some
       Darkfires who can't focus this properly have even been known to
       create explosions of elemental and spirit energy when trying to
       use their elementals as the powers cannot be focused properly.
       There are major enemies that also 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. The biggest weakness of the Darkfires is lack of
       focus, as this can, at worst, completely keep Darkfires from
       focusing their elemental power safely.
       - 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 and their experience. 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 holy flames might be able to heal others using
       holy power. 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 eventually. 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 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 based supernatural elemental power, which
       means that the Darkfire's skills are not very useful against
       those that can counter their elemental abilities. For example,
       fire can be countered by certain water and ice manipulation. It
       is also possible to block supernatural elemental power using
       energy manipulation, where certain energy manipulators (like
       mana users or chi users) can use their energy to block attacks.
       Kaidon's elements are dark flames and holy lightning.
       - 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 and the two spirit energies of the elementals negate
       each other (leaving only the elemental energies). 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
       possesses 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 except in very rare
       circumstances. 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. 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. Kaidon doesn't have any ability
       to use this power, since he doesn't have any unique combined
       elements.
       - 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
       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 using
       a vampire's cursed nature.  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 depending on the power and knowledge of
       the Darkfire. Typically, this is dependent on the Darkfire, and
       is unique for each Darkfire depending on what they learn. This
       is a purely option training, and usually only used by those that
       have special extra skillsets 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). Kaidon's elementals combine his dark flames with
       demonic power to become dark demonic flames, though his holy
       lightning stays as a normal Darkfire elemental.
       - 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 knowledge and
       creativity. For example, a Darkfire who could manipulate
       magnetism might still be able to create lightning by converting
       magnetic energy. 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
       lightning users 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 and their knowledge. 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, such as using elements to absorb
       other elements may take more power to maintain control of one's
       elemental manipulation due to it needing to control other
       elements as well (like an earth user would expend more power
       trying to create lava since it would have to absorb and control
       a heat element). Other abilities can be countered in other ways
       (like wind users can use wind to fly, but users can still find
       ways to hit a Darkfire that is flying around). Kaidon is able to
       use this to do things like create dark lava by absorbing earth
       into his black flames, or he can use his lightning to conduct
       his lightning through positive energies.
       - 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 Abilities:
       - Darkfire Elemental Training: Dark Demonic Flames:  This is
       Kaidon's first Darkfire elemental that Kaidon can use. This uses
       fire manipulation, fused with Kaidon's negative dark demonic
       spirit to create black darkness flames. These flames are the
       standard version of the dark flames that most Darkfires use, and
       is the same power. This is one of the main elements used in
       Kaidon's Darkfire training, in which one of his two main
       elementals is this  flame. Thanks to this, Kaidon is able to
       generate and manipulate these flames using his Darkfire power.
       However, Kaidon can also manipulate the fire without his
       Darkfire power, such as using his  flames to do things like
       create fireballs, create explosive attacks, or melt objects with
       the flames. These flames burn much hotter than normal flames,
       and are able to consume any flame that is a lower temperature
       (most normal flame types other than ones that use hotter
       temperatures like other Darkfire dark flames, and Hellfire).
       These dark flames also have some demonic energy because of
       Kaidon's demonic empowerment, and do demonic damage to enemies.
       These flames are able to burn away most holy presences, and can
       counter certain holy energy abilities when used. When consuming
       other flames, the flames are absorbed and converted to dark
       flames, so Kaidon doesn't actually control other forms of flames
       his flames consume until they are converted into dark flames. Of
       course, even as dark flames, flames are still countered best by
       ice or strong enough water manipulation, or using any other
       counters to fire. It is also possible to more easily block this
       with holy abilities as well, given the flame's dark and demonic
       nature.
       - Darkfire Elemental Training: Holy Lightning: This is Kaidon's
       second elemental ability using his Darkfire training. Kaidon's
       elemental ability of lightning uses a combination of lightning
       and positive spirit energy to create a holy lightning
       combination. Unlike his dark flames, this lightning is positive
       natured, being the only positive nature ability that Kaidon is
       able to use. This lightning is his other main elemental, and is
       used just like normal lightning abilities. Using his lightning,
       Kaidon is able to do things like generate lightning blasts,
       electrocute people with streams of electricity, and create
       magnetic based attacks. Using this lightning, Kaidon can also
       use other positive energy as a conductor, and this can do
       positive energy damage to unholy natures or entities when using
       it on others. This means Kaidon has ways of utilizing this
       against both holy users and unholy users, with both being
       different ways of using his holy power in his lightning. And
       just like one might expect from a Darkfire, Kaidon can also use
       his lightning to absorb other lightning and convert it to holy
       lightning as well, using it to absorb the lightning or using it
       so he doesn't have to use up his own power. Kaidon has powerful
       techniques with his lightning, including using it to destroy
       cells in the body through electrolysis to tear cells apart.
       Because of this, his lightning has become a lot more dangerous
       than many other lightning users due to Kaidon's abilities to be
       able to destroy people's bodies with electricity. As one might
       expect though, this does still have the same weaknesses as
       normal lightning, with things like water being able to short out
       Kaidon's lightning temporarily, and certain insulators not
       conducting electricity very well. Certain demonic and unholy
       powers can counter this as well, though it is not recommended to
       use holy energy to block this lightning, due to it's ability to
       use holy energy as a conductor.
       - Second Release Dark Flames: "Dakunaga" the Dark Flame Naga:
       Kaidon, similar to those like Kindron Blackfire, created a
       second release elemental, which was a technique he developed
       himself to allow a more powerful darkness flame. By using the
       concepts of the Darkfire release forms on his dark flames,
       Kaidon creates this power to release his flames as a much more
       powerful dark flame. When used, the flames gain their own will,
       and take the form of a dark flame naga spirit, which creates a
       large manifestation that Kaidon can use to battle opponents.
       This is a highly advanced variation of the Darkfire elemental
       familiar, and is more like a spirit familiar in many aspects.
       When in battle, the dark flame naga is able to not only attack
       opponents, but has a powerful constriction ability to wrap
       around opponents and crush them to death while burning them with
       dark flames, or the dark flame naga can also bite opponents and
       inject dark flames into the body as a poison, burning the body
       as the dark flames move through the body. This power is a fairly
       basic ability, and needs only to have Kaidon use an incantation
       to release his dark flames. For Kaidon, his dark flame naga is
       released with the command: Render them to ash, Dakunaga. When
       used, this second release is extremely powerful, and stronger
       than his normal dark flames. When used, this dark flame naga is
       able to devour even hellfire and other darkness flames and
       convert them into dark flames. This dark flame naga is best
       countered with powerful ice abilities, or using certain holy
       powers resistant to flames.
       - Darkfire Elemental Aura Generation: When a Darkfire learns
       their elements, the first thing they are taught is how to bond
       that element to their aura. Instead of a normal spiritual aura
       like spirit users might have, Darkfires focus their elementals
       into their vampire auras. The elemental aura becomes the basis
       of the main Darkfire training after they master basic elements,
       and this aura becomes the power source as this elemental aura
       becomes a passive ability. Typically, this does things like
       powering the Darkfire's elemental regeneration, or can generate
       elemental techniques. In addition, this also uses certain other
       abilities like elemental absorption, and other elemental
       abilities. This aura is powered by one elemental combination the
       Darkfire uses, with many choosing their dominant element as
       their aura due to the aura being stronger depending on the
       element chosen. This aura uses whatever element is chosen, and
       generates that power much more naturally than normal. While the
       Darkfire doesn't limit their elemental options by choosing one
       element over another, this does often give them a dominant
       element that they can utilize more easily, and much easier to
       use techniques. If uses match this to certain other abilities,
       their aura can enhance their Darkfire abilities in different
       ways, like if a Darkfire uses the same element for aura and
       elemental regeneration, the energy used for regeneration is
       reduced, or using an elemental weapon generates stronger weapons
       when using the aura to generate the weapon. 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).
       - Darkfire Elemental Aura Element Absorption: Part of a
       Darkfire's elemental power is not just generating elemental
       power, but absorbing elemental power as well. This power has
       great use in battle, as the aura can absorb similar elements.
       Once absorbed, the elementals are used to replenish the
       Darkfire's power, and 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 most 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 hurt the Darkfire to absorb if
       they try. 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.
       - Darkfire Dark Flame Aura Defense: This is an effect of the
       Darkfire elemental aura training that was designed alongside the
       elemental rebirth power. This elemental aura then 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. This elemental aura can also be used to power a
       vampire's regeneration, in which they can regenerate faster when
       the aura is at it's strongest. There are two modes of this
       power, the first is the standard aura in which the element of
       the aura isn't visible but still present in power around the
       vampire, in which they don't have the full aura active, but this
       always grants a slight defense boost. However, in battle, this
       can be activated to full power, where the aura becomes visible
       and charged, and amps defense and regeneration to it's max
       power. 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.
       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 using this at full
       power is not useful using all the time, but most Darkfires only
       use it to block or dampen attacks rather than keeping it active
       all the time. If using it at full power, this can burn through
       elemental power, and eventually wear the Darkfire down.
       - Darkfire Dark Flame Rebirth: This is the main purpose of the
       elementals used by the Darkfire Clan that they developed their
       powers for. The clan specializes specifically in elemental
       regeneration, using a specific elemental as a catalyst. 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. 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 Dark Flame 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. Darkfires can use this to go anywhere they
       want, granted they know where they're going, 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. And once chosen,
       Darkfires cannot change what elemental power they use for their
       teleportation without special training.
       - 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 the vampire abilities to generate or create
       familiars. 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. 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. 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 Elemental Vampire Semblance: Nightmare Trail:
       Kaidon's unique semblance for his Darkfire powers is a power
       called Nightmare Trail. When used, Kaidon is able to increase
       his speed and strength to incredible levels for short bursts.
       Combined with his Darkfire, werewolf alchemist and Shingetsu
       style training, Kaidon becomes a very dangerous opponent when
       using this, as his celerity and fortitude training, combined
       with his Shingetsu martial arts becomes perhaps one of the
       toughest powers Kaidon has. When used, Kaidon disappears in a
       burst of black flames, leaving a trail of black flames from his
       movement. Not only can the black flames burn opponents who try
       to follow his trail, but the flames explode before they
       disappear, making Kaidon able to use this to attack as well as
       defend himself. This attack lets him move fast enough that he
       appears invisible to most opponents, even outclassing some of
       the fastest and strongest supernaturals when combining this with
       his other training. Usually, Kaidon will use this in a fight to
       move at high speeds, but will also use this as an evasion tactic
       to try and move to the side so the enemy's attack goes into his
       flames. This ability is quite dangerous, and allows Kaidon to
       essentially amplify himself even further. However, this is only
       usable in short bursts, for two main reasons. The first is that
       moving at the speed he moves makes it hard for him to breathe,
       as moving at high speeds makes it harder to take in air which
       means that Kaidon has to stop every now and then to take a
       breath or he could pass out from lack of oxygen (He doesn't have
       air or wind manipulation so he cannot recycle his air like wind
       users can in his lungs). The other reason is that this burns
       through his elemental energy, and he has to be careful about how
       he uses it because using it for too long exponentially increases
       the amount of energy he uses when using this skill. Of course,
       due to the speed of this, usually only those with their own
       speed skills can even hope to keep up with this skill due to
       it's intense speed.
       - 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. 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 a substitute. This form lets the Darkfire
       change into any element they control, such as most of them being
       able to turn into dark flames, as it's a major elemental among
       most Darkfires. 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. 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 haki 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 (like fire burning opponents on
       contact).
       - Elemental Shapeshift: This was a power that was passed to the
       Darkfires through Qrow, who possessed a shapeshifting power he
       gained from a curse placed on him that he turned into a new
       Darkfire art. This modified art allows the Darkfire to use their
       elemental form to transform, turning into something akin to an
       elemental familiar, but the Darkfire themselves take this form
       instead. 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 original Darkfire, as the possibilities
       are pretty much endless. 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. 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 depending on the form), and they cannot
       create new abilities usually (like a dragon form won't suddenly
       have dragon energy. Though it does have the same drawbacks as
       the elemental form, as one who uses form negation, aura breaker
       weapons/powers, and counter elements can still force them 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.
       - Unique Elemental Form: The Black Wolf: This is Kaidon's unique
       elemental form he is able to take thanks to his Darkfire
       training. This is a dark flame wolf that is powered by Kaidon's
       dark flames. Kaidon uses this form since it's main advantage is
       that his normal body isn't manifested and isn't affected by
       anything he does in this form. Usually, he uses this form in
       battle as a battle form to attack opponents as an essence of
       dark flames. In this form, he is made up of dark flames, which
       can attack as a solid or flame-like form. Usually, Kaidon can
       manipulate this form so it only burns people when he wants to,
       depending on what he wants to. In this form, he gains highly
       enhanced wolf senses, where his most enhanced senses are his
       hearing, sight and smell. He has the sense of smell of a wolf,
       being able to tell what anything is around him by smell alone.
       This form can not only release Kaidon's dark flames, but he can
       also use his lightning while in this form. Normally he can
       reform this form as many times as needed as long as he has the
       magic to do so, and this form is not able to be destroyed unless
       Kaidon is forced out of it, or he's attacked with a counter
       element (which does damage to him). The best way to force Kaidon
       out of this form is with a counter element, or making him use up
       enough energy that he decides he shouldn't waste more on keeping
       the form. The best counter element is water or ice, though
       certain other counter elements can also do damage to him
       directly. And sometimes, Kaidon's wolf-like instincts take over,
       such as being territorial or protective of those close to him.
       He usually keeps these in check, but sometimes has to
       concentrate to suppress certain instincts.
       - Unique Elemental Form Sustenance: Each elemental form,
       depending on the elemental and on the Darkfire, is often able to
       sustain themselves on things differently than they do as a
       normal human. Each form has it's own unique ability for
       sustenance, in addition to some other forms 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, though what they eat typically changes based on the
       form. Usually, Darkfires don't have to do anything too complex
       in order to maintain these forms if they want to unless they use
       their power through battle and run low on power, as using their
       power in battle could use the power they need to stay in their
       elemental form. 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, 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 magic based), or come up with
       unique abilities, such as a bat form using blood as a power
       source since blood sustains a vampire's power. 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. For
       Kaidon, he just eats food that he can burn up and use to fuel
       his form. Kaidon can eat almost anything, and once it reaches
       his stomach, the food eaten is burned up as fuel for his dark
       flame form. He can also replenish his power for this form by
       staying near flames and drawing off the power of the flames.
       - 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 users 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.
       - 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 power. 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 rebond 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 rebond 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. Of course, the vampire can only use the touch
       powers of their own elements, and depending on how skilled they
       are, certain vampires may be able to do more with their
       elemental touch ability. However, this does require physical
       touch to use, and some users can only use this on certain things
       (like most earth users would only be able to affect objects, and
       might not be able to affect people unless they have specific
       powers to do so). 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. Typically, this is an
       attack skill designed to fight opponents. 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.
       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. 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.
       - Elemental 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 Demon/Holy Armor Familiars:
       - Demon/Holy Armor Familiar Bond: Using an art developed by 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 soul manipulation. 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 certain
       vampire familiar arts. These armors are bonded to souls which
       are controlled by the Darkfire's familiar abilities by fusing
       their spirit to the demon or holy armor used. 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 or demon
       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
       de-summoned 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 de-summon). It is also possible to destroy the souls in
       these armors with spirit destruction techniques.
       - Darkfire Armor Familiar Summoning/Bond: No matter the
       familiar, the Darkfires are able to use their vampire power to
       summon the familiars, usually by different methods. Depending on
       the type of familiar, Darkfires have different summoning
       abilities for their familiars, usually through use of either
       using their blood as a catalyst, or using special summoning
       powers. This allows a Darkfire to summon any armor familiar that
       they've created, in which some Darkfires even have unique
       summoning abilities. For example, when Hei Darkfire can 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. The
       demon and holy armors can even be summoned multiple times, in
       which Darkfires can actually summon one familiar multiple times
       (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 this
       to use familiars. 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 demon or holy armor familiar, but the more that
       are summoned, the weaker the armors become.
       - 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 de-summons the armor familiar).
       - Darkfire Demon/Holy Armor Familiar Aspect: Soul Manipulation
       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 de-summon the familiar. Other than that, this
       works like most normal familiar arts. Kaidon just has basic
       Pursuers and Paladins as his familiars, since he never felt the
       need to absorb souls or convert them into familiars.
       - 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).
       - 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.
       - Unique Holy Armor Familiar: Integra the Bold: This familiar
       came when the Integra in Kaidon's universe was killed. Being one
       of his few friends he truly cared about, Kaidon took Integra's
       soul and bonded it to an armor familiar to create a familiar out
       of her soul because he didn't want one of his few true friends
       to leave him. No one in Hellsing ever found out about Kaidon
       creating a familiar out of Integra, but this familiar was used
       in other universes. This familiar contains the mana user skills
       that Integra possessed, and the supernatural hunter skills she
       also possessed. This includes her supernatural hunter mana,
       which allowed her to tune her mana to different races. This is
       especially true in her holy armor sword, Velda, which focuses
       mana that can tune itself to other enemies (which is a sort of
       holy armor version of her original sword). When used, this
       familiar has the power of mana, but also has the power of spirit
       energy (with the soul being able to call on its human spirit
       energy) as Kaidon's universe Integra was also a spirit user
       after training with a human spirit user in another supernatural
       hunter family. This means that Integra can also attack with
       spirit user abilities, and can also counter spiritual opponents.
       This version of Integra's sword may not seem powerful, but this
       sword is strong enough that it was able to cut through Leviathan
       in one universe when Kaidon fought a pirate version of
       Leviathan. This familiar can also draw sigils and other
       supernatural hunter traps, even creating them using mana or
       spirit energy, making this a hard familiar to predict. This
       familiar does act according to Kaidon's will, and can be used to
       fight depending on how Kaidon wants the familiar to fight. For
       the most part, Integra's abilities as a mana and spirit user are
       very useful, where Kaidon has had this familiar defeat some
       higher level opponents. This familiar is one of the only unique
       familiars using demon or holy armors that Kaidon has created,
       and this was the only one that he actually cares about. Of
       course, this armor is a holy armor, so using demonic power or
       other unholy power does counter this more easily.
       Demonic Abilities:
       - Human-Turned Demon Power (Human souls turned demon only): When
       a human soul is tortured enough in hell, partially due to the
       corruption of the soul by the demonic environment, the soul will
       eventually lose it's humanity and be turned into a demon. When
       this happens, a new demon is born, one that has the memories of
       their human life and is reborn as a demon. The person often
       becomes a twisted version of who they used to be, and usually
       are loyal to hell by the point they are turned into demons. This
       became a great way for hell to increase their demon count, since
       they have plenty of tortured souls. A human turned demon has
       much more ability to learn certain supernatural abilities than
       humans, and some supernaturals can even be turned demon for a
       more powerful demon. Human turned demons are usually just as
       strong as normal demons and usually have the whole power-set of
       demons. Another advantage is that any unique abilities the human
       had while human also usually convert over to demonic power once
       they become a demon, allowing humans with special abilities to
       be turned into more powerful demons. What kind of demon they
       turn into might vary though depending on their affinities and
       person, as some might turn into different demons, which might
       depend on who they are, or sometimes what circle of hell they
       are tortured in. For example, a demon frozen in the 9th circle
       could end up becoming an ice demon, or a soul burned alive could
       be turned into a fire demon, but there are rare cases where
       someone skilled in ice power could turn into an ice demon as
       well. This depends on the situation, and some might even just
       turn into basic demons. There's so many different kinds of
       demons that this is hard to classify each and every demon, just
       as there are many different kinds of humans. Of course, the few
       similarities they usually share is that they are all loyal to
       hell, and have pure unholy power compared to things like angels
       with certain exceptions. It is very rare for a demon to have
       holy power, or any kind of angel power, and even rarer for a
       human turned demon to develop any kind of angel or holy power.
       Most human form demons often take the form of soldiers of hell,
       fighting for hell in whatever the rulers of hell order them to
       do, though some do end up in positions of power as demon
       generals or rulers, such as the human-turned demon Crowley who
       rose to the King of the Crossroads. Kaidon isn't aligned with
       any version of hell, but used a Hell's Gate piece to empower
       himself with demonic power and gain demonic abilities.
       - Power of the Wolf Demon: After gaining demonic power from his
       Hell's Gate that was fused into his soul, Kaidon gained the
       powers of a demon once he learned to utilize the demonic power
       of the Hell's Gate piece. Upon developing his demonic power,
       Kaidon gained the powers of a wolf demon, which granted him
       enhanced wolf-like abilities. This granted Kaidon enhanced
       werewolf power thanks to this wolf demon power, and allows
       Kaidon to use this wolf demon power to enhance his werewolf side
       abilities. This gives him special demonically enhanced claws,
       enhance biting ability, enhanced wolf agility and speed, and
       gave him the powers of a demon. When used, Kaidon is able to
       transform himself, using the abilities of a wolf demon, often
       becoming more wolf-like in appearance (like his teeth growing
       into fangs and his claws becoming sharper and
       demonically-charged with energy). Kaidon gains other demonic
       abilities as well, such as hellfire, demonic regeneration,
       unholy darkness and even some extra abilities that Kaidon gained
       from other universe demon princes by utilizing their blood to
       empower himself. This wolf demon power makes his werewolf side
       much more dangerous, but also is used to enhance his werepyre
       skills since his werepyre skills can also become demonically
       charged with power when using his cursed darkness. Combined with
       his other abilities, this grants Kaidon far more power, and
       works very well with his werepyre abilities without unbalancing
       them since his vampire side's dark nature is also empowered by
       his unholy darkness nature. By gaining this, Kaidon has gained
       the powers of a demon, making him much harder to kill than a
       normal werepyre, and enhanced his combat abilities immensely.
       However, this does come with new weaknesses, as demonic traps,
       holy powers and demonic weaknesses all now can be used against
       Kaidon (though Kaidon knows how to break a lot of demon traps
       and holy traps using his alchemy). Overall, the best weapon that
       can kill Kaidon is an angel blade, which can kill him if it
       strikes his heart (he is not a strong enough demon to resist
       angel blades like demon princes, as he is still technically more
       werepyre than demon).
       - Hell's Gate Demonic Spirit: After fusing a hell's gate piece
       to Kaidon's soul, this gave him enhanced demonic abilities and
       converted his nature to a purely demonic nature. Being the
       opposite of holy conversion, like holy vampires, Kaidon gained a
       purely dark and demonic spiritual nature, where he no longer has
       any holy or positive power in his soul. The only thing close to
       holy power is the godly lightning that Kaidon gained from an
       alternate Mammon that is a demonic power and spirit purification
       that Kaidon gained from his alchemy training. This corrupted
       Kaidon's spirit to make him a pure demonic spirit, and amplifies
       his abilities as they all converted to demonic abilities. This
       was specifically done by Kaidon to gain more power, as the
       demonic power he gained was designed to amplify his werepyre
       abilities. This affects all of Kaidon's abilities, and all of
       his magic that isn't neutral like his alchemy magic is converted
       to demonic power as a result. While his alchemy magic is still
       neutral in nature, the demonic power of his soul now amplifies
       any ability that uses darkness or negative power, including his
       cursed darkness werepyre power, and his Darkfire abilities that
       utilize his dark nature. Another major change is that Kaidon now
       has a spirit not quite like that of his normal werepyre self,
       but has a new nature that is more demonic in nature (even more
       so when he gained his demonic power). While he has a werepyre's
       cursed darkness, his demonic spirit using hell's gate energy has
       become far more potent, like that of a demonic spirit, but also
       making his spirit energy demonic cursed darkness (combining his
       natures all together in a mix of power). The only downside to
       this power is that Kaidon now reacts dangerously to heaven's
       Gate pieces, which can literally cause explosions of energy if
       Kaidon comes into contact with one, and now Kaidon cannot wield
       holy items or weapons due to his conversion of his nature
       (including his sword Shinso which was not his originally but he
       stole), so now he has had to make sure to avoid holy items, as
       he can take purification damage if he tries to wield holy power
       items. Because of Kaidon's enhanced demonic power, and his
       hell's gate ability to weaken holy power and angelic power,
       usually neutral power is the best way to combat him. However,
       other demons can also be amplified by this nature, since
       Kaidon's hell's gate spirit amplifies the demonic so demonic
       enemies can also more easily fight him.
       - Hell's Gate Demonic Amplification: When using his demonic
       power, Kaidon is able to amplify others using his hell's gate
       spirit. By using his spirit power, Kaidon is able to amplify
       anyone with demonic or dragon (except holy dragon types)
       abilities, and can boost the use of certain abilities when
       others are in the presence of his power. Usually, Kaidon does
       this through his wolf demon power, where his demonic spirit
       power is infused into his demon power. Typically, demonic power,
       dragon (again, except holy dragons)power, and dark magic are the
       main things that can Kaidon can amplify just by being in the
       presence of people with those abilities, and can even amplify
       demonic spirits that are in or out of Kaidon's body. However,
       Kaidon's best use of this comes from using spirit energy on
       others, where he is able to give them a full temporary hell's
       gate amplification, which strengthens all demonic or unholy
       abilities, but mostly amplifies demonic power and dragon power
       most. Thanks to this, Kaidon is able to boost his allies, though
       usually it's him and his brother (who has voodoo demon power)
       that are usually the ones that gain the biggest boosts to their
       power since they designed their amplification to play off their
       strengths. Neutral powered allies can also be empowered by this,
       but they don't receive as much of a boost without demonic or
       dragon power to amplify. However, this only works on certain
       types of natures, and doesn't work on angelic or holy allies due
       to the next effect of Kaidon's hell's gate piece's spirit energy
       he uses. This can be a hindrance as well though, as demonic or
       dragon enemies would also be amplified in Kaidon's presence,
       even if Kaidon doesn't want them to be, so demonic, dragon or
       dark magic opponents may be able to take advantage of this
       amplification.
       - Hell's Gate Holy Weakening: This is the other effect of
       Kaidon's hell's gate piece. This effect weakens angelic power,
       holy dragon, holy magic and holy power users to a degree, and by
       using his spirit power, Kaidon can use this to more easily
       defeat holy or angelic opponents. Hell's gate pieces are
       designed to negate the power of angels and holy magic users, who
       are the main enemies that are never supposed to be allowed to
       pass through a hell's gate. Kaidon is able to weaken angels and
       holy opponents who are vulnerable to hell's gate pieces (though
       this doesn't work great on anyone that can overpower hell's gate
       pieces like some archangels), and works on not just angels, but
       holy dragons and holy magic. When used as an energy, this energy
       can negate the power of holy magic and angelic power
       specifically when used on them for a short time, in which the
       angel or holy power affected won't be able to use any of it's
       special abilities that are holy or angelic in nature for a short
       time after they are affected. This also destroys any holy spirit
       or angelic presence trying to possess Kaidon, in which Kaidon
       tried to make sure the wrong presences didn't try to get into
       his mind or spirit to try and purify his demonic power. This
       makes it so Kaidon cannot be possessed, or the holy spirit or
       angelic presence will destroy itself trying as they are
       corrupted with demonic energy. This negation only lasts for a
       short time (up to 2 combat rounds), and once the effect
       dissipates, the holy power/magic user, holy dragon, or angelic
       power user will be able to use their power again. This power can
       affect angels, holy power/magic users and holy dragons as long
       as the power hits them, and the weakening effect can be used as
       long as they are in Kaidon's presence. However, just like the
       amplification, Kaidon has no control over this, and weakens any
       holy presence even if they were by chance an ally. And as one
       might guess, avoiding the negation of the energy used is as
       simple as just not letting the energy hit them or touch them. It
       is possible to overpower this negation by strong enough will,
       but one usually has to be near archangel level to do so, as this
       is much more potent than normal energy due to the demonic nature
       of this power (since demonic spirit is much more potent than
       normal spirit energy).
       - Demonic Power Conversion: Because of the hell's gate piece in
       Kaidon's soul, Kaidon cannot ever gain any kind of holy power.
       Because of this, any powers that Kaidon gains will automatically
       be converted into demonic power. This specifically applies to
       any holy magic or angelic power Kaidon might gain from blood, as
       Kaidon can still drink the blood of holy power users and angels
       if he truly wants to, and utilize his power gain.  However, any
       powers that he does gain from holy power users or angels are
       automatically converted into demonic power rather than granting
       him holy power, because Kaidon has no positive power in his
       spirit. For example, a holy light power would likely become
       unholy darkness, or the closest thing Kaidon could gain would be
       demonic light (which he does have, but not through holy light
       conversion). This power changes any holy or angelic ability
       automatically, and Kaidon himself has no control over this.
       However, while this does grant Kaidon more demonic power to
       utilize to amplify his demonic power, he can only utilize
       demonic abilities, and if he gains a power that only utilizes
       holy or angelic power and cannot be converted, then the power
       cannot be used by Kaidon since he has no holy spirit power and
       has pure demonic spirit. The powers gained also gain the
       weaknesses equivalent of the original power, even if the power
       converts. For example, holy light converting to unholy darkness
       would still be vulnerable to holy power or light power, as well
       as anything that counters unholy darkness as part of it's normal
       weaknesses. For the most part, most abilities that would be
       gained by this power conversion would probably still be able to
       be countered by their holy counterparts (Like trying to gain
       holy light would gain unholy darkness, but would still have a
       weakness to holy light). This power is not under Kaidon's
       control, and he cannot change how this power works under any
       circumstance.
       - Demonic/Demon Aura Manipulation: Most demons are familiar with
       demonic energy, with demonic energy being the basic unholy
       energy that fuels almost every kind of demonic power generated
       by demonic entities. Demonic energy is fairly basic for most
       demons, being an unholy energy that can be used to attack
       opponents or be used with certain powers in order to create new
       variations of abilities. This energy is pretty basic, and the
       opposite of normal angelic/holy energy. Unlike angelic holy
       energy though, typically demonic energy is more about power than
       anything, whereas angelic power is about purification. While the
       two still counter each other just the same, most know how
       demonic energies are all about raw power. And at the top of the
       more powerful energies demons can wield, higher level demons can
       use demon aura, a higher level demon power where demons fuse
       demonic energy with their unholy aura to create a powerful
       demonic energy, originally designed to counter archangels and
       the angels that use celestial force to fight higher end demons.
       Both energies are unholy and demonic in nature, being able to be
       used similarly to attack opponents or combine with other
       techniques. There is also an amplification effect demonic energy
       can be used to amp those of unholy nature, which is easier to
       use when using demonic aura, as it is a more natural amplifier
       to demons than normal demon energy. As many know, normal demonic
       energy doesn't do as much damage as demon aura, but costs less
       power to use while demon aura does more damage but costs more
       power. And these energies can of course be countered by their
       holy counterparts. This also doesn't cover things like demonic
       spirit energy which is more powerful than most other types of
       spirit energy, or many other demonic powers and energies that
       exist among more unique kinds of demons. Just like there being
       many kinds of holy energy, there are many kinds of unholy energy
       as well. Of course, just the same, demonic energies are
       countered by their holy energy counterparts, with there being a
       holy counterpart for almost any kind of demonic energy/power.
       - Darkness/Unholy Darkness Manipulation: Just as angels
       typically use light and fallen angels use corrupted
       light/darkness, demons use darkness to fight, being unholy
       creatures that can fight using darkness. Thanks to this, many
       demons are able to manipulate darkness to attack opponents, and
       can even fuse normal demonic energy to their darkness to create
       an unholy darkness depending on the demon's abilities. Most
       demons can not use demonic darkness, which fuses demon aura with
       darkness energy, because the two energies are hard to fuse
       together without exploding in one's face. However, those who are
       trained and experienced enough, or train with those like
       Belphegor who use demonic darkness may eventually learn to use
       it with enough practice and training. Demons who use this are
       able to use shadows to attack others, and use certain techniques
       like shadow traveling if they become experienced enough in
       learning how to manipulate darkness and how it connects to the
       shadow realm but since demons have their own method of
       teleportation, they typically don't need to use shadow travel.
       Using shadows is actually a bit harder than one might think,
       since shadows can be used in multiple ways. One could solidify
       shadows to spear others, create a liquid-like shadow to drown
       someone in shadows, or even create a shadow mist to darken an
       area. There are many variations of darkness abilities, as shown
       by fallen angels, and this might not just include normal
       darkness, but there might be those who are able to power magic
       on darkness (such as dark magic), and those that can power
       special arts on darkness, like the dark arts. Unlike light with
       is more glass-like nature, shadows are more of a liquid type
       control unless solidified. These darkness manipulations of
       course are countered by typical light abilities, and can be
       countered like any other darkness manipulation. Unholy darkness
       can also be countered by holy power. Just as there are multiple
       types of light, there are also just as many types of darkness if
       not more.
       - Hellfire Manipulation: Most demons usually start out with at
       least one demonically-infused element, with most demons starting
       out with hellfire as their initial power. This mostly depends on
       the type of demon, as some demons may start with some other
       demonic element, but this is often the default elemental power
       most demons start out with. Hellfire is generated in hell, but
       is able to be created by demons who have this power, using
       demonic energy to generate heat until they create fire from
       their demonic power, generating a powerful crimson flame that
       burns hotter than normal flames. Some can even summon hellfire
       from hell itself, in which summoned hellfire can be used much
       more easily since it doesn't have to be created. This is usable
       just like normal flame manipulation, such as burning others,
       creating fireball attacks, creating constructs of flames, or
       even creating explosive attacks. This fire is an advanced fire
       manipulation, and does a combination of fire and demonic energy
       damage when used. More advanced users can use hellfire for
       other, more advanced purposes, such as creating lava type
       attacks or molten object attacks, but this not only requires
       advanced control training, but also requires being able to
       change the fire's form into more of a liquid type flame,
       something only advanced fire manipulations can do. Typically,
       most demons only start with this before awakening their own
       unique demonic type powers, and some can even lose this if they
       have certain abilities, such as the demon Leviathan who is a
       water type demon and lost his ability to generate hellfire in
       favor of generating demonic water manipulation. This is
       countered just like normal flames, though one has to keep track
       of the fact that the flames burn much hotter than normal flames,
       so one needs higher level ice manipulation, or a powerful holy
       energy manipulation that can counter the demonic element.
       - Demonic Presence: Almost all demons have some sort of demonic
       presence, which many have learned to weaponize. When a demon is
       present, most have some way that it shows when they are around.
       This is different depending on the demon and their abilities.
       Those with stronger auras may have enhanced aura or some may
       have more subtle presences. Usually, anytime a demon is present,
       most will notice the smell of sulfur, or sulfur might be left
       behind by demons, as a product of their power that comes from
       hell and of their demonic energy. All demons have some sort of
       presence that they give off and many generate this sulfur. This
       is unique to most demons, though most usually either have a
       strong unholy aura, or they have a strong presence that can be
       felt. Most demons are able to suppress this presence so others
       can't sense them usually, but the demons do still leave behind
       sulfur, which is something that tends to happen passively. This
       is mostly just an effect of a demon's presence in an area, an
       effect that actually tends to make them easier to track.
       However, there is an advantage to this, as some demons have
       learned to weaponize this presence. Some use this in combination
       with other demonic abilities, generating sulfur for their own
       purposes, usually those with a more scientific understanding of
       how sulfur interacts with other elements. This eventually became
       a weapon that many normal demons without presence powers can
       use, where they can do fight others using their presence's
       sulfur, such as using molten sulfur as an explosive substance,
       or a water demon using sulfur to create sulfuric acid
       manipulation. Though some demons like Lucifer or Asmodeus may
       light up an area with their presence, or some demons have unique
       effects like areas growing strong with energy or storms
       appearing overhead for more powerful demons with weather
       manipulation abilities. However, even demons with unique
       presences have learned to weaponize their presence somehow. This
       usually just depends on the demon and their affinities, as well
       as how their power interacts with their presence.
       - Demon Telekinesis/Shockwaves: Most demons have some form of
       demonic telekinesis that they gain when they become a demon, in
       which they can grab, throw or hold things. This is useful for
       dealing with opponents, in which most demons can telekinetically
       throw or hold opponents depending on how their telekinesis
       manifests. Some can also use this to throw objects or grab
       objects with a hold and move it to them, which is a typical
       ability. This telekinesis can also be focused by some demons
       into shockwave techniques where they are able to fire
       telekinetic shockwaves at opponents to do concussive damage,
       with some being able to only use this in shockwaves, and some
       are only able to grab things with their telekinesis. Some who
       are more powerful can also do things to affect people, such as
       using this on their voice box to silence them, or using this on
       certain objects to crush them in a telekinetic hold. Some more
       advanced demons can even do things like heating up objects with
       their telekinesis, or even generating electrical power depending
       on how they use it. Depending on the technique and skill of the
       demon, almost all demons have to concentrate to use this, in
       which opponents can break free by breaking their concentration.
       Usually the best way to break a demon's concentration is to
       attack them, in which they are forced to focus on the
       telekinesis or the attack. This power can be resisted against by
       stronger opponents, as some can slightly overcome the
       telekinetic hold. It's also possible to move fast enough to
       avoid getting grabbed by telekinesis if one simply moves faster
       than the telekinetic grab can grab them, which requires immense
       speed to be able to move completely out of an area within one
       fourth of a second (roughly). This can also be countered with
       other telekinetic style abilities.
       - Demon Possession: Just like angels and fallen angels, demons
       have two main choices when possessing people. Their first option
       is often the most used option available, in which they possess
       others. Unlike angels who require permission from a host before
       possessing them, demons simply possess their hosts forcefully,
       usually overpowering their consciousness and suppressing the
       host. This is beneficial for demons, and the longer they keep
       someone under their control, the easier they learn to control
       their host. While they can do voluntary possessions if a vessel
       is willing, it is usually rare for someone to offer themselves
       up to a demon, so it often becomes necessary to forcefully
       possess someone. Unlike angels who require permission, this is
       useful for demons because they will often try to find strong
       hosts they can forcibly control and use their power to fight
       their enemies. However, there are a few downsides to this
       method, just as angelic possession has it's downsides. The first
       is that stronger minds might be harder to suppress and control,
       which can cause the demon to have to fight for control, and can
       sometimes even be forced out if the person is strong willed
       enough, especially if certain exorcisms and Enochian sigils are
       used to weaken the demon. The second is that supernatural
       hunters tattoo a certain mark on them that acts like an
       anti-possession ward, and anyone with this ward cannot be
       possessed by a demon (even though they can be possessed by
       angels since angel possession is voluntary). Because of this,
       demonic possession has it's own downsides, but usually most
       demons use normal humans or weaker supernaturals anyway, since
       they don't want to possess people with minds strong enough to
       fight their possession. This possession is more often used when
       one wants to possess someone with unique abilities, ones that
       the demon wants to use themselves.
       - Demonic Shapeshift: Similar to angels who shapeshift, demons
       are able to do this as well. Normally many demons take a
       smoke-like form when in their normal state due to being
       corrupted spiritual beings normally, but demons have learned how
       to shapeshift their smoke and shapeshift into other beings.
       Thanks to this, this provides them a way to manifest themselves
       in the real world without needing a possession. This is usually
       made even more effective by more unique demons who might use
       this to grant themselves unique traits, such as a bird-type
       demon manifesting bird wings to fly, or a wolf demon having
       claws. This mostly depends on the demon, with some even
       weaponizing their normal smoke-like form (if they have the form
       to use), where they can change the smoke of their being that
       makes up their body into weapons and battle with a type of
       demonic smoke body manipulation not that different from the
       Darkfire elemental form power. This depends entirely on the
       demon and how creative they can get with this power, since it
       just requires them knowing what form and presence they want to
       take. However, just like angels, their mass stays the same no
       matter what form they turn into, so turning into a larger form
       won't make them a larger being, and turning into something like
       a dragon might actually make them weaker because they'd be
       easier to cut through thanks to having less mass. Usually, any
       demon can still be hurt no matter what form they are in, and
       weapons that can attack spirits (Such as soul reaper zanpakutos
       and death wraith soul swords) can still hurt them even if they
       are in their smoke-like form.
       - Demon Ally Healing and Corruption: Unlike angels who heal and
       purify, demons don't need to "purify" unholy power. Instead,
       they fight holy power by using the power of corruption. If one
       of their allies is hurt, a demon is able to fix their allies
       with their demonic power, and can fix damage done to other
       beings allied with them. This power works similar for demons how
       an angel's healing and purification power works for them, where
       they use this to fix each other, and heal those afflicted with
       holy afflictions. Because they are purely unholy in nature,
       demons get rid of holy effects using this method, by using their
       power of corruption to remove holy afflictions that might affect
       them and their demonic allies. They are also able to heal
       others, similar to an angel, by removing injuries and some
       illnesses, though this power is very rarely used by demons.
       Demons typically don't use this power unless they are healing
       another demon, or helping an ally. They also rely on this
       partially to break holy wards, by using their corruption to
       slowly break a holy ward. This means that demon wards can be
       broken using this power, but this might take a while depending
       on the demon and how powerful their abilities are. They do also
       have restoration powers to a degree, where they are able to fix
       objects that are damaged or broken, which is another power that
       they rarely ever use. Typically, their powers of healing and
       restoration are similar to an angels, except for their
       corruption to remove holy afflictions being different from
       purification for the obvious reasons of this being made to
       counter holy power rather than use it. Stronger demons have
       stronger abilities to do this, just as stronger angels have
       stronger healing and purification abilities.
       - Demonic Resurrection: Just like angels, a demon is able to
       bring someone back to life. Demonic resurrection is able to
       bring the dead back to life, which is easier for demons than
       most beings. Thanks to their abilities, they are usually able to
       resurrect anyone they desire to, as long as certain conditions
       are met. However, there are some things to note with this. The
       first is that they must have the body and the soul of the person
       they are trying to bring back. They can bring someone back with
       just the body of the person who died, but that can be a double
       edged sword since bringing someone back without a soul can leave
       them in a state of being unable to feel emotions, and it could
       become a problem later. Usually, they can bring souls from hell
       pretty easily since they have easy access to hell, but taking
       souls from heaven is impossible for demons without the consent
       of heaven, since demons don't have any status with heaven and
       cannot get into heaven to steal souls, which can be a chore to
       convince heaven to let them bring someone back. For the most
       part, this is only done in rare circumstances, usually requiring
       a heavenly decree, or requiring the permission of either Death
       or Toranoraos (usually both) before even demons will even
       attempt to bring someone back, or it is someone they really
       need. This also takes a great amount of energy from a demon, and
       even a high level demon can use up a lot of power to do this.
       The other downside is that demonic resurrections usually require
       a price, usually a life for a life, as that is the price of
       bringing someone back. The recoil effects like taking a piece of
       someone don't happen with demonic resurrection like they
       typically do with black magic resurrections, unless the demon
       doesn't properly pay the price of bringing back the person.
       However, the only demons usually allowed to do this are high
       level demons (usually demon princes).
       - Demonic Ally Amplification: Demons are able to amplify those
       that ally with them, in which they are able to strengthen their
       allies in other beings (typically empowering each other). The
       most common use of this is when an demon empowers another demon,
       and the demon becomes much harder to damage, and does more
       damage to opponents. Some demons have been able to also grant
       specific other defenses to others, such as some demons granting
       defense against certain abilities, like using this power to help
       protect them from flames or lightning powers to a degree. This
       usually depends on the demon and their abilities, as every demon
       typically has some unique way to amplify someone, whether it's
       granting them temporary immunity to flames, granting them
       regenerative abilities, or even some who can make someone's skin
       hard enough to resist bullets. This amplification works on
       demons as well as other supernaturals, and typically works best
       when they are allied alongside others who are working with them
       amping the demon as well. This was originally designed for
       guardian angels who developed this power in order to help
       protect the people they would guard from harm, but was adapted
       by demons into a way for them to use this to empower their
       allies. Demonic enhancement is far more powerful than angelic
       enhancement, but over time, if overused, can damage a being due
       to the immense spiritual power of demons. Because of this,
       demons have to be careful, and only use this when absolutely
       necessary. Unlike angels who use this on humans, demons mostly
       use this on each other, though sometimes they have human
       followers they might empower if they are working with followers.
       - Demonic Enochian Warding: Demons are able to wards on people
       and places, with this being another power that lets them counter
       angels using Enochian by burning demonic runes on surfaces.
       Usually, when demons do this, they are able to use their power
       to burn wards and sigils on surfaces in order to ward them
       against angels or even fallen angels. They are able to do things
       like warding against angels, in which they would be able to use
       this to keep angels from entering an area they don't want demons
       in, or they could use this to even ward against fallen angels
       depending on what the wards used. When used on people, demons
       can do this a few different ways, with them mostly being used
       the same way. Unlike angels, demon wards are all about either
       casting out angels, or keeping them out of areas, though they
       can also use this to help ward their followers against angelic
       tracking. Usually, demons can do this by either burning the
       demonic runes onto a person's skin, or they can burn these into
       someone's bones outside of physical view. These wards are pretty
       useful, and only those that know Enochian can use counter sigils
       or spells to remove these, and angels/demons that can remove
       these have to know they're there and where they are on the body.
       Typically, this is a much more advanced type of warding than
       typical warding, and use special Enochian runes to create
       powerful wards against a multitude of threats (Though angels and
       fallen angels typically are the major things demons are
       concerned about). However, strong enough counters can counter
       these, like a powerful enough angel or angel group could break a
       warding on an area, or warding against possession might not work
       in certain circumstances if the opponent is stronger than the
       ward. This also typically only works on specific circumstances,
       such as angel wards only working against angels, and fallen
       angel wards only working against fallen angels.
       - Demonic Enochian Exorcisms: For a long time, demons didn't
       know how to kill angels, since angels regenerated from
       everything a demon threw at them. However, this didn't stop
       demons from finding ways to get rid of angels. Instead of trying
       to kill them, demons developed spoken exorcisms that they could
       use to send angels back to heaven, or use special sigils to cast
       an angel out of an area. While demons these days can kill angels
       (if they have the weapons and want to do it), they still learn
       this ability as a good way to cast out angels. Demons have to
       main sets of exorcism type spells. The first is for angels,
       where they have developed major exorcisms for casting angels
       back to heaven, and the second is for fallen angels to cast them
       to a random location on earth. This doesn't keep angels in
       heaven forever, but does keep them from coming back for at least
       a few hours, usually enough time for a demon to have relocated.
       They can also cast angels out of vessels using spoken exorcisms,
       where they are able to use this against strong angels with
       stronger vessels. Typically this was used by demons when they
       couldn't kill angels, which isn't the case anymore, but this can
       still be used against stronger angels they can't beat if they
       can speak the whole exorcism on the angel, though it's rare for
       an angel to just let a demon exorcise them, so a demon should
       obviously expect resistance. Typically, there are situations
       where exorcisms are useful, but most times, using sigils to cast
       an angel away is better than using spoken exorcisms, since it
       requires less prep work, and spoken exorcisms can be somewhat
       lengthy at times. Fallen angels and angels do have to be cast
       out differently, so one has to also know the difference between
       the two exorcisms. They do have smaller exorcisms for other
       things, but angels and fallen angels are usually a demon's main
       enemies, so their exorcisms are mostly focused on them.
       - Demonic Mind Manipulation: Unlike angels who mostly just knock
       someone unconscious, demons have the ability to manipulate minds
       of people, usually planting suggestions or orders into their
       minds. Similar to the sleeping touch power of angels, this is
       done with demons through physical touch, in which the demon
       touches the forehead and then implants any orders or
       manipulation using this power. Unlike angels who typically do
       this to avoid fighting, demons use this in order to manipulate
       humans and other beings they want to use, with most of them
       being able to use this on anyone who is able to be manipulated.
       While this doesn't work well against those that can resist or
       are immune to mind manipulation, this is often a good way for
       demons to use people to get information, since they can plant
       orders and manipulate them to do something for them so that they
       don't have to do it themselves. They are also able to manipulate
       memories, just like angels are able to with their sleeping
       touch. This works much the same way, where demons simply have to
       figure out what they want to remove or change. However, if a
       demon tries to remove a memory, they have to be careful, because
       if they don't replace the memory, then a blank spot will appear
       in the victim's mind and could cause the victim's mind to fill
       the blank spot with unconscious memories (sometimes of the demon
       manipulating their mind). This power is only usable on normal
       humans and weaker supernaturals, and is only really used for
       demons who want to use people to get information, so they can
       manipulate someone into getting them information from somewhere
       they cannot go, such as a place that is warded against demons,
       or a place they don't want to be tracked to. For the most part,
       this is used different from an angel's sleeping touch, but has
       the same weaknesses as their sleeping touch power.
       - Demonic Teleportation/Space and Time Travel: This ability is
       one that most angels, fallen angels and demons share, in that
       almost all angels and demons can teleport. Not only can they
       teleport around, but they are able to teleport to other realms
       as well, such as going back and forth from heaven, earth and
       even going to the Veil where dead spirits reside. This is most
       often used to travel back and forth between Earth and Hell. Some
       demons are even skilled enough that they can bend time and
       travel through time either by themselves or with others. Due to
       this, most demons are able to travel in some way through time
       and space fairly easily. While traveling to certain places, like
       traveling time, takes a lot of energy, most demons can use basic
       teleportation to travel around as they desire. Some demons even
       teleport differently, such as some might disappear in a burst of
       hellfire, or some might vanish, or some even leave sulfur
       presence behind as they teleport away. When used, the demon does
       have to know where they are going, or else they might travel
       somewhere randomly and get lost. This is especially important
       when traveling between realms like going from earth back to
       hell, where they might get lost in between if they don't know
       where they're going. However, most demons know the path between
       hell and earth well, and aside from sometimes not knowing where
       specific places are, they typically have no problem traveling
       there if they know where they are going.
       - Demonic Astral Projection/Dream-walking: Ever since ancient
       times, demons have been able to use their spiritual like being
       to go back and forth from manifesting as spirits just like
       angels. The main use of this was to be able to appear in dreams,
       a power that demons have used to convey messages to people
       chosen by hell or tried to deceive humans by posing as angels in
       the past. Unlike most beings who separate their spirit, a demon
       is able to turn into a spiritual being, in which they can enter
       the astral plane and react with not only dreams, but can also
       interact with dead spirits, and some intelligent spirits that
       are not dead spirits. Demons are able to go to the Veil where
       dead spirits are usually found, or the demon can attempt to go
       to the Spirit Realm, which is a realm where natural spirits
       reside, if they are able to perceive the spirits (Though this is
       usually a dangerous trip requiring special training to get into
       the spirit realm due to it's unique spirit perception required,
       and demons are usually cast out of the spirit realm). Typically,
       demons usually go more to the Shadow Realm, where dark spirits
       reside outside of the death wraith controlled territory, which
       is much better for them. This lets users commune with the dead,
       and with spirits that can be perceived. Of course, the biggest
       use for this is to interact with spirits, but also if one is
       trying to interact with a dead spirit, it is much easier to do
       so in astral projection than in physical form. The other main
       use of this is going back and forth from dreams, in which demons
       can also enter the dream realm, though usually in a limited
       fashion where they can only interact in dreams and cannot access
       the full dream realm or create dreams in the real world like
       many dream demons can.
       - Destroy Heaven's/Hell's Gate Pieces/God Fragments (High Level
       Demons Only): Very rarely, higher level demons or archangels at
       around demon princes or archangel levels can destroy pieces of
       heaven and hell gates which are not able to be destroyed by
       normal demons and angels, which would normally be used to weaken
       most angels or demons using opposing forces (IE using a Heaven's
       gate piece to weaken a demon). While the demon/angel can still
       gain enhancements from their force, such as demons getting amped
       power form Hell's Gate pieces, or angels getting amped power
       from Heaven's Gate pieces, demons and angels with this power can
       choose to destroy the pieces instead if they pose a threat.
       Another power that higher level angels and demons have is that
       they can often destroy god fragments once their power grows high
       enough by overcoming the fragment with their own power.
       Destroying any of these doesn't kill those who have these pieces
       or fragments fused to their souls, but instead just makes them
       lose whatever benefit the fragment and pieces give them. This
       technique requires immense power to use, and only the highest
       level angels and demons can ever hope to be able to do this.
       However, while being able to destroy a god fragment may sound
       impressive, it's really not as impressive as it sounds since god
       fragments are very small bits of God's power as it mostly just
       means that one is around demon prince power.
       Hell Summoning and Extra Demon Abilities (Through Demon Blood
       Empowerment):
       - 1st Circle Darkness of Despair: This summons the power of
       darkness from the 1st circle of hell, where those who are
       somewhat virtuous non-believers and pagan's go. The darkness
       here is an unholy darkness, which dwells in a cave that souls
       wander for eternity desperate to find God. This darkness is a
       powerful dark energy mixed with unholy energy, and became the
       basis for the unholy darkness power demons use, including being
       the inspiration for Belphegor's demonic shadow technique. The
       user can use this to create a mist to encase an area in
       darkness, or use it to attack opponents. When those come into
       contact with this darkness, it infects an opponent, and
       increases their fear and despair emotions artificially in a
       matter similar to a fear toxin, or it can be used to attack
       people using darkness like other darkness techniques. However,
       it does have to be done through infecting an opponent with this
       attack, and can be purified with holy power. However, if they
       are infected, then even the most advanced people with
       disciplined mind or other mind resistant powers will have
       trouble resisting this power as it is an infection and not a
       mind alteration. Some strong willed opponents can still fight
       this to a degree though. This darkness can still be countered
       with light or holy energy, since it is still darkness.
       - 6th Circle Hell's Pit Fire: This lets the user summon and use
       powerful hellfire in a fight to battle opponents which comes
       from where those who commit heresy are trapped in flaming pits
       to burn for eternity. This hellfire burns much hotter than
       normal flames, and works in a manner similar to typical
       hellfire. This flame is much more powerful though, as it's
       summoned directly from hell itself and generated by powerful
       demonic energies. This does more demonic burning damage than
       typical hellfire, with the demonic energy of hellfire being far
       stronger than it normally would be. Of course, as one might
       expect, users of this can still use it the same way as hellfire,
       being able to do things like creating fireballs, using explosive
       attack, and using the flames to melt objects. These flames are
       used almost the exact same, except that the demonic energy also
       burns people using demonic damage in addition to the flames.
       This works great against holy fire, and can counter ice powers
       pretty effectively. Of course, as one might expect, this is
       countered by anything that counters fire, such as water/ice and
       wind abilities.
       - 7th Circle Boiling Blood: This lets the user summon unholy
       blood from the lake of boiling blood in the 7th circle where
       violent souls are sent. The user can manipulate the blood in a
       manner similar to normal blood manipulators, letting them either
       splash it on people or form shapes or objects out of it. This
       power usually works best for those with blood manipulation or
       blood devouring, in which they are able to use this to devour
       blood or use this to use blood-based techniques using this
       blood. When used, this blood is highly corrosive, thanks to the
       blood boiling and the demonic energy infused into the blood. The
       demonic energy also does damage, burning the skin alongside the
       heat generated from the boiling blood. For the most part, most
       people with special abilities using blood find this the most
       useful, since they rarely have to use their own blood in fights.
       Depending on the techniques, this can be a very deadly effect,
       as is shown by certain blood manipulators who use some very
       dangerous techniques that can be amped with this blood. Of
       course, this blood is best countered with water or ice powers
       best, or using earth powers to contain the blood where it can't
       be used.
       - Satan's Demonic Magic: Just as Sariel is known for creating
       most forms of holy magic, Satan was responsible for creating
       most forms of demonic magic. As such, Satan has levels of demon
       magic that allows him to use many forms of demon magic, such as
       demonic attack magic, demonic defense magic, and even demonic
       elemental magic. Satan's main use of elemental magic is usually
       hellfire and the ice of the 9th circle of hell where he was
       imprisoned for a while after his fall, and is able to use
       demonic fire and ice magic, which most people don't realize he
       has ice magic. He doesn't use it often, but he does have ice
       magic he can use even if he's not big on summoning ice directly
       from hell. Satan's attack magic is mostly as it sounds, which
       uses demonic energy to form different magic attacks. Most
       demonic attack magic uses demon energy infused mana, with some
       of Satan's more advanced magic running on demon aura and being
       more powerful. This also applies with his defensive magic, which
       the simple spells mostly run on demon energy infused mana, while
       more advanced defensive spells use demon aura infused mana.
       These magics usually follow the rule that more high level magics
       are stronger, but require more power to use, but lower level
       demonic magic uses less power, but costs less power to use as a
       whole. This magic is Satan's specialty, and he has an
       understanding of it more than any other demon since he created
       most of it, and can even copy certain demonic magic abilities
       since he knows how most demon magic abilities work and can learn
       new demonic magic arts by watching users use them. Kaidon gained
       this from drinking the blood of a version of King Satan before
       Kaidon and Kiren killed him.
       - Satan's Demonic Necromancy: One of Satan's demonic magic arts
       includes necromancy, where he is able to bring back bodies as
       servants in the form of zombies. He is able to use this demonic
       necromancy to create new servants, usually charging them with
       demonic power and granting them new life as demonic undead. In
       this, it works similar to dark arts necromancy, where the
       creatures brought back have a dark affinity, but instead of a
       dark affinity, those brought back by Satan are infused with a
       demonic affinity. Satan is able to call bodies from the ground,
       or even summon corpses to bring back from other parts of the
       world in order to create new demonic zombies to help him in
       battle, which makes this a dangerous art, especially since he
       can continuously do this as long as he's not interrupted, and
       can summon armies of undead if he is allowed the time to do so.
       Those who had holy affinities in life can also be made to use
       both holy and demonic power, in which their demonic affinity
       doesn't overwrite their holy affinity. Due to this, summoning
       holy warriors can mix their powers with demonic power to make
       them able to fight demonic and holy opponents alike. Most of the
       time, those who want to fight against these creatures will need
       powerful holy weapons that can kill demons, such as angel blades
       or powerful enough holy abilities/weapons capable of killing
       demons, as this power essentially lets Satan bring dead people
       back as demon zombies.
       - Satan's Wrath Flames: These flames are one of Satan's most
       known abilities. These are just one of his blue flames that can
       be used to attack or consume people in the flames. These flames
       are not ice flames like normal blue flames, but instead, these
       flames run on the power of anger. There are two main aspects to
       this power. The first is that anger is used to create and
       enhance the flames using Satan's demon dragon power, in which
       Satan's power can enhance the flames depending on how much anger
       the user has for those that have Satan's power. The anger is
       used as the fuel source for these flames, so stronger anger
       means stronger flames, making this a great weapon for those with
       a lot of anger. The second aspect is that this can consume
       people with angry thoughts or powers using anger by consuming
       the power of anger, which most beings possess on some level.
       Usually, demonic beings as well as holy beings possess some form
       of anger or hatred, which is used to enhance this if they are
       hit by it. This especially works on powers fueled by rage, such
       as the red lantern powers that are basically gasoline to these
       flames. These flames are very dangerous, and the only way to cut
       them off once hit is to cut off one's flow of anger completely,
       or use strong enough holy defense/purification to stop the
       flames before they consume someone. There is no immunity to
       these flames, as these flames can consume anyone filled with
       anger, even flame users.  However, this means that those with
       Satan's powers can also be affected by this, even Satan himself.
       This is a risk when using this power, as uncontrollable anger
       can backfire this flame on the user if the anger is not used
       properly. This power is also countered by more by emotional
       manipulation to positive emotions than trying to use ice powers
       or counters to fire.
       - Satan's Mana Flames: This is the second flame that those with
       Satan's power possess, where they are able to use a different
       type of blue flame that is quite different from the flames of
       wrath. Instead of running on anger, these flames run on mana
       instead. These flames use mana as their fuel source, in which
       they can grow stronger when feeding on sources of mana. Usually,
       the biggest source of mana in the worlds are living beings, with
       almost all beings having mana generating inside them. That means
       this flame can devour almost any by devouring their mana, in
       which their body starts to incinerate as the flames consume
       someone through consuming their mana. These flames are dangerous
       to just about any being, since all beings produce mana in some
       way, whether it's dark mana, demonic mana, or even neutral or
       holy mana. As such, these flames can also hurt flame users, as
       these flames are able to hurt anyone who generates mana. As
       such, these flames are quite dangerous and are another dangerous
       power that those with Satan's power possess. However, it is
       worth noting that these flames aren't as powerful as the wrath
       flames, and don't consume quite as much of someone as the wrath
       flames do. This makes the effects slower, and gives opponents
       more times to figure out how to counter this. This is often best
       used against mana and magic users, since this consumes their
       power if they come into contact with the flames. Once affected,
       a user can dissolve the flames by cutting off their flow of mana
       from the flames, such as removing a body part affected, or just
       separating their mana from the flames using other energies in
       the body. This power is usually best countered by other energies
       like spirit, chi or any energy other than mana, and can even be
       countered with elemental energies to a degree.
       - Mammon's Godly Lightning Manipulation: One of Mammon's main
       abilities was the ability to generate lightning by imitating
       godly power (as he was secretly Zeus in old legends in some
       universes). This allows Mammon or those with his power to
       generate powerful lightning that can be mistaken for a deity,
       but using godly power. Because demons have learned to imitate
       deities and angels as a means to mislead humans, this was one of
       Mammon's abilities. This lightning is a powerful godly type
       lightning, that doesn't actually use god power, but simply uses
       enhanced energy to imitate godly energy. By doing this, this
       lightning is enhanced with energy to make it much stronger than
       normal lightning, and able to hurt those with normal immunity to
       lightning since the lightning was made to kill his enemies.
       Though this lightning is more about it's "godly" power, it also
       is able to act just like normal lightning powers, with users
       being able to use the lightning to use other lightning abilities
       like being able to electrocute people, manipulate magnetism, and
       even allowing one to fire lightning beams to try and pierce
       opponents. This power works mostly just like normal lightning,
       in that the lightning can be used like a current to electrocute
       people, or one can use it to concentrate lightning into piercing
       attacks. And as one might think, while this does allow the user
       to damage those normally immune to lightning, it does still have
       the normal weaknesses of lightning, such as water shorting out
       the electricity and certain powers being able to negate
       electrical charges. One can also use insulators to a degree to
       counter this, such as wood or rubber, unless the user has the
       ability to overload insulators, though this takes a lot of
       energy to do, and would be better done with other abilities. The
       energy used to empower this can hurt those immune to lightning
       normally, but the lightning does also still have to hit the
       opponent. Kaidon also gained this power through demon blood
       enhancement, and uses it as one of his main demonic abilities.
       - Mammon's Demonic Gold of Greed Manipulation: This is Mammon's
       other ability, in which he and those with his power can
       manipulate demonic gold. This was Mammon's main ability in that
       he is able to use gold manipulation to attack opponents. There
       are a few aspects to this that are very useful in combat, such
       as gold being a great conductor of electricity, making it a
       great combo with Mammon's lightning manipulation. This power
       still allows users to manipulate gold to attack opponents, such
       as creating weapons, encasing people in gold, or even poisoning
       people with liquid gold. When used, this does demonic energy
       damage, being able to hurt people with demonic energy. However,
       the demonic energy has another effect, in that it does more
       damage to opponents who have an aura of greed around them. Those
       that commit the sin of greed will be hurt more by this, no
       matter what it is that they want (as many people want different
       things). This power is a very useful ability as everyone suffers
       from greed of some kind, which is not limited to things like
       money or power. As such, this demonic energy usually does the
       most damage to those with strong greedy desires, and can burn
       opponents pretty severely with the energy if they are hit with
       it if they have a lot of greed in their hearts. Users of this
       can change the form of gold, from solid to a liquid form and
       modify the form based on what they want to do. However, this
       does still have the same weaknesses as normal gold manipulation,
       such as being able to be countered by wind manipulation (as wind
       manipulation usually counters most earth type manipulations).
       And for the demonic energy that uses the aura of greed, those
       without much greed in their hearts won't take that much damage
       from the demonic energy (at least not more than normal).
       Normally, this would also be countered with lightning, but since
       Mammon and those with his power can also use lightning, this is
       not recommended. Certain abilities like holy energy might work
       to counter this as well, since the holy power can counter the
       demonic power of this to a degree. Kaidon isn't too skilled with
       this power, since earth is not one of his main elements. Kaidon
       and his brother took this power mostly for it's lightning
       ability, rather than it's metal.
       Werewolf Alchemy Abilities:
       - Werewolf Alchemy:  This art is specific to this group of
       werewolves who use magic-based alchemy, and is not an unholy
       power, but simply a power based in neutral magic and soul power.
       This art is powerful, and depending on the werewolf or hybrid
       that is trained in this, they will specialize in different
       abilities depending on the spellbook they gain, and how they
       interact with elements. This art is just like people expect,
       with alchemy skills being able to convert and change materials.
       Most alchemy is set up in 3 stages: understanding the structure
       of matter, deconstruction and reconstruction. Most alchemists
       are able to use this to some extent, being able to use this to
       change materials, usually doing so for battle purposes, such as
       changing attacks or changing energy so that the alchemist can
       create new attacks out of their opponents attacks. Of course,
       the main focus of this alchemy usually ends up being the
       spellbooks, which most werewolves of this alchemy magic end up
       gaining, that are all different and focus specific skillsets for
       each alchemist in different ways. Usually, most alchemists have
       to follow a few rules, such as this alchemy cannot be used to
       create living matter from non-living matter (such as trying to
       create life from something non-living, with one example being
       human transmutation, an art forbidden that tries to bring life
       to humans who have died. It is also worth noting that using
       alchemy can only affect objects within a certain distance,
       unless one is using special arts, so keeping one's distance can
       usually avoid this, unless they're firing projectiles at an
       opponent.
       - Spirit Purification Alchemy Magic: This one is designed to be
       one of the bases of alchemy magic. Because the clan is so
       focused on purifying and strengthening spirits, they use this
       special magic granted to them by the spirits to purify rather
       than destroy spirits. Because of this, all alchemic magic used
       by the alchemists has this aspect in it once they learn this
       magic. While they can use magic without this aspect, it is much
       more difficult, and runs the risk of changing the form of the
       earth in a way that will affect spirits negatively. However, by
       using spirit purification in their magic, the alchemists power
       of alchemy passively purifies spirits, strengthening the spirits
       that govern the world's forces and maintain nature. However,
       this magic also has another purpose, in that it is meant to
       purify dark spirits and hollows, which the alchemists fight in
       order to protect humanity. Most of the time, this portion of the
       spiritual purification focuses more on the environment, and not
       so much on fighting hollows and dark spirits. The basic form of
       spirit purification is more focused helping the world, as the
       spiritual purification is more just a basic part of the alchemy
       and changing the world around them to better the spirits. When
       used, this makes normal spirits far more powerful, and weakens
       creatures like hollows and dark spirits. However, this is a
       simple spirit purification, and one that doesn't have the right
       focuses for combating dark spirits and hollows (as a user has to
       master the next spirit purification magic power to use their
       alchemy to fight dark spirits and hollows). Typically, this is
       countered like any other magic, and doesn't attack the spiritual
       plane, as this part of the art is just for purifying the spirits
       on the physical plane that inhabit the world. Most of this basic
       spirit magic is also not combat based, as it's only meant for
       use on the environment to strengthen the spirits or help develop
       nature further so that the spirits don't have to do as much in
       the physical realm, as the alchemists seek to ease the burden on
       spirits.
       - Combat Spirit Purification Magic: Spiritual Focus: This is the
       part of an alchemist's alchemy that is based in purifying
       spiritual beings like dark spirits and hollows. This power is a
       purely spiritual power that is designed for combat, and uses an
       alchemist's alchemy to attack and purify dangerous spirits that
       usually aren't quite on the physical plane. When used, this is
       the true form of an alchemist's power, in which they use alchemy
       to attack dangerous spirits. Usually, this is best used in
       combination with their unique alchemy types and their spellbook
       abilities (in which those skills are mostly developed
       specifically to utilize this magic). This starts out as a user
       having to concentrate, but once reaching a certain level of
       alchemy, a user can learn to use this passively without needing
       to concentrate. When used, this alchemy specifically is designed
       to not attack the physical, but attack the spiritual. While this
       still does physical damage, this magic also attacks the
       spiritual, which can allow an alchemist to attack and purify
       dangerous spirits, but can also use this to attack spiritually,
       in which the attacks don't just do physical damage, but
       spiritual damage. So if a physical person is attacked with this
       spirit purification, this can be used to also attack a person's
       spirit directly, in which this alchemy can also purify dark
       spirits hiding in people by attacking people's spirits rather
       than their bodies. Because this magic is specifically designed
       for dark spirits and hollows (or any other dangerous spirit),
       this is designed to work on almost any kind of spiritual
       corruption, and purify it. The only danger is that not all dark
       spirits are able to be purified easily, and depending on the
       magic power of the original user, the user's power in this
       depends on what their magic capabilities are. Some stronger dark
       spirits also resist spirit purification, in which at that point
       only spirit destruction powers will finish them off (which can
       only be used by elites).
       - Mana Mastery: Most werewolf alchemists use neutral magic,
       which runs on normal mana. However, unlike many magic users,
       some alchemists master the use of mana in it's basic form in
       order to strengthen their magic. Most have learned to harness
       mana on it's own, and some advanced in this art that many can
       even gain mana user abilities if they desire mastery over their
       basic mana. This mastery not only makes them able to use mana on
       it's own to a degree, but also has the effect of allowing them
       to more easily use their alchemy, and have mastered it so that
       they are able to concentrate their mana to use less in battle to
       more effect, making them highly experienced energy users. The
       older members of the alchemists are usually very skilled in the
       use of mana, and usually generate this mana to feed spirits of
       nature so that they can strengthen the world around them, as
       this is the main use of mana in creatures that is expelled into
       the world since all creatures have some form of mana. As a
       result, some alchemists learn to enhance their mana emission so
       that they generate more mana and expel more mana into the
       environment around them when they are not using magic, so that
       they can power up the spirits around them without having to
       consciously exert their power as often. Typically, mana's major
       weaknesses avoid magic weaknesses, as mana as an energy can
       still hurt those that have resistances or immunites to magic.
       However, there are those that know how to use certain methods
       for negating mana entirely, and some have techniques that negate
       mana. Some mana users do also gain resistance to other mana, and
       any normal mana enhancement can usually be countered by other
       energy type users. Those that go on to become mana users also
       gain the mana user weaknesses.
       - Mana Conversion to Alchemic Magic: Similar to how mystic
       knights train themselves to passive convert mana into magic, the
       werewolf alchemists trained in the mystic arts do the same
       thing, where different werewolf alchemists created different
       types of training that converts one's mana into alchemic magic,
       which flows through the body just like mana. This is designed to
       not only make elemental magic easier to summon, but is also
       resistance to magic negation abilities due to the magic already
       being present in the body before the negation. Depending on the
       user, they are able to learn this after they learn their alchemy
       so that they can convert their mana into their specific alchemic
       powers they will use. In addition, this also makes certain other
       abilities easily that use alchemy, such as werewolves who use
       their alchemy in different specific arts, or focusing their
       magic into regenerative abilities like some werewolves will do.
       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 werewolf though, as some can do things
       like using chi magic or spirit/soul magic and convert their
       power into elemental magic similarly, but this is much harder to
       do and would require the werewolf to learn how to convert their
       power on their own. 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.
       However, the upside is that, while users cannot learn mana user
       abilities, they can learn mystic knight abilities if they train
       this into more of a combat based power-up, and can utilize
       mystic knight abilities. Typically, the danger to this though is
       that users bank more on their magics working on enemies, and
       while this may reduce the cost of power 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.
       - 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. Alchemy
       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.
       - 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.
       - Werecreature Alchemist Nature/Spirit Connection: Similar to
       other werecreatures with a strong magic connection to the world,
       the werewolf alchemists specialize in their connection to both
       nature and spirits, as they originally developed alchemy to
       further their understanding of the world and it's forces.
       Through their training and diving into powerful magic, they
       eventually developed an even deeper connection to the world
       through their nature and spirit connections. Thanks to this, the
       werewolves are able to not only sense the planet's life energy
       and the life of what's around them, but all werewolf alchemists
       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 werecreatures 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 will often try to
       acquire that nature knowledge), as they aren't just connected to
       nature, but are able to also interact with those spirits for
       another way to interact with nature. Werecreatures 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. This isn't just among
       the werewolves though, as all werecreatures trained by the
       alchemists are trained in this. Some may learn different ways to
       do this (IE Werewolves have a basic nature connection but other
       werecreatures might connect to other specific parts of nature),
       but all werecreatures and those trained in this learn this
       aspect in some way and apply this to their alchemy. 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 werewolves
       learning spirit arts, but many don't seek spirit arts for fear
       of wearing down the spirits power and weakening nature as a
       result.
       - Alchemic Understanding of Elements: Werewolf alchemists 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. 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. Depending on the werecreature 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 werewolf and
       their affinities, with all werewolves 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 werewolves
       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 use or immunity in any
       way, but more allows users to take control of elementals through
       conversion and utilizing their alchemy to modify elements. Most
       werewolves 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 elite alchemy). And while most alchemists
       are able to learn how most elements work, alchemists 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, the opponent's abilities and the attacks used).
       - Alchemic Transmutation: Alchemists 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. An alchemist, 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
       alchemists might lack (such as those with science knowledge will
       know more easily how to manipulate molecules while normal
       alchemists focus more on the elements themselves).
       - Werewolf Battle Transmutation Magic: In order to battle their
       enemies, the werewolf alchemists developed a specific brand of
       alchemy designed solely for battle. This alchemy is the main
       alchemy most alchemists use when not using their own unique
       skills, as it's the basic combat alchemy many are taught upon
       learning alchemy. This alchemy uses wind and earth manipulation
       using alchemic magic, allowing a werewolf alchemists to take
       advantage of the two major elements that connect to almost every
       other element. In the alchemist's eyes, aside from darkness and
       light, earth and wind are the two major elements that make up
       the world, which they are able to use. 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 werewolves have highly skilled alchemic magic they can use
       in battle, being able to manipulate the earth and wind to fight
       opponents. This could be as simple as creating shockwaves to
       attack, or more advanced alchemists 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 alchemists 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.
       - Earth Healing/Purification, Healing Magic, and Plant/Animal
       Restoration: Werewolf alchemists with a powerful enough
       connection to nature are able to interact with the environment
       around them, which mostly involves healing and restoring. The
       first thing one can do, is heal destruction of the earth around
       them, such as purifying toxic influences or healing areas
       damaged by things like fires or human interference, where the
       werewolf is able to restore the planets life force using their
       connection and using their alchemy in order to heal the life
       force of the planet. But werewolves with this power don't just
       stop at healing the earth, they are also able to heal others, as
       well as healing plants and animals. They are able to heal almost
       any manner of life, restoring a person's injuries and being able
       to purify negative influences like toxins and poisons or energy
       poisoning. Thanks to their connection, they are able to tell
       when something is wrong with the earth, creatures or the life
       around them, and able to take appropriate action to fix the
       situation. For the most part, this results in different ways to
       heal and purify, being designed to help the world around them.
       This isn't too useful in battle, just being healing power and
       purification, but it does help when needing to heal others or
       healing plants, animals or the world's life force. This also
       requires the werewolf to know what they are healing, as they
       cannot heal or purify unless they know what is wrong or causing
       the problem, meaning that certain supernatural infections or
       afflictions might not be curable with their power, as certain
       afflictions unknown to them often require research to figure out
       how to counter.
       - Bio-Alchemy Magic: This alchemy was originally an extension of
       healing and purification, but instead is a type of alchemy
       designed solely to allow werewolf alchemists to use their
       alchemy to study living beings and make alchemic modifications
       to strengthen them. This art is often used by some more
       ambitious werewolves to understand the structure of living
       beings, where they learn how to modify beings based on their
       biological knowledge. 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
       alchemists for "twisting" life, which they see as a crime
       against the world's life force. 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 losing parts of the body to the point some
       haven't been able to use alchemy. Overall, when used properly,
       this art is about biological understanding of beings, and being
       able to strengthen 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 power and physical
       ability in those that they deem worthy of power. This is usually
       a lengthy process, and not useful in battle, so this is more of
       a side ability used outside of battle. This usually depends on
       the alchemist's ability, but most don't dedicate fully to this
       given the taboo's unless they're rogue alchemists who have
       turned on the other werewolf alchemists. Due to this, there are
       few true masters of this art in the werewolf alchemist tribe.
       - Bio-Alchemy Combat Magic: This is an alchemy magic that is
       another bio-alchemy type magic which is a combat magic used in
       battle. 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. This is also useful when absorbing mana from
       the air around them, as they can focus more power when absorbing
       it with this method. This is designed to allow a fighter to
       fight using enhanced bodies, usually best used against those
       that are resistant or immune to magic due to this being a combat
       based power and enhancing supernatural skills rather than just
       attacking with magic. Alchemists with this skill can enhance
       themselves or others, and can often choose how much to enhance
       themselves. However, the higher the multiplier, 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, 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.
       - Potion Crafting Alchemy: Just as many types of alchemists do,
       the werewolf alchemists are great at using their alchemic
       knowledge for more than just changing things in battle, and can
       use their knowledge of the world for other applications. The two
       major applications are potion-making and item crafting, two arts
       that are common among alchemists. Werewolf alchemists use
       potion-making to make medicines of many different kinds, and use
       their knowledge to cure illness, both supernatural and natural
       in nature. They are able to use this for themselves to fix
       illnesses their people might suffer, but they are also able to
       use this for many other purposes, such as using potions that can
       make plants grow more easily, or make potions that might purify
       supernatural afflictions. Many alchemists in this clan
       specialize in potions that purify the corruptive effects of dark
       spirits, which are one of their main enemies since they are
       close to the spirits of the world. Typically, they have ways of
       purifying almost any dark spirit corruption, as well as being
       able to make specific potions that might be able to cure other
       supernatural afflictions. Most learn this to boost nature, such
       as using a potion to fix a tree that has been damaged by poison,
       or they may use this to grow new plants or trees in a forest to
       help boost the forest's ability to sustain life. They will often
       even use this to help animals as well, such as helping a sick
       animal with a potion so that the animal doesn't die. Since both
       plants and animals are essential parts of nature, most
       alchemists are skilled in potions that can help both, with many
       more advanced even having potions to help other creatures like
       humans and vampires if they learn enough about their physiology.
       This art is very useful, but is limited by the knowledge of the
       user. If a user doesn't know enough about herbs, or about
       potions, they might not be able to do much. They are also
       limited by their ingredients, as the alchemist can only make
       potions based on the ingredients they would use, and without
       those ingredients, they might not be able to make potions as
       effectively.
       - Item Crafting Alchemy: Just as many types of alchemists do,
       the werewolf alchemists are great at using their alchemic
       knowledge for more than just changing things in battle, and can
       use their knowledge of the world for other applications. The two
       major applications are potion-making and item crafting, two arts
       that are common among alchemists. The art of item crafting is
       fairly simple, in which alchemists use their alchemy to craft
       anything they might need. For example, items such as clothes,
       armors, and weapons can be made using alchemy. Alchemists are
       easily able to manipulate and change materials based on their
       alchemic knowledge, and this art uses that outside of battle to
       help alchemists make things. Usually, most alchemists will also
       use their magic knowledge to infuse certain magic into their
       items, such as making a weapon that can utilize certain alchemy
       spells, or making stretchable outfits that won't snap when human
       form werewolves change into werewolf form. This can be as simple
       as changing materials shape so that they take a certain form,
       such as changing the form of a jacket to more easily fit one's
       body, or could be for making certain materials more easily, such
       as forming a sword easily using metal. This is very useful for
       many werewolf alchemists, and thanks to this, many can even
       learn to make their own weapons, armors, or even just normal
       clothes. However, the major thing to keep in mind is that all
       items have to made from the right amount of materials, as the
       laws of equivalent exchange still apply to item crafting. For
       example, a sword wouldn't be able to be made from a sliver of
       metal. This is also typically something that can be used in
       battle to make weaponry, but can only be used simply, and the
       finer use (such as making magic items) often requires
       concentration and time.
       - Teleportation Gate Magic: This was designed by the alchemists
       after other races started using teleportation arts. However,
       instead of simply moving from one place to another, the
       alchemists developed their own art which uses magic glyphs to
       create a gate between two areas. Instead of using a
       teleportation spell, the two glyphs instead bend space to
       combine two points. For alchemists, they use this simple aspect
       to temporarily combine two areas through this magic, using
       special magic to bend space itself. Typically, this is seen as
       fairly difficult magic, but once one gets the concept, it
       becomes quite easy. Those familiar with how dark energy bends
       space and time will easily understand how this works, as it uses
       a very similar concept, except that this uses magic to
       essentially do the same thing. There are a few downsides to this
       travel though. The first is that users must know where they are
       going, meaning that they can only go to places they have been
       before. They cannot open portals to places they don't know
       specifically, and most cannot use this in battle to simply
       create teleportation to teleport projectile attacks since this
       takes a fair amount of concentration. If one doesn't know where
       they are going, the spell will not work properly, and won't go
       anywhere, rather than many other teleportation arts that would
       send the user somewhere randomly. Another thing to note is that
       this art cannot travel dimensions or through time, as the magic
       is nowhere near strong enough to create distortions of that
       level.
       Elite Alchemist Abilities:
       - Dawnguard Elite Alkahestry Magic: This is the basis of the
       elite skills, in which the Dawnguard are taught a specific
       alchemy style that doesn't use their own magic, but instead,
       uses the flow of energy in the world to use their alchemy
       through the world itself. This skill uses a werewolf alchemists
       alchemy skills just like normal, but lets them utilize their
       alchemy in new ways, such as using their alchemy from further
       away by transferring their magic to areas through the life force
       of the planet. Some call this "The Dragon's Pulse", which is the
       lifeline of the world. Typically, it is taboo to use this art,
       because it manipulates the world itself, which is a major law
       violation, as werewolf alchemists usually forbid others to try
       and twist the world to their own devices. This is the base of
       all elite arts, in which this grants access to new abilities and
       powers, designed specifically for the elite warriors that fight
       stronger dark spirits, hollows and other powerful enemies. This
       alchemy's main use is it's basis in battle, as this is a type of
       alchemy that isn't made to boost the world, but rather is made
       specifically to destroy the enemies of the alchemists. There are
       a few good uses of this, such as enhanced healing and medicinal
       use of using the life of the world to heal, or healing the world
       itself using this, but most of these skills were developed out
       of necessity to combat the vampire ninjas, who also had some of
       their own elite arts that they use. This isn't too different
       from normal alchemy, and can still be countered the same way, if
       one accounts for the differences in the alchemy compared to
       normal alchemy. This is only taught to trusted alchemists, and
       only those that are recruited by the leader of the Dawnguard,
       Kain Silverfang, are allowed to learn this. Most want this for
       it's techniques and enhanced abilities, but only few are ever
       allowed to learn these skills, as the Dawnguard only use this to
       battle their enemies and are taught very specific rules to use
       these elite arts due to how dangerous some of the arts are.
       Kaidon and his brother, Kiren Darkfire, earned their way into
       the Dawnguard, before they killed most of the alchemists after
       the alchemists didn't like how Kaidon and Kiren were using their
       skills.
       - Elite Dark Spirit Destruction Arts: This is perhaps the
       biggest taboo among alchemists. This is an art that is not given
       out freely, even among the elite, and only the most trustworthy
       elite are able to learn this. This art is a modification of the
       spirit connection, and uses an alchemist's powers to destroy a
       spirit rather than purify the spirit. This technique is used
       against more powerful dark spirits, and some vampire ninjas to
       counter their own spirit destruction arts, but overall, this is
       a power that most alchemists consider one of the biggest taboos
       in the werewolf alchemist tribe. Because the spirits are
       important to the world, even dark spirits (to a degree, dark
       spirits destroy corrupted or dead nature and make room so good
       spirits can create new nature), this art is only used if
       absolutely necessary. When used, this can allow any alchemy
       ability to become a spirit destruction ability, and makes an
       alchemist able to use this to battle more powerful dark spirits
       and hollows. However, this art doesn't discriminate between good
       and evil spirits, and kills as many good spirits as evil spirits
       when it's used. This is why this power is not used, as good
       spirits are always present and can be destroyed easily with this
       if the alchemist uses it. While this is useful against dark
       spirits, specifically stronger dark spirits like collectors and
       consumers, this is still something that alchemists fear could
       destroy the balance of nature if overused, so specific rules are
       usually placed in order to even learn this, let alone use this
       art. Advanced users can learn to reduce the amount of spirits
       destroyed with this, but there is always a danger, so this is
       only to be used as a last resort. This is another base
       amplification of alchemy, and designed specifically for battle.
       Usually, as long as one avoids an alchemist's alchemy, they can
       avoid this art, as this is just a modification of their normal
       alchemy. Kaidon and Kiren learned this as part of their
       training, not realizing that a few alchemists taught them this
       without explaining the rules of this so they'd break the rules
       when using it and be expelled from the alchemist Dawnguard.
       However, Kaidon and Kiren can still use this when needed, and
       focus on using this when they need to, though they usually rely
       more on their werepyre spirit enslavement before their spirit
       destruction.
       - Elite Art Mystic Spirit Magic Arts: This art is taught to more
       meditative werewolves, who are able to focus on the spiritual.
       This art is a very spiritual power that allows a werewolf
       alchemist to focus on the spiritual to release a form of raw
       magic that is rich in spiritual power. By using the spiritual
       power of the user, the user is able to create spiritual magic
       without calling on spirits, with advanced users even being able
       to create new spirits using this art. This is a very useful art
       for repairing areas devastated by dark spirits, as new spirits
       can be made and the spiritual nature of this can be used to
       replenish the power of weakened spirits. This is a very useful
       art against things like dark spirits, as this can allow
       spiritual power to overcome the dark spirits in a more natural
       way than most alchemists use. However, there is a dangerous side
       to this art. Because this creates new spirits and new spiritual
       power, it is possible to overload the spirits with this
       spiritual power, depending on how this spiritual power is used.
       Because of how dangerous it can be, use of this is usually
       restricted by alchemists to areas affected by spirit destruction
       or weakened spirits, due to this being able to actually overload
       and destroy spirits if it's overused. This is a skill that has
       to be used responsibly, due to overuse being just as bad as
       destroying spirits. Typically, those that use this are more
       vulnerable to spirit destruction arts, which counter this art
       more easily due to spirit destruction being like comparing fire
       and ice as powers. This is also just another basic enhancement
       to alchemy, aside from certain things like bio-alchemy and other
       medical alchemy being able to be enhanced in a positive way with
       this alchemy to enhance someone's spiritual side, and their
       spiritual connections depending on how it's used. Kaidon and
       Kiren learned this so that they could create spirits to enslave
       and use against opponents.
       - Elite Art Sealing Arts: This is a special art that is used to
       seal entities away. This was based on the death wraith ability
       to trap spirits and souls, and allows an alchemist to seal away
       dangerous objects or entities. Using this, there are two
       different arts one can use. The first is a dimensional seal that
       is designed to trap dangerous objects and contain their
       influence within a limited space, and keep everyone else out of
       the sealed area. This seal is very strong, and can only be
       broken by extremely powerful magic users, or the original magic
       user releasing the seal. The second seal is using an object to
       seal an entity, in which a magic circle is used to draw in a
       specific target and then seal them in whatever object is being
       used as a catalyst. By using this, ordinary objects like bottles
       and jars can be used to seal an entity away in it through this
       magic. Once sealed away, the person sealed away cannot break out
       of this seal without outside help (with a few exceptions), and
       this is usually used to seal away entities too strong to fight
       under normal circumstances. Typically, alchemists use this to
       seal away powerful dark spirits that they can't destroy, usually
       handing them off to death wraiths to cast back into the shadow
       realm. Using the first art, dimensional seals are only broken by
       overpowering the magic that makes the seal, and requires a user
       to attack it from the outside. Dimensional seals are more useful
       for sealing objects, as entities are usually strong enough that
       they can sometimes overpower this. For the second seal option,
       breaking the seal from inside is usually impossible, though some
       who can break seals might be able to damage the object used to
       seal them away with enough power, and if the object is
       destroyed, then the seal will be released and release the person
       being sealed away. This isn't a taboo power, but somewhat
       difficult to learn among alchemists, but this was developed for
       higher level opponents, so only the elites are taught this, as
       they are usually the only ones skilled enough to be able to
       learn this. This was an art Kaidon learned himself to counter
       any opponents more dangerous than himself, so that he could be
       prepared against anyone stronger than him if the time came.
       - Elite Elemental Card Arts: This art uses special cards that
       focus elemental energies into them, where the alchemists use
       these cards to channel their alchemic elementals with cards that
       are prepared ahead of time. The cards used are usually special
       cards similar to the spellbook pages in an alchemist's
       spellbooks, and this art is more of a storage for elements. When
       used in battle though, these cards are used offensively, in
       which they are thrown at opponents. Once they hit an opponent or
       whatever they hit, the energy in the card is released in a burst
       of physical force, and is used on the opponent. Usually,
       elemental users focus elementals into this card so that they can
       use these on opponents. For example, a lightning user could
       throw a lightning card at an opponent, and when the lightning
       card hits, the lightning is released to electrocute the person
       hit by the card. This usually depends on the alchemist and what
       elemental abilities they can use with their alchemy. They only
       need to use these special cards ahead of time and focus some
       elemental power into the cards, and the cards can be stored on
       their person so that they can use them whenever it's convenient.
       This is a skill that's not really taboo, and the only reason
       that it's an elite skill is because of how hard it is to store
       the elemental power and magic power in these cards, as most
       alchemists have trouble making these without destroying the card
       since most cards cannot handle strong elemental and magic energy
       (IE a strong fire magic could burn the card up before the magic
       is absorbed into the card). Of course, as one might imagine,
       dodging or blocking these cards will usually protect one from
       these cards, and users have to prepare these before a battle.
       Kaidon and Kiren both use this art, and they both trade cards
       when needed, with Kiren giving Kaidon earth cards, and Kaidon
       giving Kiren lightning cards (they don't switch flame cards
       since they both use flames and darkness cards).
       - Elite Blood of Life Magic: Normally, blood manipulation is a
       major taboo among alchemists, as alchemists see it as
       manipulating life itself since blood is often seen as a source
       of life. As such, only elite alchemists are taught this art, and
       are able to use this blood manipulation. By tapping into the
       life energy in blood and manipulating it, alchemists are able to
       manipulate blood as needed. Typically, blood manipulation is
       used in battle to do things like blast people with blood
       attacks, create objects out of the minerals of blood, or even
       poison people with blood. This art uses blood in order to
       strengthen the alchemist's magic, in which they are able to
       absorb the life of this blood to boost their power, making this
       a power that can make an alchemist more powerful. As such, this
       is another reason this taboo is power, as many alchemists become
       addicted to this power. However, by using spirit purification
       magic in conjunction with this art, alchemists are able to use
       blood manipulation to fight their opponents. Some more advanced
       blood manipulators can use other aspects of blood, such as
       boiling blood to create a burning blood, charging blood with
       electricity to create electrically charged blood or freezing
       blood to create frozen blood. If one wants to fight this blood
       manipulation, it is usually countered like normal blood
       manipulation (with certain blood techniques having their own
       strengths and weaknesses). Usually, the best thing to use
       against normal blood manipulation is water manipulation which
       can wash away blood, or using earth manipulation to soak up the
       blood. This art is often considered a major taboo, and the
       werewolf alchemists usually carefully monitor the use of this
       skill to make sure alchemists don't fall prey to the addiction
       of the life energy power this blood holds. Kaidon uses this as
       one of his elite arts, and after the deaths of most of the
       alchemists, he started absorbing the life energy of blood
       through his werepyre blood requirement, and using this to
       strengthen his own power.
       - Blood Rune Soul Bond Magic: This magic is a forbidden art
       normally, where alchemists are able to use special blood runes
       to attack souls to objects, usually armors, in order to give the
       soul something to anchor to. This art is usually forbidden among
       alchemists, due to it being a power that they feel messes with
       the balance of life. When used, this allows an alchemist to put
       a soul into an object, bound by a special spell that uses the
       blood of the alchemist. When bound, the soul becomes bound to an
       object as it's body, which is useful for a few different things.
       For certain alchemists, they are able to use this on armors and
       other artificially created bodies to put souls into in order to
       save their lives so they don't go to the afterlife, usually for
       allies. The other is putting a soul into an object that the soul
       cannot move around in, which is saved as a punishment for
       criminals against the alchemist order as punishment or to keep a
       dangerous person from having a chance to go to the afterlife.
       Those connected to an item, armor or other object are not bound
       by needing food, sleep or most things mortals need, as they have
       no physical bodies they need to sustain and only need to sustain
       their spirit energy. This power is considered a major taboo when
       used, so only rare circumstances usually allow for this to be
       used, and eventually souls bonded with this will lose their bond
       to the object due to the object not being the original body.
       Unique Alchemy Abilities and Spellbook abilities:
       - Unique Alchemy Art: Annihilation Alchemy: This art is Kaidon's
       own unique kind of alchemy. Because Kaidon's spells are mostly
       about destruction, Kaidon developed this as basic destruction
       type alchemy. This deconstruction alchemy is a taboo art among
       alchemists, as many alchemists feel that destroying matter
       without reassembling it is disrespectful to the world that
       generates the matter that they are restructuring, or some see it
       as just using alchemy in a disrespectful way that just destroys
       objects. Usually, alchemy is based in three steps. The first is
       learning what an object is made of, the second is
       deconstruction, and the third is reconstruction. This art is
       specifically designed to stop at the second step, as it just
       deconstructs without reconstructing the matter. This can be used
       on anything that Kaidon can touch with his alchemy, and instead
       of creating something with alchemy, this just destroys it. This
       is a very dangerous art, as one might imagine, due to it being
       able to be used on just about anything. Of course, Kaidon does
       have to figure out what the object is made of, even if it's on
       an instinctual level in order to deconstruct it with this
       alchemy. Unlike his spells that tear apart cells, this requires
       knowing what something is made of before it can be used to
       deconstruct something, as this still requires the first step to
       be done before it moves to the second step. As such, opponents
       can throw this off by changing what Kaidon is targeting, such as
       changing a metal into other metals so Kaidon can't figure out
       what it's made of, or constantly switching objects that are
       targeted, such as replacing a sword with a piece of wood as the
       alchemy is initiated. This also requires physical touch with his
       alchemy, as his elite alkahestry cannot use this at a distance
       due to this not being true alchemy. It is worth noting that even
       though werewolf alchemy uses spirit purification or spirit
       destruction, this is not the same as using spirit energy, and
       Kaidon is able to deconstruct alchemy attacks.
       - Deconstructive Alchemy: Organic Being Deconstruction: This is
       one of Kaidon's uses for his destructive alchemy that he uses as
       a weapon to destroy organic matter. When using this, Kaidon
       grabs an opponent and then uses his alchemy to deconstruct what
       he grabs, using his alchemy as a weapon to destroy objects.
       Typically, this alchemy only has two steps instead of the usual
       three, where the steps are just knowing what the object or
       person is made of, and then deconstructing it (reconstruction
       isn't used). This particular variation of alchemy is tied solely
       to bodily destruction, in which Kaidon can disassemble parts of
       the body through physical touch. When using this, Kaidon needs
       only grab an opponent, and the part of the body that he grabs
       can be deconstructed. When used, Kaidon needs only be in contact
       with the body, and can use his alchemy to deconstruct bodies
       within his grasp. However, it is worth noting that only the
       areas that he grabs are deconstructed, and the area directly
       around that. Kaidon's alchemy doesn't deconstruct an entire
       being, but just parts of the body (IE grabbing an arm means he'd
       only deconstruct the part of the arm he grabs and the area
       directly around where he grabbed, and the damage wouldn't be
       throughout the whole body). However, this can still be deadly,
       such as if Kaidon grabs a vital or grabs an opponent's chest or
       head, as he can often cause fatal damage by deconstructing
       people's vitals, or even kill them if he deconstructs their
       chest or head. This alchemy is a very dangerous art, and can be
       used if Kaidon is in physical contact. As such, the best way to
       avoid this is to not get grabbed. However, it is also worth
       noting that if someone can change what their body is made of,
       they can lessen the effects of this, or things like cyborgs may
       not be as affected if their body is made of something Kaidon
       doesn't know of (like looking human but are made of metal, not
       flesh, which will mean the alchemy won't work properly), as
       Kaidon has to know what his opponents are made of before he can
       use this on someone. Someone can also use reconstructive alchemy
       to neutralize this as well, such as countering Kaidon's
       deconstructive touch by just using reconstruction to counter the
       deconstruction before it takes a full hold and deconstructs the
       body, allowing the two alchemy's to neutralize each other.
       - Deconstructive Alchemy: Object Deconstruction: This is another
       part of Kaidon's destructive alchemy, that focuses on objects
       instead of opponents. When using this, Kaidon grabs an item, and
       then uses his deconstructive alchemy to destroy an object that
       he grabs. Unlike his body deconstruction, this is meant to be
       used on physical objects, which allows Kaidon to deconstruct
       objects. Just like his bodily deconstruction alchemy, Kaidon
       needs only know what the object is made of, and then he can
       deconstruct it when he grabs it. This can be used on almost any
       physical, non-organic objects, where Kaidon is able to grab any
       object. He is able to instinctively figure out what objects are
       made of, usually figure it out upon grabbing an object, though
       sometimes he has to consciously think about what the object is
       made of. Typically, Kaidon can use this on any non-organic
       object, including normal items, to swords, armors, and shields.
       This is useful to deconstruct objects, and can be used much like
       his bodily deconstruction alchemy. While this only works on
       non-organic objects, it is very useful in battle, allowing
       Kaidon to destroy objects in battle like weapons, armor,
       shields, and even destroying things like demonic and holy
       armors. Similar to his normal deconstructive alchemy, this works
       only on physical objects, and this cannot be used to destroy
       organic objects (as that falls under his organic being
       deconstruction). And just like his organic deconstruction,
       Kaidon has to know what the object is made of, and that means
       that opponents can more easily fool this alchemy by simply
       changing what the item is made of before the alchemy executes,
       as the alchemy will fail if the object is made of something
       other than what Kaidon thinks it is. This can also be countered
       with specific reconstruction powers, which can counter his
       destruction. The object is also not fully destroyed as, like his
       organic destruction, this only deconstructs objects around the
       specific area that Kaidon grabs. Of course, the best way to
       avoid this is to simply not get grabbed by Kaidon, as this
       requires physical contact.
       - Deconstructive Alchemy: Energy and Projectile Deconstruction:
       This is another part of Kaidon's destructive alchemy, that
       focuses on energy and projectiles. When using this, Kaidon grabs
       an energy projectile or construct, and then uses his
       deconstructive alchemy to destroy the energy that he grabs.
       Unlike his body or object deconstruction, this is meant to be
       used on energy (not physical matter), which allows Kaidon to
       deconstruct energy. Just like his bodily deconstruction alchemy,
       Kaidon needs only know what the energy is made of (specially
       knowing what kind of energy it is, and then he can deconstruct
       it when he grabs it. This can be used on almost any non-physical
       matter that is in an energy, where Kaidon is able to use it as
       long as he is able to grab the energy. He is able to
       instinctively figure out what energy projectiles and constructs
       are made of, usually figure it out upon grabbing an energy
       projectile or construct, though sometimes he has to consciously
       think about what the object is made of. This is useful to
       deconstruct most types of energy, and can be used much like his
       bodily deconstruction alchemy. While this only works on
       non-material matter, it is very useful in battle, allowing
       Kaidon to destroy most energy attacks if he knows what the
       energy is made of (such as deconstructing mana in a mana
       attack). Unlike his other alchemies, this only works
       non-material matter, and this cannot be used to destroy any kind
       of physical objects (as that falls under his organic being or
       object deconstruction). And just like his other alchemy, Kaidon
       has to know what the energy is made of, and that means that
       opponents can use energy if they can keep Kaidon from figuring
       out what the energy is that they are using. This can also be
       countered with specific reconstruction powers, which can counter
       his destruction. Unlike his other alchemy, this destroys energy
       attacks and constructs completely, not just destroying a piece
       of them as the energy works slightly differently. Of course, the
       best way to avoid this is to simply not get grabbed by Kaidon,
       as this requires physical contact, or hitting Kaidon with the
       energy before he has a chance to use his alchemy.
       - Unique Spellbook: The Annihilation Book: This is Kaidon's
       spellbook, which is a spellbook based in alchemic deconstruction
       and destruction techniques that are specifically designed to
       disassemble matter at a molecular level. This spellbook turns
       this alchemic deconstruction into a weapon, with the book being
       powered by what is called "annihilation energy." By using
       alchemic magic energy, the spells of this book tear apart matter
       at a molecular level, in which the energy used by this book can
       disassemble almost any matter the energy comes into contact
       with. Kaidon's spellbook is considered perhaps one of the most
       dangerous spellbooks among werewolf alchemists, second only to
       Sirion's own annihilation book known as the Black Book of
       Destruction, or the Black Hole Book. This energy doesn't need to
       know what the object is made of, and only needs to be able to
       tear apart the molecules that hold cells together. This doesn't
       necessarily destroy matter like it sounds, but it does
       disassemble it. Because of how it operates, blocking this energy
       is next to impossible due to it being able to pass through and
       disassemble anything it comes into contact with. For example, if
       one of Kaidon's attacks is fired at an opponent, the energy will
       pass through the opponent, destroying any matter the energy
       comes into contact with. So if the energy passes through the
       opponent's chest, the energy will disassemble the cells it comes
       into contact with, leaving a hole where the energy passes
       through. Another major danger of this energy is that it is
       completely transparent, which makes it invisible to the naked
       eye, which makes it even more dangerous since people cannot see
       the energy that is released (except for certain spells that are
       translucent). One of this energy's weaknesses that no one
       currently knows is spirit energy, because this can only
       disassemble physical matter and energy, but cannot affect
       spiritual matter, which makes spirit energy one of the few ways
       to actually block these spells (though spirit power like using
       spirits or dark spirits are still affected thanks to the spirit
       purification power of werewolf alchemy). This means that spirit
       energy users are among the only known ones that can legitimately
       block this book's spells, though one can still dodge them. It is
       also worth noting that this energy can even hurt Kaidon if
       somehow it is reflected back at him, which Kaidon doesn't yet
       realize is a possibility (as opponents could do something like
       open a portal and send the attack back at Kaidon through the use
       of a portal, but no one has tried it yet on him). It's also
       possible that one could overpower his annihilation energy with a
       more powerful energy, assuming it is more concentrated and
       stronger than Kaidon's spiritual power (though this is
       difficult). This is another aspect that can overpower him that
       Kaidon himself doesn't know is possible since no one has ever
       overpowered his annihilation energy. It is also worth noting
       that this only destroys the matter the energy comes into contact
       with, and doesn't destroy entire objects unless the object is
       completely inside an annihilation attack. For example, a normal
       blast of annihilation energy like Kaidon's first spell would
       only destroy part of a large object, like if the blast passes
       through a wall, it will only make a hole in the wall where the
       blast hits, and won't destroy the whole wall. This means that
       most of Kaidon's spells can be dodged, and as long as they don't
       make contact with the energy, they can avoid being destroyed by
       it if they don't have a means to beat the annihilation energy.
       - Connect Spellbook to Self: A werewolf alchemist's spellbook is
       connected to their soul, and only needs to be summoned when the
       werewolf alchemist wants to summon their book. Not only does
       this help for storage, but this keeps the spellbook from being
       destroyed by opponents usually, as opponents can destroy
       spellbooks by attacking them. Though the user can't look at the
       book to read spells while the spellbook is not manifested (IE
       they can't read the book to find out if they have gained a new
       spell), they are able to use this to essentially protect a
       spellbook from attack by opponents. Keeping the book from being
       physical manifested is quite useful, as the werewolf won't have
       to worry about their book getting destroyed, which remove their
       book entirely which forces them to start from scratch in terms
       of gaining spells as a destroyed spellbook cannot be ever be
       recovered or fixed once it has been destroyed. Most alchemists
       keep their spellbook stored away, only pulling it out now and
       then to check for new spells outside of battle. Should their
       book be manifested, the user will often sense and notice the
       book shining when a new spell becomes active/usable, but cannot
       sense or notice this if the book is stored away (Hence the need
       to check it outside of battle now and then for new spells). Of
       course, this is still a very useful skill, since most werewolves
       never want to risk their books being destroyed and losing their
       sets of spells they gain, usually through years of hard work and
       training with their spellbooks. This essentially uses a pretty
       common supernatural ability normally used for connecting weapons
       to someone, but werewolves consider their spellbooks more
       important than their weapons. It is worth noting that even
       though alchemists can attack the spiritual instead of the
       physical, not even something attacking the spiritual can destroy
       a spellbook. However, there is an exception to this, and that is
       the fact that spirit destruction users can actually destroy a
       spellbook if spirit destruction is used on them and their
       spellbook becomes affected by the spirit destruction power. Once
       the spellbook is damaged, spells become unusable, and enough
       damage will cause the spellbook to burn away, causing it to be
       completely destroyed once it is finished burning away.
       - Spellbook Spell Gain Basic Requirements: Balance of the Mind,
       Spirit and Body: Spellbooks are not like normal spellbooks, and
       alchemists 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 alchemist, 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 alchemists 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 alchemists 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
       alchemists have to train all three aspects, and be ready at any
       time.
       - Spellbook Spell Gain Requirement: State of the Mind: This is
       the first aspect of requirements that the alchemist must meet in
       order to unlock new spells in their spellbooks. This first
       aspect is the emotional state of the alchemist, 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 alchemists find that the bonds of
       their friendships and family connections often lead to stronger
       spells and faster spell unlocks, as many alchemists are about
       unity among the alchemists, and work together among the clans
       for the benefit of the tribe. 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 alchemists can
       only strengthen their minds and learn to utilize their emotions
       properly to more easily reach states that might help the unlock
       new spells.
       - 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 alchemist knows what will unlock their spells
       until the spell actually unlocks. The best thing that an
       alchemist can do is continue strengthening their abilities,
       their alchemic magic, and the aspects of 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, 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.
       Spellbook Spells:
       - First Spell: Supurifo: This spell is a simple spell that fires
       a clear blast of annihilation energy at a target. This attack is
       fired from Kaidon's hand, simply fired at opponents as a very
       basic attack. This can destroy almost anything it hits,
       deconstructing objects at a molecular level, including
       elementals, energy, and solid objects as it passes through
       objects. This spell may seem simple, but because of the
       annihilation energy, it's important to not touch the energy
       because of how it can deconstruct almost anything. Using the
       annihilation energy, this is a simple attack that can be very
       devastating, as most people cannot block this, or don't know how
       to block this. This power can disassemble any kind of physical
       matter, and most types of energy aside from spirit energy, which
       means that almost no object is safe from this energy. This means
       that this attack is usually able to move through almost anything
       without losing any momentum, and the attack just passes through
       anything it hits. This spell is fired like a cannonball, but
       instead of physical force on impact, the attack just passes
       through everything, disassembling matter as it travels through
       objects. As such, this spell may be the most basic attack, but
       dodging it is usually the only way to avoid this, unless one can
       use some kind of spiritual power due to the annihilation energy
       mostly only working on the physical realm's matter and doesn't
       work on the spiritual, or using condensed more powerful energy
       to overpower the annihilation energy (which is very difficult to
       do). Dodging this only requires an opponent to know which way
       Kaidon is firing it, which is always obvious by where he points
       his hand, as the attack is fired from his hand like a normal
       energy blast. If an opponent notices him put his hand up and say
       the spell, they can usually figure out they need to dodge if
       they know how Kaidon uses his spells.
       - Second Spell: Radisu: This spell creates a sphere which
       weakens anything that is in the sphere. This large sphere covers
       a large radius, covering an area. This spell doesn't do physical
       damage, but instead, temporarily destroys all the kinetic energy
       in an area, and causes almost anyone inside other than Kaidon
       himself to fall to the ground, being paralyzed. This doesn't
       deconstruct objects or people, but instead just creates a large
       clear sphere, which releases the weakening effect on everyone
       who is inside the sphere. While active, the spell works on
       keeping opponents from being able to do anything, and even
       causes projectiles to fall to the ground if fired at Kaidon,
       causing things like bullets, thrown objects, or even fired
       energy projectiles to just fall to the ground when uses. Most
       mistake this for gravity power, though this power is just a
       weakening power that destroys all kinetic energy. Users are
       unable to move when in this power, but the danger is that Kaidon
       himself also cannot move when in this sphere, as he is always at
       the very center, and he cannot move when using this spell. While
       he can keep it active for a long period of time, he cannot move
       or even attack due to him not being able to use any other
       powers, and cannot move to attack an opponent. This could seem
       like a useless spell since Kaidon himself can't move when using
       it, but is great for temporarily stopping opponents in their
       tracks, and works great for preventing projectiles from hitting
       Kaidon since the projectiles just fall straight down when this
       spell is active once all the kinetic energy is completely
       destroyed. The best way to avoid this is to be outside the
       sphere, or just wait till Kaidon's spell is done and attack him
       afterward.
       - Third Spell: Supuruk: This spell creates annihilation energy
       around Kaidon's hands, creating an invisible claw around his
       hand that allows him to slash opponents using this spell. When
       used, the annihilation energy deconstructs what it comes into
       contact with, and is used like a typical werecreature claw
       slash, except that the attack serves as a means to allow Kaidon
       to slash an opponent and more easily break through defenses.
       This allows Kaidon's claw slash to break through almost
       anything, and makes him able to attack almost anything. In
       addition to objects, this also works on energy, and can
       deconstruct almost anything that Kaidon's slash attacks come
       into contact with, aside from spirit energy. This spell stays
       active for as long as Kaidon needs it to, and is a great spell
       for physical combat since it essentially lets Kaidon use his
       physical combat's punches and claw slash attacks to destroy
       objects that he touches. However, the energy only destroys what
       it touches, and doesn't destroy an entire being on contact.
       While this can negate energy, it cannot destroy an objects other
       than what Kaidon slashes (for example, if Kaidon slashes an
       enemy, the attack would slice through an opponent like a normal
       slash attack and would only be different in that the
       annihilation energy would cut through any armor. This also only
       works at close range, as Kaidon has no long range attacks with
       this spell, so using it means that Kaidon usually has to be up
       close to make the most of the attacks. Unlike what some might
       expect, this doesn't combine with claw slash waves, and cannot
       fire waves of annihilation energy (unless Kaidon uses a later
       spell to do so).
       - Fourth Spell: Ria Uruku: This spell is a physical enhancement
       spell that enhances Kaidon's movement strength and speed
       immensely. This spell works as a physical enhancement, where the
       spell is absorbed into Kaidon's body, and destroys resistance to
       Kaidon's movement by destroying the things like physical
       resistance and friction. Because he has no air resistance and
       doesn't have to worry about friction, Kaidon is able to move
       extremely fast which lets him use this to move at faster speeds.
       This also works on destroying resistance forces in his body,
       allowing him to utilize his full physical ability. Because of
       how this spell works, Kaidon is able to move at very fast
       speeds, and is able to hit with immense strength. This spell can
       even be combined with Kaidon's vampire discipline training and
       his werewolf gift training abilities that enhance his speed and
       strength to move even faster with this, though he cannot use his
       nightmare trail semblance power while this spell is active
       because the power of the nightmare trail is negated by this
       spell. For the most part, this spell doesn't do any annihilation
       damage to enemies, and only works on things like air resistance
       and friction. This means that the annihilation energy isn't used
       on enemies, and it's only purpose in this spell is to enhance
       Kaidon's physical abilities. This works like any physical
       enhancement spell, where Kaidon's stats all increase due to
       this, but Kaidon cannot use any other spells when this active
       due to the spell's nature. While Kaidon's physical stats all
       increase immensely by using this, this does also eventually
       cause physical damage as this destroys the body's attempts at
       regulating his strength and physical abilities. Because of this,
       his body can literally tear itself apart without any resistance
       to his body. This spell also doesn't hurt objects or people, so
       even if opponents use their body (like using a hand to block
       Kaidon's punch) to block Kaidon's attacks, the annihilation
       energy won't hurt them.
       - Fifth Spell: Rajia Supurifo: This spell fires a beam of pure
       annihilation energy at opponents, designed to pierce opponents.
       This beam is small and condensed annihilation energy that can
       pierce through enemies. When used, the beam is fired with
       immense speed, being perhaps one of Kaidon's fastest spells.
       When fired, the beam travels straight, piercing anything in its
       path until it dispels. This means that this beam can pierce
       through energy defenses, armors and shields, and even pierce
       people abilities like concentrated mass. However, when Kaidon
       fires this, he is able to fire in a constant beam, moving the
       beam around. Normally, when Kaidon uses this, he will fire it
       and then move his hand like a sword slash in order to slice
       through opponents with the beam as it moves to use the beam like
       an extended sword. This beam is strong enough to pierce almost
       anything, just like one might expect, and can destroy any matter
       the beam comes into contact with. While the beam fired is
       invisible, one can track where it is being fired at by where
       Kaidon points his finger, as the beam comes from his index
       finger. This beam does also, like many of his spells, require
       hitting an opponent to do any damage, and only what the beam
       hits will be destroyed or deconstructed. This technique is also
       able to be dodged if an opponent knows where the beam is going
       to be fired (which they can figure out by watching Kaidon's
       hands), but is not really able to be blocked unless one has
       something that can block his annihilation energy (either spirit
       energy or being able to overpower his energy). While extremely
       fast (perhaps the fastest of Kaidon's spells), this also doesn't
       do too much damage even if it hits a vital since the beam is
       small unless the beam is moved while it's fired. This beam can
       be continuously fired, but requires more energy to keep firing
       this beam. The size of the beam also cannot be changed from it's
       size, as the beam's size is set and cannot be modified in any
       way with this spell.
       - Sixth Spell: Kuea Supurifo: This spell creates a large
       rectangular shield of annihilation energy in front of Kaidon
       that protects Kaidon from attacks. This spell creates a large
       invisible annihilation energy wall in front of Kaidon, and
       anything that hits the wall is deconstructed. Not only is this
       able to negate energy, but this can also destroy physical matter
       that tries to break through the wall. It is worth noting that
       the wall doesn't allow physical matter to pass through easily,
       so most opponents aren't deconstructed on contact and just
       bounce off unless they specifically try to pierce through the
       wall. As one might expect, this wall is designed to be used
       defensively, and can block almost anything. It does negate
       almost any kind of energy, but physical objects are usually just
       blocked by it. As one might expect, this wall is difficult to
       break, but opponents can move around it as it is only in front
       of Kaidon and stays in place when it is summoned. This wall can
       be broken, but this requires spirit energy or an energy stronger
       than Kaidon's annihilation energy. Typically, the easiest way to
       avoid this is to just go around it, or wait till Kaidon dispels
       the shield, which usually happens after a few rounds. While
       Kaidon can keep this spell active for as long as he wants, it
       does require energy to keep active.
       - Seventh Spell: Amu Du Supurifo: This spell is used after
       Supuruk spell is activated, and allows Kaidon to slashing waves
       of annihilation energy at opponents. This spell allows Kaidon to
       create a claw slash wave that is fired at opponents using
       annihilation energy. When used, this is fired from the claws of
       his Supuruk spell. This wave can slash through objects, using
       the annihilation energy to pierce through almost anything. When
       fired, the annihilation energy wave works like a claw slash wave
       that is fired at enemies (as it's essentially the same kind of
       attack), but instead of the normal claw slash wave, this wave is
       an invisible slashing wave that is able to pass through almost
       anything it touches (as the claw slash wave is annihilation
       energy). Because of this, the wave is able to pierce through
       energy defenses, armors and shields, and even pass through
       people with abilities like concentrated mass. This is a pure
       offensive spell, designed to be used on opponents at medium to
       long range, as this is fired from Kaidon's claw slash attack.
       Where Kaidon's Supuruk spell couldn't reach before, this spell
       allows Kaidon to attack people at a distance by using this spell
       while Supuruk is active. However, as one might guess, this spell
       is only able to be activated while Supuruk is active, and cannot
       be used in combination with any other spell. The wave can still
       be dodged like normal, though blocking it isn't recommended
       unless one is sure they can overpower the annihilation energy,
       or block it with spirit energy. Overall, this attack is larger
       than the raija supurifo spell, so one should be prepared. The
       attack is slower than raija radisu, but is still a very fast
       attack and still invisible like most of Kaidon's spells. The
       best way to know where Kaidon is attacking is by avoiding where
       his hand is pointed, as opponents can usually figure out quickly
       he is firing a magic spell when he holds his hand out. This beam
       works much like any other beam of energy like ceros or ki beams,
       but instead is just clear annihilation energy that can destroy
       anything it comes into contact with. Typically, this can be
       deadly if it hits someone's vitals, as it can take out most of
       someone's midsection if fired at their chest.
       - Eighth Spell: Sorudo Supurifo: This spell creates a sword from
       Kaidon's annihilation energy that forms as an extension from
       Kaidon's hand. When used, this allows him to create this sword
       of annihilation energy to attack his enemies, usually up close
       as it works as a close combat weapon. When used, Kaidon can even
       change the size of the blade, making the blade longer or shorter
       if he desires to. Because of the annihilation energy is
       invisible, it is difficult for opponents to tell just how long
       the blade is, and if Kaidon extends the blade, it is difficult
       to tell when the blade changes sizes. The only real hint is the
       blade displaces the air when it moves similar to how a physical
       object would, so one can tell by the air displacement if the
       blade is near them. This blade is also dangerous in that Kaidon
       can fire invisible waves of annihilation energy at an opponent
       by using sword slashes to fire waves of annihilation energy.
       When used, this energy is highly condensed annihilation energy
       that can cut through energy, armor and shields, and even
       concentrated mass opponents. This sword acts like an extension
       of Kaidon's hand, and is used as an attack spell to attack
       enemies at close range, although his sword slash wave is able to
       attack people at medium to long range as well. This spell works
       somewhat similarly to the raija supurifo spell combined with the
       amu du supurifo spell, but instead of claws this creates a sword
       on one hand. This spell can be active, and can cut through
       stronger energies if a stronger energy were to break his
       annihilation spells (though Kaidon himself doesn't know this
       since he has not encountered stronger energies yet that he knows
       of).
       - Ninth Spell: Giru Ranzu Radisu: This spell creates a large
       lance made of annihilation energy that Kaidon can grab and wield
       in battle. This lance is designed to cut through objects, and is
       the only spell that can't hurt Kaidon (as this spell is designed
       to allow him to wield it like a weapon), and can be used in
       battle as an offensive spell. This spell can be used like a
       close combat weapon, in which the lance can cut through objects
       at will. This spell can also be thrown at opponents as well,
       making it something that can be made to explode on impact and
       destroy objects nearby when the lance hits something solid. If
       Kaidon doesn't make the lance explode, he can also call it back
       to him, and continue to use it in battle of he chooses to. Like
       his other annihilation spells, this spell is another invisible
       spell that cannot be seen normally. Usually, this spell is
       designed to be thrown at an opponent and then explode, which is
       the main use for this spell.  For dodging this spell, it is
       usually best to avoid where Kaidon swings it while holding it,
       as it is not visible to the eyes. This spell can be dodged if
       one knows what the attack is and how it's being used. When it is
       made to explode, Kaidon can make the attack explode when the
       lance is thrown, and creates a small explosion covering a 10
       foot radius. Just like any of his spells, this can disassemble
       anything in contact with it whether it's slashed by the lance or
       caught in the explosion, so avoiding both is essential to
       beating this spell. This spell can be kept active as long as
       Kaidon needs it to be, but keeping it active for long periods of
       time can drain his energy, since this is meant to be thrown
       quickly after forming the spear. This can also hurt Kaidon's
       allies if they are too close, so Kaidon cannot use it without
       knowing where everyone is nearby.
       - Tenth Spell: Dioga Supurifo: This spell fires a much larger
       version of the Rajia Supurifo spell, which creates a larger beam
       from Kaidon's hand to fire at an opponent. When fired, the beam
       is large enough that it is fired from Kaidon's hand instead of
       his index finger, and is large enough to kill someone if it hits
       a vital, as it could destroy someone's body. While not large
       enough to completely destroy someone, the blast is large enough
       that it can leave a large hole in someone that can completely
       destroy vitals, and can be used similar to the rajia supurifo
       spell. If used properly, this blast is designed to be fired like
       a ki beam or a hollowfied cero attack, in which the energy is
       designed to blast through opponents. This is a spell designed to
       kill opponents, and is an offensive spell. This spell is fired
       from Kaidon's hand, and the beam is fired wherever Kaidon points
       his hand. This means that as long as the beam is firing, he can
       also move his hand to move where the beam is firing at if the
       beam is firing, allowing him to aim the spell as it's firing. By
       using more energy, Kaidon can keep this spell going for longer,
       and anything that the energy touches is disassembled by Kaidon's
       energy. This spell far more dangerous than the raija supurifo
       spell, but it costs more energy to use, and costs more energy
       the longer it is active. Opponents can dodge this attack just
       like all of Kaidon's other spells, and can also block this with
       spirit energy or a stronger energy if they know they can block
       it. The best way to avoid this is to avoid where Kaidon points
       his hand when he says the spell, as most opponents usually
       figure out that his spells are invisible and one has to watch
       his hands in order to know when a spell is coming.
       - Eleventh Spell: Ba Supurifo: This spell creates a spherical
       barrier around Kaidon, made of annihilation energy. However,
       instead of destroying kinetic momentum like the Radisu spell,
       this spell creates a barrier which destroys anything that tries
       to make its way through Kaidon's defense. The barrier is made of
       annihilation energy, which means it can destroy any energy
       trying to make its way through Kaidon's defenses. However, this
       does work similarly to the Kuea Supurifo spell, where the spell
       doesn't destroy physical matter but reflect it. Similar to Kuea
       Supurifo, physical matter isn't destroyed unless it manages to
       force its way into the sphere, in which case the sphere can
       destroy the physical matter, but unless enough force is put onto
       the sphere, physical objects will bounce off the sphere. This
       sphere is designed to be a defensive spell, and creates a 360
       degree defensive sphere that protects Kaidon from almost any
       attack that comes toward him. Kaidon can keep this active as
       long as he needs to at the cost of energy to keep the barrier
       going. While this is stronger than his Kuea Supurifo spell, this
       does also take more energy to use since the sphere is stronger
       too. This is another spell that doesn't hurt Kaidon but affects
       anything within the sphere. While this doesn't extend
       underground, it can destroy anything that tries to come up from
       underground into the sphere's influence. When used, this spell
       starts at Kaidon, and then goes outward, so opponents won't have
       to worry about being trapped in a sphere with Kaidon, as the
       sphere will form around him and then push everything out that
       isn't Kaidon. Usually, avoiding this is best done by waiting for
       Kaidon to dispel the spell, since he cannot keep this spell
       going without losing energy to keep it going. It is not usually
       recommended to try and break through this spell with physical
       force, as opponents who try may find themselves destroyed if
       they get into the sphere. However, it might be possible to break
       the sphere with spirit energy or a stronger energy than Kaidon's
       annihilation energy, something Kaidon himself doesn't know yet.
       - Twelveth Spell: Teo Supurifo: This spell is a much larger and
       stronger version of the Supurifo spell. When used, this spell
       fires a large blast of annihilation energy, which is aimed
       toward opponents. This is fired from Kaidon's hand just like the
       Supurifo spell, and fired at opponents. The major difference
       (besides this attack being a larger size) is that this spell
       explodes on impact, creating an explosion of annihilation energy
       around where the blast hits. Because of how this spell is
       designed, the spell will explode on the first thing it hits, and
       then create an outward explosion to try and destroy anything in
       the explosion. The blast, as well as the explosion, is invisible
       to the eye just like most of Kaidon's spells, making it even
       more dangerous. The blast doesn't do any physical damage, but
       the explosion does disassemble any objects caught in the
       explosion. This spell is designed to do all its damage when the
       blast fired explodes, so the blast itself doesn't do anything.
       The best way to use this is to use it nearby an enemy, and try
       to catch them in the explosion, so an opponent doesn't have to
       be hit by it, but only has to be hit by the explosion. Like with
       many of his spells, this spell is usually obvious by where
       Kaidon points his hand, as opponents can tell where Kaidon is
       firing an attack by where his hand is pointed since the attack
       is fired from Kaidon's hand. The best way to avoid this is to
       get away from where the blast will hit and explosion that comes
       when the blast hits an object. While Kaidon cannot be hurt by
       this spell, but this can also hurt Kaidon's allies if they are
       too close to the spell's explosion.
       - Thirteenth Spell: Ba Ranzuradisu: This spell is a very
       powerful attack spell that creates a number of spears made of
       annihilation energy. These spears are designed to be able to
       pierce through almost anything, and usually designed to
       overwhelm an opponent or group depending on what is being
       targeted. With this spell though, the difficulty of avoiding it
       is not with the spears piercing deconstruction ability, but is
       the spear's movement. Unlike other spells, this spell has the
       spears move in very erratic paths, twisting and turning to
       confuse opponents. This spell completely takes advantage of the
       fact this energy is invisible, and is designed to try and
       confuse opponents who cannot tell where the attacks are coming
       from (opponents without the ability to sense the magic that
       makes up the annihilation energy). Because of this, this can be
       a very dangerous technique, as opponents need to keep track of
       multiple spears in order to dodge them since the spears move in
       such erratic patterns. Since the spell moves in such erratic
       patters, it is very difficult to predict the spears, especially
       when they cannot be seen. While skilled opponents can keep track
       of the spears with certain abilities like the ability to sense
       magic energy, many opponents will find this a difficult spell to
       avoid as the movements are mostly random with the only real
       accurate predicting one can do is where the spears are
       specifically designed to go, which Kaidon pinpoints where the
       spears final destination will be. Typically, this spell can be
       targeted to a certain area, but that area can be changed as long
       as Kaidon knows where he wants to aim the spell. However,
       opponents can dodge this attack if they know the attack is
       coming, and if they dodge, these spears will not chase an
       opponent (which means if they hit something, that will be it for
       that spear as it will dispel after piercing through something).
       The spears can take out groups of enemies, as Kaidon usually
       aims for the hearts and brains of the opponents, though he can
       be a bit sadistic and use the spears to sever limbs if he can
       accurately hit opponents with this spell.
       - Fourteenth Spell: Fei Ganzu Birerugo: This spell is somewhat
       similar to the last spell, except that instead of spears, this
       creates snake-like dragon projectiles made of annihilation
       energy. Once spawned, the dragons will target whoever Kaidon
       wants the dragons to target, and the dragons will attempt to
       devour the person or object that Kaidon wants to target. Unlike
       the last spell though, these are controlled similarly to
       Kaidon's elemental familiars, and are able to be used to try and
       track opponents if the opponents avoid the attacks the first
       time. It is also worth noting that these dragons can stay
       manifested longer as well, and can disassemble more matter than
       Kaidon's spear attack as well since these can stay as long as
       Kaidon has the magic energy to replenish the dragon's energy
       after they disassemble objects. And as one might expect, these
       dragons are pretty much invisible to the naked eye just like
       most of Kaidon's spells, making them very hard to predict
       without some sort of ability to sense the magic energy Kaidon is
       using in the spell. These dragons will continue to target
       whatever opponent that Kaidon wants them to target, with Kaidon
       controlling these dragons directly. Because he controls these
       dragons directly, attacking Kaidon is actually easier than one
       might think, as the safest place one can be when this spell is
       in effect is close enough to Kaidon that the dragons can't risk
       attacking Kaidon, because even Kaidon can be hurt by the
       annihilation energy. By staying close to Kaidon, the dragons
       will not be able to move as close safely, and the user can find
       some safety. This spell can also be interrupted if one
       interrupts Kaidon's concentration enough, as he does have to
       focus on where he wants the dragons to attack in order to keep
       this spell going, so attacking him is often a good way to divide
       his attention.
       - Fifteenth Spell: Shin Kuria Seunosu: This is currently
       Kaidon's most powerful spell. Unlike previous spells, this spell
       is actually visible when it is created, as it is not made of
       annihilation energy. This spell is more of a large familiar,
       which appears to be a large phoenix-like bird based on its
       appearance, which Kaidon calls the Phoenix of Destruction. Once
       summoned, this familiar stays and attacks for up to 7 combat
       rounds, though this can be extended if Kaidon puts more energy
       into the spell (which can take a heavy toll due to this being a
       high level spell). When summoned, this bird is able to not only
       attack, but this bird can generate attacks of annihilation
       energy. This bird can attack using physical attacks, like using
       its talons or beak to strike an opponent, but this spell is
       designed to fire other annihilation energy spells, with it being
       able to fire both the last two spells from its wings. Depending
       on what the familiar does, it can use any of Kaidon's previous
       spells, usually having different ways of using them, such as
       firing the first spell from its mouth at opponents, or creating
       claws around its talons to attack opponents with claws of
       annihilation energy. This attack is Kaidon's most powerful
       spell, and probably one of his only spells that can actually be
       seen by the naked eye (even though the attacks it generates
       using annihilation energy are still invisible like Kaidon's
       other spells). It is also worth noting that while this spell is
       active, Kaidon cannot use any spells himself, and the bird is
       the only one that can use spells while this is in effect. While
       Kaidon can still use his deconstruction alchemy normally, he
       cannot use any unique spells while this is in effect. The spells
       are still mostly dodged the same way when they are used, but are
       just coming from the bird instead of from Kaidon himself. The
       bird can be destroyed with enough strength and attacks, and the
       bird is also vulnerable to counters to magic, as well as being
       able to be more easily damaged by spirit energy due to the
       annihilation energy's uniquely being able to be countered by
       spirit energy.
       Parliament of Flames Abilities:
       - Parliament of Flames: The Bright: The Parliament of Flames is
       the mind behind the force of life known as the Bright, a life
       force that connects all plasma energy on earth. Those empowered
       by the Bright gain a powerful connection to the life force of
       plasma and certain other energies generated from plasma, and can
       even communicate with fire spirits. The Bright is known for its
       connection to plant-life, and avatars of the Bright become a
       force that uses the Bright to renew lands and destroy when
       necessary. The Bright is a little bit different than other
       Parliaments as it specifically is about renewing by destruction
       rather than communicating with present life. Those that use the
       Bright don't just gain the ability to communicate with plasma
       energy though, as they also gain the ability to control plasma,
       whether it's plasma, or energies like fire, lightning and even
       certain reactive nuclear energies. Avatars of the Bright are
       able to call on the forces of plasma energy in many forms, and
       also specialize in burning away areas affected by the Black/the
       Rot. Those that use this power mostly are able to use this
       energy, and can utilize plasma energy in a variety of forms.
       Avatars of the Bright are monitored by the Parliament of Flames,
       who maintain the balance of life through destroying unnecessary
       life or death to make room for stronger life to grow and keeping
       people from misusing the power of plasma energies to destroy
       unnecessarily. Typically, users of the Bright are powerful
       plasma manipulators, and their strengths and weaknesses
       typically reflect this. Typically, the best way to fight plasma
       users is with other kinds of energy not based in plasma, or
       counter the specific energy they use (such as countering fire
       and lightning with water). Certain other elements like wind can
       be even be used to diffuse plasma energy if one knows enough
       about plasma. Certain other parliaments like the Black
       specifically target the Bright, as the Bright has developed ways
       to fight the Black, though some other forces many not like the
       Bright, such as the White, who does sometimes compete with the
       Bright. However, since the Bright is more about destroying what
       isn't necessary, they do make a lot of enemies in other
       Parliaments since the Parliament of Flames have to renew the
       world sometimes and sacrifice certain life. After Kaidon left
       the alchemists, he became a rogue avatar, hunted down by the
       rest of the Parliament forces alongside his brother who gained
       the power of the Black. Kaidon is a skilled user of the Bright,
       to the point that most flame and lightning powers have no real
       effect on him, due to his advanced plasma abilities, and his
       lightning and fire abilities he has. In addition to controlling
       plasma, Kaidon is also able to negate plasma (for the most part)
       thanks to his special connection to the Bright. His ability does
       give him plasma manipulation as a default power, but since he
       already knows how to to do this with his Darkfire abilities,
       this more just amplifies what he can already do, but his ability
       to control plasma with this power does grant him some other
       abilities as well that he doesn't normally have.
       - The Bright Basic Power: Plasma Energy Connection: Because the
       force of the Bright is given through the force that runs through
       plasma energy (like flames, lightning and other powers that
       utilize plasma), the Bright's main base power is the connection
       to plasma energy. This connection grants the Bright user the
       ability to utilize the power of the Bright to connect to any
       plasma energy in the world, by using a special connection to the
       life force of plasma. This not only grants a special
       communication between plasma energy and the user, but also
       grants the user the ability to sense plasma in almost any form,
       and can even tell when plasma is going to be created or summoned
       thanks to this connection that lets them sense this. Most users
       are able to sense this on a near unconscious level, and can
       commune with the life force of the Bright as a result. This is
       the main power of the Bright, and avatars are designed to keep
       the balance of the power of plasma. Because one of the Bright's
       main purposes is to destroy old or decayed life to make room for
       new life, the Bright is usually a power that is used by its
       avatars to mostly do things like combat the Black (who they have
       special abilities to counter). Depending on the Bright user,
       some may have more ability than others, and usually this
       requires a great knowledge and understanding of how plasma works
       as a state of matter, as well as how to generate and control it,
       something that even most fire and lightning users don't learn
       easily. This power is the base of the Bright's power, and all
       users must learn this before they can utilize the Bright's power
       as an avatar. If one doesn't know how to use the power of plasma
       effectively, they will not be able to use this power very well
       or at all in some circumstances. Plasma manipulation can also be
       countered by other forces, such as other energies. For the most
       part, enemies with knowledge of plasma can figure out ways
       around this power, as plasma has a number of ways it can be
       countered (such as conversion of matter might be able to turn
       plasma into normal gas or something harmless). Due to Kaidon's
       alchemic training, and his Darkfire abilities being lightning
       and fire, Kaidon has learned a lot about plasma, through both
       experimentation and through using his alchemy to change the
       forms of plasma into many different variations over the years.
       - The Bright Unique Alchemy: Dragon Lightning Snap Alchemy: This
       alchemy is a special alchemy art that was used by his mother,
       Kira Darkwolf, who had a powerful lightning alchemy that Kaidon
       created a variation of using his own alchemy and power over the
       Bright. Kaidon became an avatar of the Bright, Kaidon developed
       special ways to use this alchemy, so that he could use his
       mother's alchemy abilities. This alchemy uses Kaidon's alchemic
       power to change the air around him, in combination with his
       gloves which are able to generate static electricity when rubbed
       together using a special cotton cloth that is designed
       specifically to easily generate static electricity and his
       gloves are infused with magic runes infused into his alchemy
       circles sewn into the glove. When used, the static electricity
       generated by the glove grows as it reacts with the air that
       Kaidon changes using alchemy, and then creates a stream of
       electricity along the air molecules that Kaidon has created
       static in to generate more static when hitting his electrical
       static from his gloves. Usually, Kaidon will simple snap his
       fingers or clap his hands together, and then it appears to
       generate a powerful lightning bolt of lightning from his snap.
       When used, this lightning is very strong, and works like a
       stream of lightning on opponents. This works just like his holy
       lightning power, except that Kaidon generates it using very
       little of his own energy with exception of the runes in his
       glove and the alchemy used to change the air around him to
       conduct his electricity generated by his gloves (This can even
       be used with his holy lightning Darkfire element as well for
       enhanced ability though it uses some of his elemental power to
       do so). This can direct the lightning in almost any way Kaidon
       wants, as long as he can generate static electricity, making it
       where Kaidon is able to use the air to make his electrical
       currents as accurate as possible and determine where his bolts
       strike. The major weakness of this power though is if the gloves
       get wet, or for some reason he cannot generate static on the
       initial spark, it will cause the lightning to not be generated
       as the spark is necessary for the entire alchemy. Another way to
       interrupt this power is to disrupt the air current changed by
       Kaidon's alchemy (which can be as simple as creating a gust of
       wind with a physical attack or manipulating the air to cut off
       the flow of air from Kaidon's alchemy), which will defuse the
       power and make it inaccurate if it is does work, which many
       times it will not (though the times it does will literally
       explode, so one should be careful of the fact that the attack
       could still explode without Kaidon being able to control it).
       This can also still be dodged like other lightning abilities,
       though the one thing that is of note is that this is a very fast
       alchemy, as it strikes much faster than most can react. While
       not as fast as his mother's lightning alchemy, Kaidon's
       lightning alchemy is extremely fast.
       - The Bright Unique Alchemy: Sub-Style: Electrical Molecular
       Deconstruction: This is a unique aspect of Kaidon's lightning
       alchemy that he can use with his lightning abilities. Using this
       power, he is able to change the charge of molecules, and
       literally force the molecules to tear apart their bonds. This
       essentially allows Kaidon to disassemble matter using his
       electrical power, in which his lightning is able to effectively
       return matter to it's individual molecules using his lightning.
       This essentially becomes a deconstruction technique, where
       Kaidon is able to use his lightning like destruction alchemy,
       which is normally a forbidden art among alchemists. This
       technique is a more perfected version of his mother's attempt to
       use this aspect, which he finished himself thanks to his
       scientific knowledge. This is able to disassemble almost any
       kind of matter, allowing Kaidon to destroy almost any substance
       that is made of molecules (including stronger materials like
       vibranium or adamantium though it takes far more effort), as
       this affects molecules themselves rather than knowing what the
       object is made of. As such, this is a very dangerous technique
       that is designed to destroy almost any object affected by this
       alchemy. However, this requires a constant stream of electricity
       to use, and the effect must be maintained in order to completely
       destroy matter. Insulators like wood and rubber also have high
       resistance to this, as it takes far longer to destroy insulators
       compared to conductors. Since this requires a constant stream of
       electricity, the amount of destruction this can do depends on
       how long the lightning is affecting someone, and usually, this
       is best done through physical touch where Kaidon can run
       electricity through someone. However, if an opponent can get
       away from the lightning, they can usually avoid this before it
       does too much damage, as this requires a lot of effort to
       completely destroy something. Unlike true deconstruction
       alchemy, this is able to be used without knowing what the object
       is, but takes far longer to deconstruct as it uses the lightning
       on the molecules and once done, the energy is used up and
       requires more lightning to move on to the other molecules (which
       is why this requires a constant stream of lightning). If an
       opponent is grabbed and gets away within a combat round, the
       worst that happens is that they might lose part of the part of
       the body grabbed (such as grabbing one's wrist and using this
       could deconstruct the wrist where Kaidon grabs the opponent),
       though constant contact for a long period of time means more can
       be destroyed if Kaidon can maintain the lightning.
       - The Bright Unique Alchemy: Black Dragon Fire Alchemy: This
       alchemy is a variation of Kaidon's lightning alchemy, except
       that he uses it to create explosions of flames instead of
       lightning. This alchemy works in much the same way, where Kaidon
       is able to use his gloves unique design with alchemy symbols and
       runes, alongside his alchemy to change the air around him.
       Unlike the lightning alchemy though, Kaidon changes the air not
       to generate static, but instead to be explosive using the
       moisture in the air. By manipulating the oxygen and hydrogen
       using alchemy, he is able to concentrate hydrogen into an area,
       and then uses darkness like a stream of static to create a spark
       that generates his Darkfire black flames. This more or less
       appears the same way as his lightning alchemy, with the
       exception that he creates black flame fireballs and explosions
       instead of streams of lightning or holy lightning. Like his
       lightning alchemy, this uses very little energy from Kaidon
       himself, allowing him to not only use this flame for attacking,
       but can absorb the flames generated to gain power back using his
       Darkfire training to reabsorb his element. This can create
       explosions based on how Kaidon moves the air around, allowing
       him to create explosions wherever he wants at the snap of his
       fingers. This art was based on the dragon snap technique, but
       also modified to use Kaidon's own variation of his mother's
       lightning alchemy. Of course, just like his lightning alchemy,
       the weaknesses are very similar to his lightning alchemy. The
       first is that one can interrupt his ability to use his gloves to
       generate a spark using electricity if they prevent his glove
       from being able to generate the spark in which the easiest way
       to do this is to use water to wet the glove so it can't generate
       electricity or a spark. The other way is to disrupt the air flow
       that is changed by Kaidon's alchemy, thus removing Kaidon's
       accuracy if the attack works, and preventing the attack if the
       attack doesn't explode.
       - The Bright Unique Alchemy Sub-type: Melting Point: This is a
       substyle of Kaidon's dark flame alchemy, where Kaidon uses his
       flames to melt objects. By manipulating the temperature of his
       flames, he can find the melting points of most materials by
       using the flames he generates which are much hotter than normal
       flames. Because everything has a melting point, Kaidon can use
       this on almost anything, and developed this as another type of
       destructive alchemy that disassembles matter by melting it
       rather than destroying it. Kaidon needs only to use his flames
       at the right temperature and apply the heat to the object he's
       trying to melt, which can melt with enough exposure to
       temperatures beyond its melting point, and using his flames to
       raise the temperature of an area to a level that will melt an
       object. Typically, this works best through physical touch, where
       Kaidon applies his burning touch to objects and melts it with
       extreme heat. Typically, this power is designed purely for
       destroying object through melting them, This doesn't destroy
       matter, but instead just melts it. Opponents can avoid this with
       ice abilities, or using abilities that counter high temperatures
       (as some people can use certain energies in place of ice or
       temperature reducing abilities). Typically, this follows the
       same rules as his lightning destruction, as this requires a
       constant use of power and requires using this for a certain
       amount of time to affect more matter. Typically, the area the
       flames are applied are affected the most, with the effect
       spreading among the object the longer the flames are applied. If
       an opponent can react fast enough and avoid the flames, they can
       avoid the effects of this alchemy. Depending on how well the
       opponent reacts and gets away determines how much damage one is
       done if they are caught in this alchemy. Of course, avoiding the
       attacks entirely means one won't be affected by this (as an
       object or person has to be in contact with the power to be
       affected). Those immune to flames and heat also won't be
       affected by this alchemy power, as this power uses flames and
       heat to utilize it's melting point destruction.
       - The Bright Ability: Concentrated Heat-based Plasma: Thanks to
       Kaidon's power over plasma with the Bright, Kaidon is able to
       generate this concentrated plasma that is a simplified fire
       manipulation as one of his base plasma powers. Plasma is more
       like an energy than an elemental, and is used as such. By
       generating heat based plasma, Kaidon is able to use a much more
       basic heat control to use plasma to attack opponents. This power
       is somewhat unique in that it uses basic plasma rather than
       flames, allowing it to be used similar to flames, and depending
       on the plasma used, some plasmas can have different effects like
       some of them being ionically charged to do lightning damage, and
       Kaidon is able to use his knowledge of physics and chemistry to
       essentially create many different forms of plasma, with this as
       a sort of base plasma manipulation. Depending on the plasma
       used, plasma energy is able to bypass fire immunity because it
       is not a fire type power, but an energy power, making it very
       useful to gain an edge on other fire, lightning and certain
       other users of different powers that run on plasma. This plasma
       can be used like normal energy, but typically doesn't have any
       explosive properties with certain exceptions depending on the
       plasma used, as explosions tend to convert the plasma into basic
       fire types. This plasma type manipulation is countered best by
       other energies rather than by countering it with elements,
       though certain elements can negate plasma, with the biggest one
       being wind manipulation which can cancel out plasma entirely if
       the person knows enough scientifically to do it, or those who
       have other powers that can negate energy can also negate this
       power. This plasma can also be countered by solid matter to a
       degree, where plasma can sometimes be converted based on how the
       plasma interacts with certain materials, such as some earth
       manipulation being able to turn plasma into lava manipulation.
       There are creative enough opponents that can figure out ways
       around it, and some may even have other ways to counter plasma
       manipulation.
       - The Bright Ability: Ionized Plasma Manipulation: This is
       another basic plasma manipulation that Kaidon has, in which he
       gets away from heat-based plasma and uses a type of powerful
       plasma using his plasma power to generate ionized plasma that
       possesses similar abilities to lightning and electrical
       energies. By doing this, Kaidon is able to generate ionized
       plasma, which is a type of plasma that can be used to replicate
       aspects of a lightning user's power, such as magnetism
       manipulation and certain other concentrated plasma attacks such
       as piercing attacks, but in a slightly more basic plasma energy
       form. This plasma is, like his last power, a basic energy type
       power, that uses the same functions as a lightning user
       (mostly), but simply uses normal plasma to allow this plasma to
       be used to do damage to lightning users and utilize the same
       kinds of abilities. This is great for using this against
       opponents immune to things like lightning, as plasma is a more
       basic energy that bypasses immunities to fire and lightning,
       even though it uses the same abilities. Kaidon is very
       knowledgeable in how to manipulate plasma thanks to his alchemy
       training, his connection to the Bright, and a lot of
       experimentation with his abilities. However, just like the
       normal plasma manipulation, one can counter this with other
       types of energy, or one can use things like ice and wind to
       negate either Kaidon's control of the plasma, or use wind to
       negate the plasma itself (usually ice is a bit tricky since
       Kaidon can control plasma that can counter ice manipulation or
       use plasma that drains heat to supercool an area). This just
       requires a creative approach, and many elemental users can get
       around this power, but mostly Kaidon uses it because it is
       useful against those immune to flames and lightning or those he
       wants to use the Bright against.
       -The Bright Ability: Plasma-based Magnetic Manipulation: Thanks
       to being able to generate and control lightning using plasma,
       users of the Bright are able to control magnetism, being able to
       take control of things that are magnetic or use magnetic
       manipulation to influence objects. This lets them control things
       that are magnetic, letting them do things like stop bullets, or
       change a metal weapon's striking direction by using this power
       once they are able to control magnetic energy using plasma
       manipulation. This can also be used for basic influence of
       movement, such as slowly pulling someone toward them, or pushing
       someone away from them depending on the skill of the user. This
       becomes easier the more conductive elements are on someone, with
       armor and metal weapons being very easy to push or pull away.
       Though tougher opponents can resist this power, and if one can't
       counter it, then scrambling their own magnetic frequency with a
       slight electrical charge or shock can temporarily scramble their
       magnetic frequency. However, while many things have magnetic
       charges, insulators can't be manipulated, and something people
       don't know is that molten metal cannot be manipulated as molten
       metal loses it's magnetic charge in molten form. Water/ice can
       also be deionized, making magnetic manipulation impossible.
       Opponents can also resist the influence of this, with stronger
       opponents being able to more easily resist this. Of course, all
       one has to do to avoid this is scramble the magnetic frequency
       the user is trying to manipulate, which can be much easier than
       it sounds by using special tech, or just simply using lightning
       that generates random magnetic signatures on oneself. Typically,
       some tech users have developed certain gadgets that can do this
       easily.
       - The Bright Advanced Scientific Ability: Plasmoid Manipulation:
       This power is a highly advanced plasma ability that requires
       heavy scientific knowledge. Plasmoids are coherent structures of
       plasma and magnetic fields, which resemble a sphere of plasma.
       Plasmoids are usually dense in plasma power, and essentially
       create magnetic bubbles that are normally naturally created in
       space in vaccuum environments where they expand until they
       eventually dissipate. However, some more scientific plasma users
       have learned to weaponize these plasmoids. They are maintained
       by pressure placed on them that keeps them from expanding, and
       can generate heat as they are essentially almost like little
       stars in a way. These are designed to use pressure to keep them
       from dissipating, and instead uses pressure to build up force
       inside the plasmoid. Advanced plasma users with heavy scientific
       knowledge can utilize this power by creating the right
       conditions to create a plasmoid, and putting pressure on it to
       keep it from expanding. When done correctly, the result are what
       appear to be small balls of plasma that can be heat-based or
       electrical based depending on what the user wants. Usually, this
       can be used in a few different ways. The first is to throw it
       and have it explode on impact with a burst of intense plasma
       (with heat based and electricity based plasmoids having
       different effects). When it hits something, the plasmoid will be
       made to explode due to the pressure built up in it, and the
       energy will be released to damage an opponent, causing burning,
       electricity or freezing (which can be done by freezing plasma)
       damage depending on how one uses it. This can also be used to
       create a plasmoid that can generate it's own energy, like a
       smaller version of a star. The second is to use it like a blast
       in the hand, and attack someone with the sphere by shoving it
       into them and then letting it burst around the opponent (Similar
       in nature to techniques like the Rasengan). Depending on how
       it's used, plasmoids can be very useful in battle, but are very
       hard to manipulate due to them requiring pressure to keep from
       expanding, and pressure building up inside to create the proper
       effect.
       - The Bright Advanced Scientific Ability: Ionized Atmosphere:
       This is another plasma based scientific ability using ionized
       energy. Those that use plasma or lightning can charge the air
       around them to create a highly ionized atmosphere around them,
       which can affect those around the user. People can be affected
       by heavy ionization in the atmosphere, with it having negative
       effects if used properly. Those that breath in heavy ionized gas
       can damage their lungs if they breathe in high enough doses as
       highly ionized air can create dangerous levels of ozone to
       humans. Another affect is that the magnetic fields can more
       easily draw in electrical energy, in which electrical energy can
       more easily be focused to opponents when they are fighting in an
       ionized atmosphere, in which those fighting in this atmosphere
       will be more likely to draw electrical energies (whether it's
       beneficial or not). By utilizing ionized air, one can create a
       power that can allow electricity to flow far more easily through
       the air, and generate more electricity. Ionization can also be
       used to enhance certain metal weapons by utilizing this method,
       in which certain metals are enhanced by heavy ionization
       depending on the metals. However, the main use of this is for
       those scientific users that developed this as a way to short out
       technology around them, specifically robots and things
       vulnerable to electricity. This can short out robots, computers
       and other forms of technology, and can even have negative
       effects on certain types of cybernetics. Similar to how
       microwaves affect machines, this can also affect machines to the
       point that one doesn't even need an EMP to short out a machine.
       However, it is worth noting that this atmosphere can affect the
       user as well as the opponents, so one has to be careful using
       this against opponents as they can be affected by it as well
       (depending on the user and what they are vulnerable to).
       - The Bright Advanced Scientific Ability: Freezing Plasma
       Manipulation: This is another ability advanced plasma users can
       utilize, in which they can utilize a plasma that absorbs heat
       from an area, in which the plasma can cause an area to freeze
       due to absorbing all the heat. This plasma absorbs things like
       flames and allows a user to manipulate the freezing of an area.
       This can be used to create artificial ice attacks depending on
       how it's used, as the plasma can be used to create ice that one
       can attack with, or one can use the plasma in an attack to
       remove the heat from someone, which can cause the part of the
       body damaged to freeze. This can be used a variety of ways, from
       creating ice attacks, to freezing objects, and being able to
       affect the states of matter through using ice manipulation (Such
       as using cold temperatures to reduce the elasticity of objects).
       Depending on how it's used, this is a powerful ability, and can
       even absorb the heat of flames or lightning when used properly
       to leave only cold behind. This power is not really used to
       create ice, but instead the plasma absorbs all the heat from an
       area to lower the temperatures enough that things freeze.
       Depending on how Kaidon uses this power, the plasma can freeze
       extremely quickly or more slowly. This plasma replicates most of
       the ice abilities that an ice user would use, except that Kaidon
       can create it using plasma so that Kaidon can use something akin
       to ice manipulation. While this is plasma, the ice is controlled
       by the plasma and can be countered by anything that counters
       plasma or ice (though countering the plasma is usually better).
       Because the ice and cold is created using plasma, it is
       important to note that the plasma being countered is the best
       way to stop this power, but one can fight the ice powers as long
       as one isn't using a flame-based power that Kaidon's heat
       absorbing plasma can absorb.
       - The Bright Advanced Scientific Ability: EM Spectrum/Light
       Manipulation: This particular skill is a more difficult to use
       skill, in which a user of plasma is able to utilize the ability
       to control plasma energy to take control of the EM spectrum. By
       taking control of the EM spectrum using electromagnetic control
       and controlling the plasma energy, one can actually take control
       of light by using the EM spectrum since visible light comes from
       the EM spectrum. By utilizing this skill, a plasma user can use
       this to control light, allowing them to utilize light to attack
       opponents. Using light, it becomes possible to create heat based
       light (using a form of EM radiation in infrared light), ultra
       violet light and even controlling x-rays and gamma rays. This
       can allow a user to manipulate light in a variety of ways, from
       creating beams of light, constructs of light, and even
       manipulating visible light to create illusions. This skill
       requires immense control to utilize by plasma users, but once
       used, plasma users with enough knowledge of science can utilize
       this similar in a manner to those that use light manipulation
       (except that plasma users utilize far more options than light
       users since they can utilize more than just visible light). This
       skill requires immense scientific knowledge, and can do damage
       to the user if they are not careful, as even those immune to
       light might not be immune to the effects of certain EM
       radiations (such as high levels of x-rays and gamma rays can be
       harmful to the user over time). This skill requires precise
       control and knowledge to utilize properly, but when used
       properly, this is a powerful skill. Depending on the knowledge
       of how the EM spectrum works, some can counter light
       manipulation and this form of EM manipulation like normal light
       or EM spectrum manipulation, such as using darkness to counter
       light. However, it is possible for those not knowledgeable in
       the EM spectrum to counter this with forms of energy, in which
       many forms of energy can be used to counter EM spectrum
       manipulation. For example, things like ki defense and aura
       defense could be used to protect from EM spectrum light if the
       user uses it to protect themselves, or certain elements can
       counter this ability.
       - The Bright Advanced Scientific Ability: Cosmic Radiation
       Manipulation: As those who have scientific knowledge may know,
       most of the plasma in the universe is actually in space, and
       many forms of plasma cannot be recreated on earth. Calling on
       cosmic radiation, a form of plasma, is extremely difficult
       enough that most beings cannot utilize it on earth due to the
       fact that cosmic radiation doesn't work the same way in earthly
       conditions. However, those that do can utilize cosmic radiation
       in battle, in which they can call it down to fight their
       opponents. Depending on the user, there are things like cosmic
       lightning and other forms of cosmic energy that can be used if
       one can call on it and keep it from losing it's form when
       exposed to the earth's conditions. This energy is able to be
       used against opponents depending on the energy. Among options
       are cosmic lightning, solar wind, star-based energy and even
       nuclear fireballs. Depending on the user, users are able to
       manipulate these forms of plasma, being able to use them if they
       can call them from somewhere in the universe. As one might
       imagine, the energy can burn or destroy normal matter, usually
       in violent explosions of cosmic energy. This makes this power
       very dangerous, and a power that can also be dangerous to users
       as much as opponents, as users are made up of matter just like
       anything else and can be damaged by cosmic radiation if they are
       not careful. The other major problem with this is control, as
       without being able to control it properly, the cosmic radiation
       can lose it's form in earthly conditions, and sometimes can have
       violent reactions with the atoms in the world to the point that
       the atoms could explode. This requires precise control, and
       requires a user to have immense scientific knowledge to utilize
       this. However, countering this energy can be done by those with
       other energy abilities, as energies can be used to protect
       people the same way the earth's ionosphere blocks cosmic
       radiation. Energies like mana, ki, aura and spirit energy can
       all be used to counter this if they are strong enough, or one
       can use physical objects (as long as they aren't too close if
       there's an explosion of cosmic energy). This is a power that can
       only really be used in short bursts, due to the cosmic radiation
       needing focus and control, and users that use this have to call
       it from somewhere in the universe. In Kaidon's case, he can
       utilize star energy, nuclear fireballs, cosmic lightning, and
       solar wind, which he can use to attack people. However, just
       like most who use this power, it is difficult to maintain solar
       radiation in earthly conditions and it does as much damage to
       Kaidon as almost any other being, so Kaidon doesn't default to
       this power.
       - The Bright Unique Advanced Scientific Ability: Neon
       Manipulation: This is one of Kaidon's unique abilities to use
       plasma, in which Kaidon has learned to utilize neon (which can
       be learned by others, but this is currently unique to Kaidon as
       he is the only one that has figured out how to do it using
       scientific knowledge). By running an electrical current through
       neon gas, neon is an energy which can be concentrated into beams
       and concentrated for power. Usually, this is not something
       typically able to be used by plasma users, but once neon gas
       gets the electrical charge, it is turned into a plasma that
       Kaidon can manipulate. Thanks to this, Kaidon can fire beams of
       neon, which can be used similar to light manipulation. Kaidon
       focuses this into beams since his manipulated neon is in the
       form of light. However, most often this neon is used similar to
       air manipulation, in which the neon gas is a type of gas that
       can be used to attack opponents. Kaidon is able to use neon
       using his Bright power, and can utilize this power as neon light
       or as neon gas depending on what he wants to do. However, the
       only real problem is that Kaidon doesn't have enough neon, so he
       often has to absorb neon from surrounding sources like neon
       signs, or use neon sticks he carries around to create it. This
       is one of the only plasma energies that is not easily available,
       as neon sticks don't have too much neon in them. This can be
       countered similar to light and wind manipulation depending on
       the form of power that is used (as Kaidon can switch at will
       between neon light and neon gas). However, this can be countered
       with things like wind manipulation, or even using earth
       manipulation to block neon attacks (assuming one knows what mode
       of attack is being used as certain attacks can pierce defenses).
       - The Bright Unique Ability: Darkfire Elemental/Demonic
       Elemental Plasma: This is one of Kaidon's unique abilities using
       the Bright, in which he can combine his Darkfire training with
       his plasma manipulation using the Bright. Using this, Kaidon is
       able to combine his power to plasma to create different types of
       power using his spirit energy. When using this, he is able to
       combine his dark and positive spirit energy to create Darkfire
       arts based plasma, something few Darkfires ever really learn to
       do since most of the Darkfires never utilize plasma in it's
       purest form (even if they use forms of plasma like fire and
       lightning). He can also do this using his demonic power, in
       which he can use his Darkfire training to combine his demonic
       energy to his normal plasma manipulation to create a demonic
       elemental plasma. This can be used in combination with any form
       of plasma, as long as Kaidon is able to control the plasma and
       bond the power to it. The only time he really has trouble is
       with cosmic energy type plasma, since it loses it's form so
       Kaidon usually doesn't have time to combine it with his Darkfire
       or demonic elementals. However, when it comes to things like
       fire, lightning, heat absorbing plasma and even his neon
       abilities, Kaidon is able to combine it with his basic plasma
       abilities with no problems, and can even create Darkfire based
       or demonic energy based plasmoids as well. This ability is more
       just an enhancement of his normal plasma manipulation, in which
       he just adds the slight modification. As one might expect,
       plasma enhanced with this can still be countered like normal, as
       long as one accounts for the extra energy used to enhance the
       plasma manipulation. And with the dark, holy, or demonic energy
       enhancement, the elementals do become more easily countered by
       their counterparts, such as dark and demonic elementals being
       more easily countered by holy power, and his holy elemental
       being more easily countered by dark or demonic elements. The
       main use of this is the enhanced energy, and if one can account
       for that, they can counter this just like normal plasma
       manipulation.
       - The Bright Unique Ability: Alchemic Plasma
       Destruction/Negation: By using his alchemy, and his knowledge of
       science, Kaidon is able to utilize his knowledge to understand
       plasma and how it works. By doing this, Kaidon is able to negate
       almost any form of plasma by using his connection to the Bright
       as well as his deconstruction alchemy to essentially deconstruct
       plasma energy. This allows Kaidon to negate almost any form of
       plasma, and can cancel it out by deconstructing the bonds that
       hold the plasma molecules together. Usually, this is simply just
       deconstructed and the atoms are put into the air, such as a fire
       attack being put out by negating the plasma which just leaves
       the molecules of the fire to dispel into the air. This can be
       used on almost any form of plasma including other special forms
       of plasma, as long as Kaidon knows how the energy works. And
       thanks to his Darkfire training and demonic element training,
       Kaidon understand pretty easily how to break apart special
       versions of plasma since he is able to create special plasma
       forms himself like using his Darkfire training with his plasma
       manipulation. This is sort of an extension of his alchemic
       abilities, where he deconstructs plasma, rather than just trying
       to counter it normally like most would. As one might guess, in
       order to use this, Kaidon has to understand the plasma being
       used, and certain special forms of plasma may be beyond his
       knowledge (for example, in one universe, he encountered Tarich
       Nightfall and was not able to figure out how to cancel Tarich's
       dark plasma which didn't follow the laws of physics). This power
       also has to be consciously used, and is not a passive power, so
       it requires Kaidon to want to consciously deconstruct and
       destroy the plasma (and this requires his alchemy magic, so he
       cannot use it without mana to power his magic). It is also worth
       noting that when he uses this, it any of his own plasma
       manipulation.
       Advanced Elemental Abilities:
       - Dark Flame Melting Point: Kaidon is skilled at using his dark
       flames to melt objects, using intense heat to heat the object
       till it reaches it's melting point whether it's through constant
       barrages of dark flames, or using his dark flame touch to
       manipulate the heat in the object. He can do this through
       physical touch, using his touch to burn an object with dark
       flames until it literally melts, or he can use constant dark
       flame attacks to barrage something he wants to melt to bring the
       temperature up. There are a variety of ways to use this, such as
       melting water into vapor, melting objects at their melting
       points, or just trying to melt the earth around him. Kaidon
       usually does this by using his dark flame aura, in which he uses
       this to heat up an area until objects start to melt thanks to
       his demonic aura that works alongside his dark flames. This
       power may seem basic, but is very useful against most objects,
       as almost anything can melt. Usually, there are some metals that
       have higher melting points, so opponents can usually use objects
       with stronger resistances to heat, though the best way to
       counter this is to use ice powers which can more easily keep
       something from reaching a melting point, due to the ice being
       able to keep the temperature from rising to it's melting point
       if used by an advanced enough ice user. It is also possible to
       protect something with energy, using an energy barrier to
       protect the object if the energy is resistant to the dark
       flames, as many energies can be used to protect from heat.
       - Dark Flame Air Burning: This is a technique that Kaidon
       developed to fight wind users specifically. This technique is
       designed to consume the air supply in an area, specifically
       designed to try and burn away wind attacks and other attacks
       using super-heated dark flames that consume the air around them
       in order to remove the gases from the air to power Kaidon's dark
       flames. This technique is very useful against wind users, or
       anyone that uses gas, as Kaidon developed this to work against
       most forms of air. This is a highly advanced flame technique
       that Kaidon uses which is very useful, not just because it
       reduces the air in an area, but because Kaidon can use the air
       to fuel his dark flames, as air usually has a lot of oxygen and
       hydrogen in it that fuel fire. Depending on the gas, some
       amplify Kaidon's flames more than others, and usually this
       depends on  how explosive the gas is when burned (IE hydrogen is
       far more explosive than oxygen is, so hydrogen would fuel
       Kaidon's flames more than oxygen would). While this technique is
       great against wind users, certain highly skilled wind users can
       still dispel the flames by removing the air from the area or
       using freezing wind to put out the fire (if they are able to use
       freezing wind). As such, this is mostly only useful for burning
       away wind attacks fired from a wind user if the wind user
       doesn't know what the technique is designed to do. Once the wind
       user learns how the technique works, they can usually work
       around it. This can also be dangerous to Kaidon himself and
       others around him, as this can also burn up breathable air and
       remove the air people need to breathe, so this is a technique
       that Kaidon has to be careful when he uses.
       - Dark Lava, Ash, and Molten Metal Manipulation: Normally, fire
       users would have to use earth manipulation to use these powers,
       but advanced fire users can use their flames in a liquid-like
       form for a few different manipulations. This power is a
       combination of flames that is designed to take control of earth
       and create lava manipulation, as well as manipulate the ash of
       the lava, or even use with metal to create molten metal. The
       lava manipulation is usable like one would expect, liquid-like
       flames that are designed to do mixed elemental damage (and in
       this case holy or celestial damage depending on the flames used)
       damage. The ash is also usable to attack with, and users can use
       it to poison people if opponents inhale the ash, as the ash can
       not only prove to make them unable to breathe properly, but the
       elemental energy of the ash could slowly burn the air passage
       ways in the lungs as well. Molten metal is also an option for
       those combining fire and earth, in which a user melts the metal
       and then uses the melted metal to attack opponents using the
       flame manipulation to control the molten metal. Not only can
       this damage opponents by burning them, but it is also possible
       to remove the heat from this to solidify it on opponents to trap
       them, though once fire users do this, they have to melt the
       metal again before they can manipulate it if they have no earth
       abilities. Usually, the best use for molten metal is the fact
       that it has no magnetic field, making it very useful against
       lightning users. This manipulation is best countered by
       water/ice manipulation, with wind powers also working fairly
       well with the right strategies.
       - Condensed Dark Flame Blast: This ability is one that some fire
       users can use very similar to lightning users who condense their
       lightning. Most flame users are able to use this in some form,
       though some are better at using it than others. For the most
       part, there are two main uses for this. The first is creating
       powerful impact blasts of flames similar to what lightning users
       and wind users can use. Most elements have some sort of impact
       power-based ability, and fire can also be used in this aspect.
       When used, fire blasts are able to be used to blast opponents
       back using condensed flames, which can be made to explode on
       impact. This is designed to be able to hit opponents with
       intense impact force, in which the flames are focused into
       concussive force which can blast opponents with this force
       rather than trying to do something like burn them, though this
       attack can burn opponents on impact if they are vulnerable to
       being burned. This attack is specifically designed for use in
       physical combat, rather than trying to use flames to burn or
       explode on someone, and makes this attack able to even damage
       fire users, even though fire users would not be hurt by the
       burning part of the fire power. This is best countered by other
       similar attacks, though doing so tends to generate powerful
       impact waves that can damage both the user and the opponent.
       Usually, the best method for not taking damage is avoiding this
       altogether, since the impact force can even do damage to people
       through armor with enough power put into the attack.
       - Condensed Dark Flame Beam: This is the second use for fire
       users and using their flames to generate an attack similar to
       lightning users. Instead of firing a beam of lightning, fire
       users fire beams of pure fire, which can be used to engulf
       opponents. Depending on how it's used, the beams can have
       different purposes. The first is for larger beams of fire, that
       use beams of fire to engulf opponents, usually to burn them
       alive in the beam and usually incinerate as much of their
       opponent as possible, even often melting weapons and armors
       caught in this. Of course, this particular attack is able to be
       dodged, but this attack is more about flame power than impact
       power in how it hits opponents. The second technique with this
       fire beam is to create smaller, and more concentrated fire beams
       to damage opponents, in which they use smaller, more condensed
       fire beams to pierce opponents. The generated heat manipulation
       is able to more easily pierce opponents, since the flames are
       designed to melt through even metal. These flames, which
       empowered enough, can even melt adamantium or stronger metals,
       since almost every substance has a melting point. These smaller
       beams are smaller and do slightly less damage, but they are much
       faster when fired than the larger beams. Of course, opponents
       that want to avoid this can use similar abilities to counter,
       such as energy beams, or even other elemental beams (like
       lightning users). This can also be countered more easily with
       strong enough ice skills, though the smaller and condensed beams
       are better dodged than blocked since they are designed to pierce
       opponents.
       - Dark Flame Explosive Attack Manipulation: This aspect of fire
       manipulation is all about creating explosive attacks. For the
       most part, fire users are able to manipulate fire attacks to be
       explosive, and are able to use flammable elements to help boost
       their fire attacks. For the most part, this is usually best used
       alongside other flammable elementals, in which most usually take
       advantage of things like oxygen, hydrogen and flammable
       elements. But even without these elements, fire users can still
       manipulate their flames to explode. Usually, fire users will
       make fire attacks explosive, often creating explosive fireballs
       by using their power to put pressure into the fire attacks. Most
       fire manipulators can use this in a variety of ways, with most
       fire users unique abilities being able to grant additional
       options for explosive attacks, such as using certain elements or
       techniques that their race might allow, like dragons using the
       dragon snap dragon magic attack. For the most part, these are
       still fire attacks, and the most dangerous part of explosive
       attacks are their concussive force. If one can account for that,
       then they can counter this with anything that counters fire,
       with the main counter being ice.
       - Heat-Based Environmental and Combat Adaption: Similar to how
       ice based users are able to adapt to environments around them,
       fire users are able to adapt to environments around them. Most
       would expect fire users to only be able to survive in places
       like desert and volcano environments, but most fire users are
       able to control their body temperatures in all weather. A fire
       user, similar to how ice users adapt in hot environments, are
       able to adapt in cold environments, raising their body
       temperatures with their power. For the most part, temperatures
       aren't too much of a concern for fire users, and many are often
       able to take advantage of fighting in environments that people
       aren't normally able to fight in. Most fire users can adapt very
       well to heat-based combat conditions, and even can adapt to cold
       conditions more easily. This ability applies to both in and out
       of combat, and grants them resistance to environmental
       conditions. This also grants a fire user's body some resistance
       against ice and being frozen, in which they can use this power
       to resistance changes in temperature by using their flame powers
       as a resistance to . Of course, this doesn't mean that ice can't
       hurt a fire user, only that they adapt to cold environments and
       fire users fight more easily in hot environments whereas some
       don't adapt as easily.
       - Fire Based Enhanced Movement and Flight: Fire users are able
       to use the momentum generated by blasts of fire to increase
       their movement speeds, a trick that they use to use the increase
       in momentum to more easily fight opponents. The most common
       thing people know about is using this for flight, in which many
       fire users are able to use streams of fire to use the momentum
       to fly around by using the fire streams like jets to grant high
       momentum. However, there are other methods of enhancing movement
       besides just flying. Fire users are able to use this ability to
       generate momentum, using this to dash and grant them enhanced
       movement using streams of fire like jets. Many use this to dash
       around, whether it's generating fire from their feet to push
       them forward, or using fire from their hands to push them to the
       side. Users of fire manipulation are also able to use this when
       falling, in order to slow their momentum by firing the fire
       downward to cancel their downward momentum. For the most part,
       there's a variety of ways to use this, in which creative users
       can find new ways to use this as they learn more about how to
       use this momentum. Of course, this is mostly a movement ability,
       in which they can enhance movement, but they can use the
       enhanced momentum to do more damage in physical attacks, in
       which the momentum can add power to their attack as well. This
       requires a lot of knowledge of physics and how to use this
       momentum in order to use. Using too much fire or too little fire
       in this skill can be dangerous, since too much fire can push the
       user too far and throw off their original attack, while using
       too little means they might not move enough to do what they
       originally want to do.
       - Holy Lightning Insulator Conduction: This was Qrow's
       specialty, which Kaidon learned from his lightning training.
       This is an aspect of lightning manipulation most lightning users
       don't know, in which most lightning users don't think insulators
       can be affected by lightning. However, what most people don't
       know is that even insulators can be overloaded and become
       conductors with enough lightning. Things like wood and rubber
       can be made to conduct electricity if enough electricity is put
       into it. The key is overpowering the resistance of the
       electrical current, and compensating it by using more lightning
       than the material can resist with. There is only one perfect
       insulator, and that is distilled water, which has no ions, or
       electrical charges, and doesn't have any conductive minerals in
       it. Other than distilled water, any other material can be
       overloaded if one puts enough electricity into it. This
       technique is a highly advanced lightning user technique, as it
       requires not only knowing the molecular structure of objects,
       but also how much electrical power is needed to overload an
       insulator. Because some insulators require a lot of lightning to
       overload, some materials are easier to do this to than others,
       and some may require large amounts of energy in order to use
       this technique. There are few things that cannot be overloaded
       with this, but advanced users of this technique can overload
       anything that is an insulator as long as it's not a perfect
       insulator.
       - Magnetic Manipulation: As part of a lightning user's lightning
       powers, advanced lightning users are able to control magnetism,
       being able to take control of things that are magnetic or use
       magnetic manipulation to influence objects. This lets them
       control things that are magnetic, letting them do things like
       stop bullets, or change a metal weapon's striking direction by
       using this power. This can also be used for basic influence of
       movement, such as slowly pulling someone toward them, or pushing
       someone away from them. This becomes easier the more conductive
       elements are on someone, with armor and metal weapons being very
       easy to push or pull away. Though tougher opponents can resist
       this power, and if one can't counter it, then scrambling their
       own magnetic frequency with a slight electrical charge or shock
       can temporarily scramble their magnetic frequency. However,
       while many things have magnetic charges, insulators can't be
       manipulated, and something people don't know is that molten
       metal cannot be manipulated as molten metal loses it's magnetic
       charge in molten form. Water/ice can also be deionized, making
       magnetic manipulation impossible. Opponents can also resist the
       influence of this, with stronger opponents being able to more
       easily resist this. Of course, all one has to do to avoid this
       is scramble the magnetic frequency the user is trying to
       manipulate, which can be much easier than it sounds by using
       special tech, or just simply using lightning that generates
       random magnetic signatures on oneself. Typically, some tech
       users have developed certain gadgets that can do this easily.
       - Magnetic Shield: This lets a magnetism user create a magnetic
       shield, letting them use it to block metallic or objects with a
       magnetic charge from getting into it. This can also counter
       certain energy types if they are blockable with a magnetic
       field. This is a barrier style where they create a ball of
       magnetic electrical energy around them to protect himself. This
       tends to be a pretty good defense for magnetic force users,
       which allows them to use their shields to reflect almost
       anything with a magnetic charge, usually being great for
       deflecting things like bullets. This can also be used to
       generate electromagnetic forces, such as repelling people who
       hit the shield, or repelling attacks off the shield. When used,
       those that use this can counter attacks that can be blocked with
       this power, and can even use this to generate electrical energy
       by converting the magnetic field into electromagnetic energy. Of
       course, non-magnetic objects and opponents can still break
       through this, and powers like water and molten metal
       manipulation can break through this shield very easily (Anything
       with little to no electrical charge can easily break through
       this shield). It is also possible to use things like aura
       breaker weapons to break through this instantly. It is also
       possible to short this out using water or ice, as water works
       very well to dispel the magnetic effect due to it being able to
       short out electrical energies.
       - Magnetic Blast: This is another ability using magnetic forces
       that advanced magnetic users can use. This power allows a
       lightning user to generate concussive force using magnetic
       manipulation, and allows them to generate attacks using this
       force once they learn to reshape and change magnetic forces. By
       using this, many lightning users can use this to do different
       things, but the main thing is that lightning users are able to
       use this to fire blasts of magnetic energy. When fired, these
       blasts hit with concussive force, and are designed to do
       physical damage more than magnetic or lightning damage. However,
       further advanced users are able to have the magnetic blast
       generate lightning from the magnetic force, usually to allow
       this attack to do further damage. This attack is usually used by
       those that master normal magnetism, and those that master this
       can learn to use this in many different ways. Some that learn to
       generate lightning when firing these blasts can even focus
       special lightning types to do more damage. For example, a heat
       lightning user might have their magnetic blast generate this
       heat lightning so that the concussive force generates massive
       amounts of heat, or might even use heat lightning to make the
       magnetic blast explosive. Typically, this attack can be
       customized as needed, and users have many different options,
       though the base technique is always the same in how it generates
       it's force. Usually, this can hurt anyone vulnerable to normal
       physical damage, since this is more focused in blasts of
       physical power. If one wants to avoid this, usually the best
       thing is to not get too close to it and let it not hit, since
       sometimes the blast can have different effects (like heat
       lightning making it possibly explosive), and opponents can
       usually block this if they can handle the concussive force and
       any other effects of the attack.
       - EMP (Electromagnetic Pulse), Signal Scrambling, and Hacking:
       By using their magnetic abilities, a lightning user is able to
       create an EMP, which can neutralize electronic equipment and
       some mechanical enemies not resistant to EMPs by generating a
       pulse of pure magnetic power. Depending on how much power they
       put into the EMP, this can be a small charge or a large one,
       with more concentrated EMPs requiring a much longer charge and
       stronger EMPs having more possibility to damage technology or
       those with technological enhancements. This EMP ability can also
       be used to scramble electrical signals, using it similar to a
       radar jammer or a way to disrupt any kind of electrical signal
       nearby using their magnetic and electrical properties. However,
       tech and users that have resistance to EMPs will usually not be
       as affected by this. Users can also use their lightning
       abilities to hack computers, letting them access computers with
       this powers. Of course, anti-hack programs can resist this
       influence, and systems with electrical resistant hardware can be
       much harder for them to hack. They are also able to use magnetic
       manipulation to erase computer data and scramble electronic
       devices like hard drives.
       - Lightning Combat Enhancement: A lightning user is able to
       channel lightning into themselves in order to empower themselves
       with lightning. This channels through the body and strengthens
       the muscles, bones and tendons, enhancing physical stats
       immensely with electrical currents running through the body.
       This helps out with many lightning users' combat style, where
       they can use this to enhance their physical combat to the point
       where they can punch through stone and brick fairly easily if
       enough power is applied (and depending on how much power they
       passively put into it). However, the amount of the increase is
       determined by how much power the user puts into themselves. If a
       user puts too much, they can gain high power, but leave
       themselves vulnerable afterward as using too much will reduce
       their power afterward. This technique requires a balance between
       power used and power gained, as too little means not enough of
       an increase and too much means a great increase but not enough
       power left over. There is also a risk of too much of an increase
       of power possibly doing damage to the body, since the body
       moving faster and acting more strongly can cause things like
       broken bones, and torn muscles if the body has too much pressure
       put into this skill, which usually happens when used too long.
       - Body and Brain Scan: A lightning user is able to scan someone
       through their ability to process electricity. Through this, a
       user is able to read someone's body, telling what state the
       person's body is in or sense abnormalities. However, this
       doesn't let them read thoughts and movements of those a user
       fights, as they can only tell those signals are being sent, not
       what the signals actually are. However, the biggest use for this
       is to remove abnormalities, where a user is able to remove
       things like certain illnesses from the blood, tumors and in some
       cases, use their lightning to try and correct abnormalities in
       the brain by using small amounts of electrical energy to help
       restore the brain. However, it is rare to be able to do this on
       someone resisting him, as if someone does try to resist them, a
       user can't pull this off as easily. This is more for helping
       allies rather than doing damage. This also lets a user tell in
       combat which signals are being sent to which part of the body,
       letting them more easily predict their opponent's movements, as
       all opponents have to use their nervous systems to transfer
       information in combat, unless one is using a instinctive style
       that doesn't require nerve communication (Which is very rare).
       Though just because they can process this, doesn't always mean a
       user knows what the opponent is going to do, as it only tells
       them which part of the body will be moving, and not what that
       movement is.
       - Nerve Interruption: This power uses a user's lightning to
       interrupt someone's nerves. This power disrupts nerve signals
       using lightning, scrambling the nerves ability to transmit
       signals. When used, this can disable someone's limbs or whatever
       part of the body is struck. This can be focused into certain
       things, like interrupting someone's leg movement so they cannot
       move their legs properly, or disable certain joints. This can
       also be used to stun opponents and cause disorientation if they
       are hit with this. The nerves usually correct themselves again
       within 2-3 three rounds, though other lightning users can avoid
       this by electrocuting themselves and correcting the issue (as
       they can use this to restart their nervous system). Opponents
       with high enough combat adaptability or anatomy knowledge can
       also adapt, as some opponents can figure out how to use their
       nerves still if they can figure out what movements do what, like
       trying to move a leg, but moving an arm, and the opponent adapts
       until the nerves correct themselves.
       - Lightning Beam: Some lightning users can fire beams of
       concentrated lightning, which are designed for piercing
       opponents. These can fire beams of lightning at many different
       sizes and speeds depending on their ability, which blast through
       opponents. Most of the time, there are two types of beams that
       are fired using this power. The first is that they fire smaller
       beams of lightning designed for speed and piercing. While they
       don't do as much damage, they easily pierce opponents more
       easily, and are great for trying to strike vital points with
       this attack. The second is that users are able to fire larger
       beams, usually as a way of doing more impact damage or just
       trying to incinerate opponents caught in big enough beams of
       lightning due to the lightning's destructive nature. Typically,
       this is designed to pierce shields and armors, but users can
       find plenty of other ways to use this as well. For example,
       there are some that can use other lightning types that will find
       ways to use this to enhance the technique, such as an ice
       lightning user might use this to pierce an opponent and freeze
       the wound to cause extra damage, or a heat lightning beam could
       generate heat which severely burns a wound. Some even have
       specific techniques to use this uniquely, such as using impact
       force of these beams, or some are able to use this to reflect
       this beam off things like mirrors that reflect light. However,
       smaller beams are rarely deadly unless they hit a vital point
       like the lungs or the heart even if they usually more easily
       pierce an opponent. Larger blasts usually do more damage because
       they usually have to be concentrated before being fired, but
       stronger opponents being able to block or resist larger attacks
       to a degree. Usually the best way to avoid either of these types
       of abilities is to not let oneself be hit by it.
       - Lightning Stream: This is an advanced technique among
       lightning users, and one that requires more power than one might
       think. This technique uses lightning to generate a stream of
       electricity, which can be used to fire at opponents. The main
       use of this is to electrocute an opponent with more electrical
       energy than normal, with streams of lightning usually being able
       to kill opponents with enough exposure. This technique can be
       used multiple ways, depending on what the user wants to do. The
       first main way this is used is by firing it from the hands or
       even from the body (only used by advanced lightning users),
       where a user will fire a stream of lightning at someone or
       something to electrocute them. The second method people use of
       this is when users create streams around them, usually to be
       used defensively. This use can be used to protect oneself from
       attack by opponents, such as using this to try and generate a
       stream of electricity around oneself so that the opponent trying
       to attack them will get electrocuted when they get too close.
       This technique can even be used with special types of lightning
       if a user has them, such as using heat lightning to burn and
       electrocute opponents simultaneously. This technique is quite a
       powerful one, but comes with a few major downsides. Typically,
       this requires a lot of power to use, and cannot be maintained
       for long periods of time. Most users cannot use this for more
       than few rounds at a time. The other major downside is that this
       can do damage to a user's body if overused, because the
       lightning released forces open the flow of energy in the body to
       release this massive stream of electricity, and when maintained,
       the forced open flow of energy starts to cause major damage to
       the body because of this.
       - Piercing Lightning Attacks: This technique was developed among
       advanced lightning users, with the most well known users of this
       being users of techniques like the Chidori who learned to
       utilize this lightning. This technique condenses lighting until
       the power of the lightning builds up to be able to break through
       defenses. This technique is very useful for opponents with
       strong armors and shields, as those that use this at full power
       have been known to even pierce through adamantium (but only with
       enhanced lightning and long enough time to concentrate their
       lightning enough). This attack can be built up with a longer
       charge time, where a user can take more time to condense more
       lightning into the attack to make it stronger. Because of this,
       the longer the attack is prepared, the stronger it can be. Those
       that use this that have customized this power have come up with
       plenty of ways to use this, such as some who focus spears and
       swords of lightning into this power, or some that can fire
       spearing attacks, or some that can even fire streams of piercing
       lightning from their body. However, while this attack is very
       useful, it does require charging up and condensing lightning,
       and while this can be done quickly, this technique is only at
       it's strongest when an opponent takes extra time and puts more
       power and time into the attack. While strong, interrupting an
       opponent charging can hinder them from making this strong enough
       to pierce stronger metals, and this attack can still be dodged
       by fast opponents.
       - Chain Lightning: This is another advanced technique of
       lightning users that allows those highly trained to eventually
       learn to have their lightning chain to multiple opponents if an
       opponent is struck by a lightning attack. Typically, this is
       usable with almost any kind of lightning attack, such as a
       lightning stream or a lightning blast, and some users have
       specific techniques using this ability. Depending on the ability
       and knowledge, as well as the conductivity of the affected
       opponents or objects, users of this ability can usually chain
       multiple opponents, with some even being able to chain their
       lightning among entire groups. Typically this works best with
       the lightning stream power, because of the stream's ability to
       hit one object or opponent and then chain to another nearby,
       which many users of this power will use this power for. However,
       this does require great knowledge of conductivity of anything
       they are trying to chain their lightning to, and requires the
       person or object chained from to be within 10 feet of the
       original object or person who is hit by the initial lightning
       attack. The number of people who can be chained in this
       technique also depends on how advanced the user is, and how good
       they are at keeping things like a stream of lightning active.
       Typically, this can take less power than firing multiple
       attacks, but requires more knowledge and awareness of the user's
       surroundings to use. This can also be stopped if there is no
       conductivity, such as lightning cannot be run through certain
       insulators, and the chain power does not work if the object or
       person struck is not conducting the electricity.
       - Lightning Strike: When someone with lightning abilities uses
       their abilities during a storm, the user is able to create a
       lightning strike, directing a natural lightning strike to attack
       an opponent by controlling the storm and generating a lightning
       bolt by concentrating the static in the air where they want the
       lightning to strike. The user needs only to fire a lightning
       bolt up in the clouds to absorb the lightning and concentrate
       the static in the clouds, which can also can also use special
       lightning to empower the lightning different ways, such as using
       holy lightning for a holy lightning strike or a powerful ice
       lightning strike to freeze an opponent when struck. Depending on
       the lightning, the lightning has to be fired into the clouds,
       and draw power from the overhead storm. However, this can only
       be used when there's a storm overhead, and if there's no storm,
       then there's no natural lightning that the user can call down.
       Anyone who knows this is coming usually can find some way to
       avoid it, such as using a metal object to absorb the lightning
       (though lightning strikes used in this manner tend to melt most
       metal objects), or using cover to block the lightning strike. It
       is also possible to protect oneself using earth manipulation or
       using insulators that don't conduct electricity. This typically
       requires a lot of power to do, and while it is very powerful to
       use nature's lightning, it is also very taxing, requiring a lot
       of power to use this attack. Most users only use this against
       the strongest of opponents, usually as a trump card. Users of
       lightning without storm manipulation can use this if there is a
       storm overhead, but without storm manipulation cannot manipulate
       the storm itself.
       Lunar Fighting Spirit Combat Abilities:
       - Werecreature Combat: Lunar Fighting Spirit: This is a basic
       werecreature combat style taught among some basic werewolves.
       Because werewolves not part of a clan didn't have a lot of the
       same capabilities, they developed this as a means to fight their
       enemies. Combat based werewolves are able to learn this style,
       which concentrates their combat ability into special techniques
       that utilize their werecreature physiology. Most werecreatures
       have different ways of utilizing each ability, but for the most
       part, this is a very basic fighting style that typically works
       with any kind of werecreature as it's highly customizable
       depending on the creature. While werewolves were the main focus
       of the original style, other werecreatures have since figured
       out how to create their own versions of the style as well. This
       style utilizes many different kinds of techniques, and some
       clans have found their own gifts or abilities that have been
       used to enhance this considerably over the years. This was
       designed to fight stronger werecreatures, but also designed to
       fight vampires and other supernatural creatures, so the
       techniques this uses are specifically tuned to fighting
       supernatural rivals. Most fighters usually find ways to use this
       to amplify their combat in different ways, with some even using
       it to amplify their physical combat styles to amplify their
       abilities. Because of how easy it is for werecreatures to adapt
       this style, most werecreatures usually learn this if they have
       no other clan or tribe to belong to, allowing them to learn to
       focus their combat without needing a major clan. This was
       designed with the same mindset that humans developed martial
       arts, in which this is designed to help weaker opponents fight
       stronger opponents. Typically, while a good fighting style, this
       is a basic fighting style, and aside from mastering the most
       basic combat style, most werecreatures only use this as a basic
       stepping stone into other werecreature combat styles, due to it
       being so basic and not being designed for complicated combat
       styles.
       - Werewolf Lunar Combat Enhancement: This part of the lunar
       fighting spirit has to do with a werecreature's connection to
       their moon empowerment. Werecreatures who gain an empowerment
       from the moon are able to use this empowerment in this fighting
       style, in which they use their lunar connection to enhance their
       abilities during the night in order to combat their enemies. The
       amplification comes from their connection to the moon, and the
       level of amplification depends on the phase of the moon just
       like their normal moonlight empowerment. As such, werecreatures
       tune their combat to the phases of the moon, and gain better
       combat stat amplification depending on how full the moon is. As
       one might guess, the full moon will grant the highest level of
       amplification (not counting special phases like blue moons and
       red moons), and the new moon grants the lowest level of
       amplification. This combat is the basic amplification of this
       combat style, in which it was designed to originally counter a
       vampire's connection to the night, and enemies who could get
       stronger during nighttime. This combat style is basic, but works
       well for a basic combat ability, and allows for a werecreature
       to see how this style is impacted by the connection to the moon
       so that they can more easily incorporate this into other combat
       styles. The main danger of this empowerment comes from the red
       moon, which can overwhelm certain werecreatures. The other
       danger is if an opponent is able to amplify themselves more than
       this, as this only empowers a werecreature depending on the
       moon, which means that lesser light phases of the moon are the
       best times to fight a werecreature, or fighting a werecreature
       during the day can remove this amplification completely, as it
       only works when the moon is in the sky.
       - Werecreature Combat Affinity/Combat Tuning: As werecreatures
       learn to tune their combat, they eventually learn an affinity
       for combat once they've learned to tune their abilities toward
       combat. This doesn't take away their normal supernatural
       abilities, but instead just hones their combat and tunes it to
       the enemies they fight. In this combat style they learn to tune
       to the opponents they face, and learn to easily adapt their
       style to fight certain types of opponents. For example, if
       fighting a martial artist, a werecreature would adapt and take a
       more martial artist style approach, such as blocking and
       countering similar to martial artists in order to combat the
       style specifically, or they may use their supernatural abilities
       to their advantage and use skills to get around a martial
       artists skills. This combat tuning can be used a variety of ways
       depending on the werecreature, as some may prefer stealth
       combat, some may prefer normal combat, or some may even have
       special combat styles they adapt. This is designed to allow a
       werecreature to fight a large number of creatures, and many
       study the strengths and weaknesses of other races in order to
       come up with techniques to best certain supernaturals. For
       example, there is a technique among werecreatures that allow
       them them claw the throat of a human form dragon, which is
       designed to interrupt an elemental breath attack, in which
       clawing the throat may not kill the dragon, but will stop the
       elemental breath attack. This depends mostly on the creature,
       and the combat ability of a werecreature, so many werewolves are
       typically different in how they use this. It is also worth
       noting that certain creatures may be harder to adapt to,
       specifically unusual creatures, or artificial ones, and those
       that adapt to combat similarly to this kind of tuning will also
       be able to adapt to counter this adaption.
       - Werecreature Warrior Spirit: This power is a special technique
       that uses werecreature fighting spirit and hones the senses of
       the werecreature to extreme levels. In the case of a
       werecreature's fighting spirit, this is designed to allow a
       werecreature to tune to his enemies, and use their fighting
       instincts to observe and predict the opponent's movements. With
       the proper training, a werecreature can learn to predict the
       movements of an opponent, depending on how much of the fighting
       style the werecreature is able to observe. By adapting their
       combat ability, the werecreature learns to fight the specific
       styles of an opponent, and is designed to allow a werecreature
       to eventually learn to predict the moves of combat styles. While
       this does act almost like a sixth sense, the main purpose of
       this training is to open up the mind to observe and counter
       opponents more easily, and with enough observation, a advanced
       combatant could even learn to predict an opponent's moves before
       the opponent knows they are going to use a move themselves. This
       kind of technique is very useful for werecreatures who combat
       stronger opponents, and allows a werecreature to learn the style
       of an opponent and how they attack and defend, usually allowing
       the werecreature to find ways to counter a style if the
       werecreature can observe it. However, this is not a perfect read
       on more experienced opponents, as more experienced opponents may
       be able to do the unexpected, and some opponents may be
       unreadable due to certain abilities they might have. Those with
       this kind of training (like martial artists, swordsman, and
       other attack spirit trained skills) can also learn to counter
       this, since they also possess similar training to use a training
       similar to this.
       - Werecreature Combat Spirit Defense: This training is similar
       to martial arts, where a user is trained in pure defense. By
       training the defense style of the werecreature, a werecreature
       learns to concentrate their fighting spirit in order to defend
       themselves against certain kinds of opponents. Like martial
       artists, this requires a number of training aspects. The first
       is being able to concentrate physical force into the
       werecreature's defense, in which a werecreature has to learn to
       utilize certain blocking and dodging maneuvers in order to
       strengthen their base defense and allow them to block or dodge
       attacks. The second aspect of this is that a werecreature
       focuses on not only training their muscles to withstand stronger
       impacts, but also learns how to tense the muscles in response to
       an attack, so that the tensed muscles can lessen the impact and
       absorb more of the kinetic force. Some advanced users are even
       able to stop bladed weapons to a degree, and some can even use
       this to stop certain kinds of projectile attacks with enough
       training and defense concentration. While somewhat difficult to
       master, this is a very useful defensive power that werewolves
       can learn. Masters of this style can even strengthen their
       muscles to the point that their muscles are almost like steel
       when using. However, this technique is not perfect, as certain
       attacks can break through defenses, and this also may leave a
       werecreature vulnerable as opponents can wait for a werecreature
       to untense their muscles before attacking, attacking when the
       werecreature is in a more vulnerable state, rather than trying
       to break the defense. Breaking through this defense is more
       about patience and waiting for the moment to attack, rather than
       just trying to break this style, as it's designed to be
       defensive and block even some stronger combatants. The strength
       of this usually depends on the werecreature, and how skilled a
       fighter they are.
       - Werecreature Combat Spirit: Form Negation: Just like anyone
       else, werecreatures know that attacking carelessly can be
       dangerous, especially against supernaturals. This training
       technique was developed as part of the attack focus training, in
       which werecreatures developed this particular training to attack
       someone who is either intangible or in some sort of energy or
       elemental form. This uses the combat spirit ability, along with
       the combat trained instincts and senses to focus the users
       attack to the opponent's real body, rather than the form they
       are in. Many might considering this a "supernatural" feat, but
       this is purely a combat feat that requires focus and
       concentration that werecreatures learn to hone through their
       training as they get to an advanced level. For example, someone
       in an energy form could be attacked, but instead of attacking
       the energy form, the werecreature focuses on attacking the body
       of the opponent rather than carelessly attacking the energy
       form. When done properly, the attack will hit the person even
       though they are in energy form. At first, this often requires
       concentration and honing a werecreature's combat senses, but
       over time, advanced users will learn to use this subconsciously.
       This works on almost any intangible, energy or elemental form
       opponents can take, as long as the user concentrates properly.
       Since each form is different and each person requires a
       different focus, each person has to be attacked different when
       used, making this something that has to be tuned to each
       opponent individually. Opponents can counter this by displacing
       their form, specifically to prevent their actual body from being
       hit, essentially dodging this technique. Because this uses
       attack force focus, simply dodging the attack in an intangible
       form isn't how one avoids this, as they have to know where the
       user is focusing their attack, which opponents who know how this
       training works can figure out where the user is going to attack.
       - Werecreature Combat Spirit: Energy Negation: Just like how
       werecreatures learned to fight supernaturals in energy form,
       they also learned how to use their attack focus to focus their
       attack force to develop their own answer to opponents who use
       energy attacks. When using this, werecreatures learn to focus
       their attack force to energy itself, where they used their
       martial arts honed senses and instincts to learn how to focus
       their attack to dispel energy attacks. When used, a user focuses
       the force of their attack on the energy itself, and by doing so
       they can attack the bonds that hold the energy together using
       their attack focus. When used properly, this will dispel the
       energy at the point of the attack and dispel the energy of
       projectile type attacks or other energy techniques that the
       werecreature focuses on. This technique is difficult to master,
       but is a very useful technique for any werecreature, as this
       gives many werecreatures something they can use to fight tough
       supernaturals with strong supernatural abilities. 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
       attack focus 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 requires different attack focuses) 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 position of the energy used, if they know how this
       ability works (which those who see similar abilities will know
       how it works) so that their attack doesn't hit the point the
       attack focus needs to hit.
       - Werecreature Skill: Rock Bullet: Since most werecreatures
       didn't have a lot of projectile attacks without supernatural
       abilities, this technique was developed solely for that reason.
       When used, a werecreature grabs a simple rock, and concentrates
       the force of their throw to throw the rock with incredible
       power. If done properly, a simple pebble can become a deadly
       weapon, which can hit almost like a bullet. Some werecreatures
       develop special arts around this, with some even using certain
       abilities they might have to empower what they throw or throw
       more dangerous items depending on the werecreature. This only
       requires the werecreature to have the strength and the focus to
       throw an object, and doesn't really matter what the object is as
       long as the werecreature can throw it with some force. Stronger
       werecreatures have been able to throw this hard enough to blast
       through some opponents, and some have practiced this enough that
       they can even throw these attacks from a larger distance, with
       some even trying to hit opponents while hiding from them, as a
       means to attack while using stealth. Advanced users can even
       focus the throw so that the rock will ricochet off a surface,
       using it in places where the object can bounce off surfaces and
       attempt to hit the opponent multiple times if the user misses.
       Some supernaturals can focus things like magic and other
       amplifications into this as well, allowing for customization of
       this attack. Typically, this attack is best dodged depending on
       the werecreature. Depending on the user, some have better arts
       for this than others, and those with projectile amplifications
       usually get more out of this than normal werewolves. Typically,
       this can be blocked if one can handle the force of impact, and
       earth users can also take advantage of this and control the
       projectile if they are skilled enough.
       - Werecreature Skill: Impact Strike: This is a basic combat
       ability, in which a werecreature focuses their power into their
       attack. At the point of impact, the werecreature focuses their
       power into the point of their impact, and reverberates the force
       through the point of impact based on the werecreature's combat
       attack. When done successfully, the attack will reverberate when
       it hits something, doing more damage to the area around the
       attack. This can be used on people or objects, and only requires
       the werecreature to focus their point of impact and focus their
       attack to vibrate on the moment of impact to create a
       reverberation. Depending on the item or person attacked, this
       does varying degrees of damage, with stronger uses of this being
       able to shatter even concrete if used properly. Depending on the
       attack and how the werecreature reverberates this attack, this
       determines the attack's damage, as certain reverberations can do
       more damage to objects if used properly. As some might now,
       there are frequencies of waves that can do damage to objects or
       people when used, which is what this technique tries to do.
       While this isn't really a supernatural power, it is designed to
       do more damage to stronger opponents if the attack hits, and if
       used at it's strongest, this might even break an opponent's
       guard. Tuning to the right frequency and reverberation of attack
       is something that is very difficult though, and even masters of
       this may not always get the best result. Things like movement,
       attack and defense can influence this, and opponents can even
       dodge this entirely to avoid the effects. Typically, this
       doesn't disorient others as people might think, but instead just
       does more damage when using physical attacks.
       - Werecreature Skill: Claw Slash Wave: This is a basic attack
       where a werecreature attacks with their claws, except that they
       focus their claw slash in order to hit the air so strongly that
       it creates a wave of physical force. Instead of just relying on
       a claw slash, this was designed to create immense physical force
       that can attack opponents. When used, this creates a powerful
       wave of compressed physical force that can slash an opponent
       even if they aren't in range of the actual claws. When used,
       this extends the attack using the wave up to 4 feet in front of
       the opponent. Supernatural werecreatures can actually fuse this
       power using other air abilities due to how surprisingly
       customizable this technique is, in which they can create certain
       other attacks with this, such as some who use cold wind can
       create a freezing claw slash wave. Once advanced enough, users
       can even learn to fire these claw slashes at opponents in a wave
       attack, in which they learn to fire the slashing waves upon
       creating them to try and hit opponents farther away. Typically,
       the waves created by this are invisible unless fused with some
       sort of supernatural power, so they are impossible to see.
       Typically, opponents who want to dodge this need to react as the
       werecreature uses the attack, as usually they won't know a wave
       is coming till it's too late, due to this being mostly just a
       manipulation of physical force in the air. However, those
       familiar with this attack style can usually figure it out fairly
       quickly if they know how supernatural fighting styles work as
       there are plenty of supernatural fighting styles that use
       shockwave style attacks.
       - Werecreature Skill: Sonic Howl: This technique turns a
       werecreature's howl into a weapon, in which a werecreature will
       be able to focus the force of their howl into a powerful wave
       that acts as a projectile attack. There are two versions of this
       attack. The first is one that simply is focused on blasting
       opponents in front of the user, where the user simply fires it
       like a concussive wave to do damage to an opponent when the wave
       is released. This technique is designed to be released and fired
       at opponents as a type of projectile wave attack. The second is
       where the user releases a larger wave that is released in a 360
       wave around the user, and blasts away anyone who is close to the
       user. This cannot be fired at opponents like the first version,
       but instead attacks anyone within a 6 foot radius around the
       user. Advanced users who can learn to howl at certain sound
       vibrations can even learn to use these waves to disorient people
       who hear their howls, allowing an extra layer of attack to this
       technique. Typically, this is just a wave attack that is useful
       for a number of attack options, but is still quite useful in
       battle when used creatively. Some users learn to combine this
       with other abilities, such as some who combine this with other
       wind manipulation to create certain wind attacks out of the
       howling wave. Typically, dodging the projectile attack normally
       just requires moving out of the way, as the wave being released
       is usually obvious by where the werecreature's face is pointed,
       and a werecreature always has to lean forward to use this. The
       second version instead focuses on the werecreature using this
       upward, and will lean up to release a screeching howl. When this
       happens, an opponent can usually avoid the attack by getting
       away from the user before the attack is released, as long as the
       opponent can get out of the radius of this attack.
       - Werecreature Skill: Counter Wave: This is a purely defensive
       technique that werecreatures developed to be used against
       physically stronger supernaturals. When used, this allows a
       werecreature to focus a sideways movement to attack an
       opponent's own attack. When used, this requires a werecreature
       to focus the physical force from their arms into either a
       sideways, upward, or downward motion, and concentrates the force
       of the air displaced by the movement to increase the force of
       the attack. This attack is purely defensive, designed to attack
       an opponent's attack in order to deflect it. For example, if an
       opponent is throwing a punch, the proper use of this technique
       would be attacking the wrist to deflect the attack in a specific
       direction, depending on the best direction the werecreature can
       deflect it. Usually the standard move is to deflect an attack to
       the side, which is designed to open up an opponent to attack
       them. This is designed as a way to not only deflect, but allow
       for an attack after the opponent's move has been deflected.
       Advanced users of this are able to not only attack with an arm
       movement, but some are able to also attack with the elbow or
       knee, depending on the combat style of the werecreature, which
       can allow for stronger counters if done properly (But this takes
       practice and experience to learn how to modify the technique in
       this way). Opponents can of course dodge this wave, though this
       is usually meant to be used while on the defensive, so opponents
       should keep an eye out for this. Typically, this is hard to
       avoid if the opponent is caught off guard, but some opponents
       might be able to move away and cancel their attack if they see
       the werecreature about to deflect their attack, but the opponent
       should be careful that they don't leave themselves vulnerable
       during this.
       - Werecreature Skill: Shield Breaker: This technique was
       designed by werecreatures to break through defenses. When an
       opponent blocks, this technique is used on the opponent, usually
       designed to break through more defensive fighting styles. This
       is done simply by attacking an opponent with what appears to be
       a normal open palm attack, but instead, the user focuses their
       physical force into the attack in order to power through the
       block. By focusing all of the attack forward into the defense, a
       werecreature with this skill can break many strong defense
       techniques. If used properly, the attack will not only hit the
       defensive technique, but also allow the user to hit the opponent
       if they successfully break through the opponent's defenses.
       Advanced users of this can even learn to focus their attacks to
       attack their way through energy defenses, with some being able
       to use this to power through barriers and energy defenses with
       enough force. This was designed specifically for opponents who
       main their defense, as werecreatures wanted a way to attack
       opponents who had good defense who would normally block all
       their techniques and attacks. When used, this is difficult to
       master, as it requires martial arts knowledge as well as normal
       combat focus, as the creators of this technique created it based
       on certain martial arts techniques. As this is designed solely
       to break defenses, dodging is usually the best means to avoid
       this attack due to it's defense breaking ability. However, there
       are certain defensive or counter attacks that can counter this,
       such as opponents who use defense techniques that deflect an
       opponent's attack to the side, or other counter techniques that
       dodge and then attack an opponent.
       - Werecreature Skill: Claw Spear: This is a combat technique
       that was designed to use a werecreature's claws to attack an
       opponent and utilize the piercing force that could be generated
       around the werecreature's claws. When using this, a
       werecreature's focuses their combat ability around the point of
       impact, and does an open hand attack to the opponent. By
       focusing the attack force around the hand and at the fingertips,
       the attack is designed to allow the claws to spear into the
       opponent. This uses the same concept as a stabbing motion,
       except that it uses the hand of the werecreature to stab an
       opponent. Concentrating the force into the point of impact,
       users of this can even pierce through armor with enough force,
       as this was designed to attack stronger enemies, including
       armored foes. Some advanced users have even been able to use
       this to break through opponent's defenses, even spearing through
       an opponent's arm when the opponent tries to block the attack.
       Depending on the skill and power of the werecreature, this can
       be very effective in battle, even though the motion may seem
       simple. Many werecreatures will attest that this may be easy to
       do on weaker opponents, but harder opponents will provide far
       more resistance than one might think, requiring a werecreature
       to have to learn to focus a lot of force into this attack. As
       one might imagine, this is a thrust attack that is designed to
       spear an opponent, so opponents can usually dodge the attack, or
       some can deflect the attack away from them using certain defense
       techniques.
       - Werecreature Skill: Windmill of Slicing Wind: This attack is
       designed to attack groups of enemies, with this being designed
       to repel opponents. This uses the claw slash wave, but instead
       of a normal attack, the werecreature focuses their claw slash
       wave by spinning in a circle, allowing a user to create a
       whirling circle of force around them generated from the spinning
       of their claw slash. Instead of moving vertically, the claw
       slash waves move horizontally, and as the user spins, they are
       able to generate more physical force using their concentration
       of force into their claws. When used properly, this attack uses
       a spin that can not only create a circular force, but anyone
       close by or who tries to get through this will be repelled by
       the physical force of the wave of the spin. Advanced users of
       this, or some supernatural power uses can even use this to repel
       energy projectiles and other supernatural abilities. Depending
       on the werecreature, this is able to be used as long as the
       werecreature is able to keep spinning, and the wave is
       maintained by the attack wave generated from the spinning done
       by the werecreature. Typically, this is good for a quick
       defense, though prolonged use of this can create dizziness and
       disorientation if maintained too long, as spinning at the speeds
       the werecreature has to spin at can be taxing even for most
       tougher werecreatures. Opponents who want to avoid this can
       attack from move away when the user attacks, if they know the
       attack is coming, and opponents that want to attack can do so
       from either above or blow where the defense has no force (as the
       force is concentrated in a horizontal fashion).
       - Werecreature Skill: Vacuum Wave: By focusing the force in
       their hand into more of a wave, werecreatures are able to create
       force wave attacks by pushing their hands forward with enough
       strength to force the air into an wave that is fired at the
       opponents. This attack is designed to essentially be an open
       palmed attack that pushes the air towards the opponent in a
       martial arts style move, which can hit an opponent with
       incredible force. Some users of this have used these waves to
       shatter concrete (usually at master levels), and users of this
       are able to hit opponents from a slight distance. Unlike the
       claw slash wave, this attack is designed to push a shockwave of
       force at opponents in it's base form. However, this is only the
       beginner version of this technique. Advanced users learn how to
       do this, but instead of firing it as is, advanced users twist
       their hand during the technique, not only still concentrating
       more force to bring into the attack by using the rotation to
       draw in the air, but the wave fired uses a whirlwind when done
       correctly. If done correctly, the user twists their hand when
       pushing the air into a wave, and this creates the whirlwind that
       is fired at opponents. However, in addition to doing more
       damage, this also has another effect, which the masters of the
       style originally designed this technique to do. When used
       properly, the whirlwind sucks the air into the whirlwind and
       creates a vacuum inside the whirlwind. When inside, the air
       becomes extremely still, and the air is completely removed. This
       not only temporarily leaves no breathable air in the wave, but
       also is designed to put out fire and lightning attacks, which
       cannot be used in the vacuum attack. Since fire cannot burn
       oxygen in a vacuum and lightning needs static, this attack
       removes both of those things needed. As such, this was designed
       mostly against fire and lightning users, but works against wind
       users to interrupt certain wind abilities due to the whirlwind.
       As one might guess, this is a dangerous technique, and requires
       immense martial arts mastery to even attempt the true form of
       this technique. Of course, opponents can block or dodge this,
       assuming they can handle the wave. Typically, the air returns to
       normal after the wave is gone, which is usually not long enough
       to suffocate someone or do any real serious damage.
       - Werecreature Skill: Ground Wave: This is a very complicated
       attack that releases a wave through the ground. Depending on how
       it's used, there are usually two main ways this is used. Both
       attacks are executed the same way, where the user punches the
       ground with a concentrated attack, and both attacks are released
       in a 360 fashion. The first is designed to focus the force more
       downward, where the earth is dislodged and launched at opponents
       with immense force. Essentially, this version of the attack is
       designed to release a wave that breaks apart the earth and
       launch the pieces of earth at the opponent. Proper uses of this
       essentially turn the earth into small bullet-like projectiles
       when launched that can do severe impact damage. The second is
       where the user punches the ground and reverberates the shockwave
       outward rather than downward, and releases the shockwave to
       dislodge the earth under the feet of everyone around them.
       Proper use of this version of the technique can be used to knock
       the earth out from people's feet within a 10 foot radius, which
       can knock most opponents off their feet. Typically, this attack
       is a very advanced ability that requires not only heavy
       training, but for some it may require specific supernatural
       training on certain surfaces (IE concrete might not always be
       usable for this if the werecreature isn't strong enough to break
       concrete). Opponents that want to avoid this should attempt to
       move away from the user. The first version can be avoided by
       using cover to hide from the smaller earth projectiles, while
       the second one can simply be dodged by moving far enough away to
       avoid the wave of the attack. Another method of dodging this is
       to move into the air, where certain airborne enemies might be
       able to avoid both versions of this attack.
       - Werecreature Skill: Rage Impact: Using their anger,
       werecreatures can use a werecreature technique to empower
       themselves when they reach a high enough anger level by focusing
       on their anger and bringing it out into their physical
       reactions. Once used, this technique amplifies all of a user's
       physical stats temporarily as long as they maintain their anger.
       Typically, the biggest increase goes to strength and speed, in
       which the werecreatures use their anger to motivate stronger
       attacks. When in this form, the werecreature's attack speed and
       strength are enhanced, making them even more dangerous, with
       some advanced users even generating immense heat from their
       bodies. In their rage impact state, they can do severe damage to
       most opponents, hitting with the incredible force and usually
       brute-forcing their way through attacks in their anger.
       Werecreatures with this are also fast enough that they are hard
       to keep track of, being able to disappear from view with their
       incredible speed. However, this doesn't last long, and must be
       used to channel rage in order to activate. Typically, the
       average rage reaction is about 8-10 seconds with some being
       shorter or longer depending on the werecreature. Since most rage
       reactions are not unlimited, most minds cannot handle channeling
       the rage needed for this for too long, and only those with
       constant rage issues would be able to use this (and even then
       constant rage can shorten one's life). This can be just as
       dangerous to a user as the opponent due to it's risks.
       - Werecreature Skill: Werewolf Crash: This technique lets a
       werecreature use their power to charge at opponents in a wave,
       allowing them to basically charge an opponent with immense force
       to do heavy impact damage to an opponent when it hits in a dash
       attack that the werecreature uses on opponents. This technique
       requires immense speed and strength focused by the werecreature,
       and when used, the werecreature is able to attack with
       incredible force. This can be done a variety of ways, such as a
       shoulder charge, a dash that turns into a kick or punch, and
       even just dashing into an opponent head-on. This attack is a
       strong attack type, and some users are able to use this to break
       through defenses if they can generate enough force for this
       attack. When using this, the werecreature has to be able to
       close a gap fast enough to hit an opponent before the opponent
       can react, but can't use it too close or the attack won't gain
       enough momentum. This technique also locks the user in one
       direction, and the user cannot change direction easily, having
       to stop and restart the attack if they miss. This technique is a
       standard crash attack that is designed to power through some
       opponents and defenses, so it can break defenses, although
       stronger opponents may not be as affected or may even be able to
       stop the user depending on the opponent. Typically, dodging is
       the best way to avoid this, and users may be vulnerable once
       they stop moving, as they usually have to switch stances after
       coming out of this attack.
       Werewolf Gifts:
       - Rank 1 Gift: Falling Touch: This technique uses the air around
       a user to reduce the affects of resistance to the opponent. By
       attacking an opponent, the user is able to hit them with far
       more force than they put into their attack, and allow a
       werecreature to attack using this to do more damage then they
       should. Users of this are able to send opponents flying with
       very little force, and can allow even small attacks to do a lot
       of damage when this skill is in effect. When used, this may not
       seem like much, but users of this can use this very effectively.
       Users can use this a variety of ways, such as deflecting a
       physical attack with ease, or attacking an opponent to send them
       flying (usually relying on impact damage if they hit something
       while being sent flying). This is a simple gift to learn, but a
       user has to be able to effectively account for the varying
       forces around them, and the forces of air acting on the person
       they want to affect. Opponents are usually best dodging this
       attack rather than blocking, due to it being a very dangerous
       technique to use in combat. Some stronger and heavier opponents
       may not be as effected, such as those with concentrated mass, or
       those that have stronger bodies that can absorb far more impact.
       - Rank 1 Gift: Razor Claws: This gift allows a werecreature to
       sharpen their claws using stone, steel or another hard surface.
       By doing this, the werecreature is able to focus their claws
       into deadly weapons, and many can use the razor sharpness to
       slice through more than just slicing through flesh. Users of
       this art sharpen their claws to deadly perfection, and in this
       state, the claws are enhanced with this gift to the point that
       many werecreatures using this can attack with much more
       concentrated force using their sharpened claws, as the
       sharpening of the claws condenses the attack and focuses it more
       into a smaller area. Users of this gift can slice through
       crystal, stone, and some can even slice through metal objects
       with this gift. Typically, this is taught by a bear or cat
       spirit, who teach the werecreature the right way to sharpen
       their claws without reducing their range and shortening their
       claws. Users of this can use their claws to counter bladed
       weapons and other slicing attacks. Typically, this isn't too
       different from normal attacks, and blocking is usually
       difficult, but not impossible. Opponents can usually figure out
       quickly how strong the claws are, and can avoid them usually
       just like normal claw slashes. And just like normal claw
       slashes, the claws can only damage on people or objects the user
       connects with in attacks, so dodging is usually a good way to
       avoid this gift altogether.
       - Rank 2 Gift: Steel Fur: Using this, a werecreature is able to
       wrap their spirit with steel, and with it turn their fur into
       hardened metal. This can increase defense, but can also be used
       to stab opponents with the fur if the fur is used properly to
       attack. The fur increases defense heavily, in which things like
       bullets and swords can be blocked using the metal fur. If in a
       human form, the werecreature can use the metal to harden their
       body hair (Depending on how much they have), so a user can still
       use this in human form. Advanced users can combine this with
       other supernatural abilities, as some have even been able to
       pluck their metal fur out (which is usually painful to do) to
       use as weapons (with each hair acting like a needle that a user
       can throw at opponents). This is taught by an earth or metal
       spirit. Users of this may be granted more defense, but opponents
       that can cut through metal can still cut through the user, and
       certain abilities might have greater effect on the user in this
       form. For example, a metal furred werecreature will be far more
       vulnerable to lightning, able to conduct lightning more easily
       and takes more damage from lightning skills. Anything that can
       counter metal can still counter this, and certain wind abilities
       can even slice through this defense more easily with proper
       concentration.
       - Rank 2 Gift: Storm Winds Slash: This allows a werecreature to
       attack opponents from a distance. By utilizing the concentrated
       force of an attack, a werecreature can learn to strike an
       opponent as far away as 50 yards, and can focus their strikes
       and attacks to travel through the air as waves of concussive
       force. This is normally an ability that is used with a weapon,
       but can also be used with physical combat. This can also be
       enhanced by those that can use certain impact-based shockwave
       abilities as well. This can be used a few ways, with the two
       main ones being transferring the attack force of a weapon, or a
       physical combat strike across a certain distance. This is taught
       by a metal or a wind spirit. The strength and distance that
       these attacks can travel depends on the skill and ability of the
       werecreature, as some can use certain combat training to attack
       from farther away than others could with just this skill alone.
       The users attack force will also start losing physical force
       after a certain distance, as the friction and wind resistance
       will prevent the force from being traveled beyond a certain
       point depending on the attack and the force that's used.
       Opponents can also still dodge this, or even block if they are
       able to handle the physical force of this attack.
       - Rank 2 Gift: Spirit of the Fray: This is somewhat similar to a
       vampire's celerity training, and allows a werecreature enhance
       their attack speed immensely. Unlike a vampire's celerity
       training though, this becomes a permenant enhancement once it's
       used for the first time, and grants a speed boost to the
       werecreature. When using this, werecreatures with this skill
       gain a passive enhancement to their natural speed, and can move
       at lightning speeds. This was designed to allow werecreatures to
       be able to take advantage of this speed to attack opponents
       first, as many werecreatures and martial artists believe that
       getting the first attack can shift a fight in their favor. This
       speed depends on the werecreature, with some being able to move
       faster than others depending on their base speed abilities. This
       is a very useful combat ability, which is taught by cat spirits.
       When used though, a werecreature may have trouble adapting their
       mind to the speed they now operate at, and may require special
       training to handle their enhanced speed. Users of this can still
       be countered by faster opponents though, such as vampires who
       use celerity training, or other naturally fast opponents. This
       is only a passive speed increase, so this doesn't grant other
       abilities, although opponents should usually know that increased
       speed can also result in increased strength due to users have
       momentum to enhance their attacks as well. However, opponents
       can account for this if they use this properly.
       - Rank 5 Gift: Fabric of the Mind: This is a high ranking gift
       that allows a user to create spiritual recreations of anything
       their imagination can think of. Users are able to give life to
       create almost anything they desire, making this similar to a
       certain familiar abilities of vampires. If used properly, this
       can create almost anything the user wants using the spiritual
       essence of dreams, and is limited only by the user's
       imagination. This could be as simple as creating creatures to
       help them in battle, or creating mists of darkness, or advanced
       users can create dream states similar to that of dream demons
       which can overlap the dream world with the real one to create a
       dream world over an area. This is a very useful gift among high
       ranking werecreatures, as it essentially allows a user to grant
       life to anything they want to create, very similarly to illusion
       abilities except that this gives physical form to almost
       anything they use. This is taught by a chimera-ling. However,
       there are certain things that can't be done, as this is a
       spiritual power, such as creating new matter (aka, a metal
       monster wouldn't be able to create actual metal, instead it
       would create spiritual constructs of metal). Anything created by
       these disappear when this gift is dispelled or stopped.
       Opponents can also attack users of this, as if a user loses
       their concentration on this at any point, they will lose control
       of the dream beings, and then the dream creature may also attack
       the original user, and remain in the physical world free from
       the user's control. These can also be attacked like spirits,
       specifically things that can destroy spirits can destroy these
       (like spirit destruction arts or certain other spiritual
       abilities attacking spirit creatures). Kaidon learned this
       ability from Wolfwing, and was able to use it similar to his
       half brother, Hei Darkfire who used a similar power in ultimate
       genjutsu.
       Vampire Disciplines:
       - Celerity Discipline: Rapid Reflexes: This training enhances a
       vampire's reflexes to insane levels, being based on how
       swordsman sometimes claim to see things in slow motion when in a
       fight, due to their reflexes increasing to the point that they
       see everything happening in much slower speed to allow them more
       ability to react. Many vampires with this will gain reflexes
       that allow them to react far more quickly to situations, with
       advanced enough users even being able to see and dodge gunfire
       when combined with other speed-based training, or even dodging
       point blank speed-based attacks that most would not be able to
       dodge. This ability allows a vampire to use this training to see
       things in slower motion than most people when they use this
       training, and uses their combat senses to enhance their reaction
       times. This requires not only training the body, but also
       training the mind, due to the mind needing to be able to react
       much more quickly in order to use this training effectively.
       However, the main problem is that, depending on the vampire, not
       all vampires can dodge certain attacks, and some vampires see
       the world much slower, but their bodies cannot always keep up
       with their eyes, as the body may require special training in
       speed or strength to defend against certain attacks, as reflexes
       alone cannot defend against certain abilities that might surpass
       one's reflexes.
       - Celerity Discipline: Lightning Strike: They say that lightning
       strikes in 1/1000 of a second, and is faster than sound. That
       was more or less the thinking of this combat technique. Vampires
       who use utilize this learn to utilize their speed in a way that
       allows them to attack an opponent with blinding speed in short
       bursts. This combat technique is designed to attack an opponent
       before they have the chance to put up their guard or dodge the
       attack, in which the vampire attacks with intense speed. Using a
       short burst, a vampire can span short distances and attack an
       opponent with a physical attack, and usually this will allow a
       vampire to attack before an opponent has the chance to defend or
       dodge. This combat ability uses short bursts of speed to attack,
       and is very useful for speed based vampires, as vampires with
       this are able to attack faster than most other vampires.
       However, while fast, this training can only be used in short
       bursts, due to the strain this puts on the body. Due to how fast
       this moves, the strain it puts on the body is immense, and
       overusing this can result in physical damage to the body such as
       the muscles tearing apart. Some faster users may also still be
       able to dodge this, depending on the speed of the opponent.
       Usually, faster opponents will be able to dodge or block this,
       and if the user doesn't use this properly, then they may lose
       any advantage this combat ability can give them, especially if
       they figure out how it works.
       - Celerity Discipline: Flower of Death: This is a vampire
       celerity art combat technique where a vampire transfers their
       speed with their celerity training and applies it to their
       combat tactics. This gives them a huge boost in hand to hand
       combat, letting them move extremely fast in their combat and
       making it so they are extremely hard to keep track of in a
       fight. In addition to this, users also learn to take advantage
       of the extra momentum when they attack at faster speeds,
       allowing them to also hit much harder than normal vampires
       would. Instead of just using raw power or skill, vampires with
       this hone their speed, power, and combat ability in their
       celerity training to a deadly level. Combined with an already
       fast opponent, this art can be deadly in close combat if the
       opponent can't keep up with the user, and is designed to be
       combined with the physical combat styles of the vampire that
       utilize their speed. Users of this are taught to fight in close
       combat at incredible speeds, enhancing their speed, and at
       times, their strength as well due to the increased speed. Those
       who use this are dangerous in close combat, and when combined
       with techniques like Sonido and other martial arts, this
       technique can make a deadly fighting style even deadlier. Users
       of this can still be outclassed in speed though, as there are
       plenty of other speed enhanced trainings out there, like
       werewolves who have their own gift that works similarly to
       celerity training.
       - Celerity Discipline: Zephyr: This is perhaps the strongest of
       the celerity training. Users of this art are able to move at
       extreme speeds, to the point that many can often defy gravity.
       Many users are familiar with how speed can be used effectively,
       but this art takes this to an extreme. This is comparable to
       comic book uses of extreme speed, which allows a vampire to move
       at speeds that would be difficult for most to keep up with.
       Users of this are able to do things like run on water, with some
       even being able to run up walls and even across ceilings when
       used by advanced users. This is a very useful ability that lets
       a vampire move fast in battles, and grants them speed that most
       can't match. Of course, as one might think, this is usually only
       used in short bursts, due to it being difficult to control in
       extended uses. For most vampires, moving this fast is great, but
       for many, their minds will often have trouble keeping up with
       their speed in this form, unless they have special training to
       train their minds to handle this kind of speed (which usually
       requires more training even after learning this skill). Since
       this can only be used in bursts, users are usually vulnerable in
       the moment right after they come out of this intense speed, as
       they have to switch from their fast speed to their normal speed,
       which leaves them able to be attacked.
       - Potence Discipline: Imprint: This discipline increases a
       vampire's grip strength immensely. Vampires who use this are
       able to squeeze objects in their grips so hard that they are
       able to crush most objects in their grips. Users of this
       discipline are able to leave imprints in metal objects they
       grab, which is how this technique got it's name. This training
       trains a vampire to use special gripping techniques to grip with
       immense strength, using this training to allow vampires to use
       this in combat. Users with this can even use this to break
       people's bones if they grab a limb, or they can sometimes even
       break weapons they grab with this art. This is a very useful
       skill that can be used a variety of ways, depending on how
       creative the vampire is with their combat. Users with this skill
       have even been known to crush people's skulls with this art or
       crushing their windpipes with their immense strength, making
       this a very deadly art when used by strong users. The gripping
       strength increase depends on the user's initial strength, and
       the stronger the vampire, the stronger the gripping strength. It
       is worth noting that only the gripping strength is enhanced in
       this, and not the rest of the body, so certain strength feats
       could still break a vampire's arm if they don't manage their
       strength properly, and users typically have to be careful of not
       crushing things in their hand that they don't want to, as this
       strength can be a double edged sword if the vampire doesn't
       completely control their strength.
       - Potence Discipline: Flick: This technique uses simple motions
       in order to do damage that can send opponents flying. This art
       allows a vampire to send someone flying with nothing but a
       finger flick, and lets them amplify their combat abilities
       immensely. This training allows a user to hit with immense
       force, and is designed to be combined with other combat styles
       to allow a user to fight using this enhanced ability. When used
       properly, the strength amplified for the movement is increased
       dramatically, and, depending on the movement, this can be used
       on attacks to allow them to do more damage. Users sent flying
       also take damage if they are knocked into something, as the
       impact would do additional damage. Some advanced users have been
       able to use this to send opponents flying with the simplest of
       movements. As such, this technique is dangerous when used
       properly, and advanced users can even combine this with other
       advanced combat techniques (like using attack shockwaves). This
       enhanced strength applies to the motions done, using momentum to
       build the strength used in this attack. As such, avoiding these
       motions is usually vital, and opponents can still dodge these
       attacks and avoid the user's attacks. If a user knows how this
       works, they only need to know how to avoid the motion used. It
       is not recommended to block, unless one is strong enough to stay
       grounded against immense strength. However, dodging is usually a
       reliable way to avoid this technique.
       - Potence Discipline: Earthshock: Users of this are able to use
       their strength on the ground itself to create shockwaves in the
       world around them. Users attack the ground with either a kick or
       a punch, and are able to send the shockwaves across the earth.
       Users can create shockwaves that effect everyone around them,
       and this dislodges the earth around the user. As one might
       imagine, this requires immense strength, not just to create the
       shockwave, but to dislodge the earth, especially if used in
       areas that have stronger foundations like concrete. Advanced
       users are able to focus their shockwave to come up from another
       point in the ground, with them being able to attack specific
       points from the ground using shockwaves rather than releasing
       their power all around themselves. As such, this makes a great
       way to attack people at mid-range, and allows strong users to
       create these shockwaves, which can hurt opponents from a
       distance. However, this does require immense strength, and the
       strength of the shockwave isn't always determined by strength,
       but the combat skill of the user and how good they are at
       concentrating their combat power. Opponents can dodge the normal
       version of this by simply going into the air, or finding a spot
       outside of the shockwave range. Dodging the advanced version of
       this only requires a opponent to avoid the area the shockwave is
       coming up from the ground, and that can be done fairly easily as
       long as the opponent can stay in motion and avoid the wave
       depending on the attack speed of the user and their attack wave.
       - Potence Discipline: Fist of Caine: This combat discipline
       allows a vampire to attack opponents with highly enhanced
       strength, and is the highest level of strength that a Potence
       discipline user can reach. Users of this are able to do severe
       damage to almost anything they attack, from punching their way
       through someone's body, or breaking apart metal objects.
       Considering that there are many strong attacks in this
       discipline that allow a user to crush metal in their hands, or
       attack with simple motions to send people flying, this should
       show how much stronger this is. Advanced users of this
       discipline are even able to use this to create shockwaves from
       their physical force, in which they are able to attack opponents
       from a distance. This is a very useful skill that allows a
       vampire to attack with immense strength when they use this, and
       the shockwaves of advanced users can allow users to transfer
       their attack force through the air up to a certain distance. As
       such, attacks made with this discipline are best dodged rather
       than blocked, since users are usually strong enough to send
       people flying, or they can usually break through many forms of
       defenses. However, as some put it: Great strength means nothing
       if you can't hit your opponent (meaning that not getting hit
       means that strength doesn't do anything to the opponent).
       Typically, those with this are focused in strength, and not
       focused too much on strength, and as long as the opponent is
       able to account for this strength, they can avoid the dangers of
       this. This also cannot be combined with other disciplines and
       powers, as this requires specific combat tactics to use this
       that don't combine with other disciplines.
       - Fortitude Discipline: Enduring Beasts: This discipline allows
       a vampire to transfer their fortitude abilities to animals that
       are under their control. This can allow animals to gain
       abilities of any of the fortitude disciplines that the vampire
       has, with many of the disciplines usually being about defense
       and resisting mental attacks. As such, this usually results in
       vampires empowering animal defenses of those they control. For
       example, a vampire could empower an animal with their physical
       defense fortitude skill, and could allow their animal companion
       to take attacks without taking much damage. Some more advanced
       fortitude disciplines could even allow an animal to break
       weapons that are used to attack them due to how strong some of
       the stronger fortitude abilities are. This can be used not only
       on animals though, but advanced users can also use this on
       familiar style attacks to enhance the physical strength of any
       of their familiar abilities. This can be used on animals and
       familiars, though it cannot be used on vampires and other
       allies, as this is only meant to be used on other creatures (as
       there is a separate discipline for transferring fortitude
       abilities to allies). The disciplines gained depend on the user,
       and most are usually about resisting physical attacks, or
       resisting mind attacks. These are countered like any other
       fortitude skill, with stronger attacks being able to break these
       defenses, or users could wait till the user is forced to return
       to normal defense to attack rather than trying to force their
       way through fortitude defenses, as it is easier to wait and
       attack when a user lets down their guard.
       - Fortitude Discipline: Defy Bane: This reduces the damage done
       to a user, in which a user can reduce extreme damage to
       superficial damage. Users of this are able to often resist what
       would be deadly damage, and can reduce the effects considerably.
       This is also useful for resisting certain dangerous damage like
       holy or silver effects that might cause damage, and allows the
       vampire to take very little damage from the attack. This is used
       in response to attacks, where the user uses this to defend
       themselves from attacks, and use this to reduce the damage if
       they are sure they're going to take damage. This is a useful
       skill that reduces damage considerably, but overall, doesn't
       remove the damage completely. Depending on the damage, this also
       depends on how far the damage is reduced. Typically, lesser
       damage means the damage can be reduced to being trivial, but
       deadly damage usually is reduced to a manageable level. This
       only reduces damage by so much as it cannot remove damage
       entirely, and users should know that damage at a certain level
       might still kill the user even if the damage is reduced
       (Depending on the damage). Usually, this is best used if the
       user is gonna take damage, such as not being able to defend an
       attack and using this to lessen the damage, or being used to
       avoid certain holy effects to a certain degree. This also cannot
       completely negate supernatural effects, as the effects are only
       reduced.
       - Fortitude Discipline: Prowess of Pain: Even when in immense
       pain, a vampire can use this to essentially ignore the pain and
       continue fighting. When used, this allows a vampire to keep
       fighting despite injuries, and allows them to temporarily ignore
       their pain so that they don't have to worry about their pain
       slowing them down. Users of this can use this to ignore almost
       any damage they've taken in the battle, even if it's deadly
       damage if they want to keep fighting. This is a very useful
       skill for fighters who have taken hits that don't want to stop
       fighting, as it helps a user keep themselves from having to
       remove themselves from a fight if they take too much damage.
       However, this is just dangerous to the user, as users that keep
       fighting despite injuries can actually make their injuries worse
       if they ignore their pain. Depending on the injuries sustained,
       the injuries can be made worse through this art, as the user
       might not have the ability to feel the pain of the damage done
       until after the battle, and some users could do permanent damage
       to their bodies (depending on the strength of their vampire
       regeneration). Users also may only be able to use this for a
       certain amount of time, as they won't be able to suppress their
       pain  and the effects of their injuries forever. The damage may
       also hinder a user's combat ability, such as severed tendons
       could make a certain limb unusable even with this ability
       active.
       - Fortitude Discipline: Adamantine: This is the highest level of
       defense that the fortitude discipline can give. Users of this
       level of defense are able to defend against most weapons when
       using this art, in which they harden their defense to the point
       that opponents could break their bones trying to attack the
       user, or opponents with weapons will often break their weapons
       trying to break this defense. This defense is extremely strong
       and allows advanced users to even reflect damage done to them,
       such as using a block in combination with this to knock an
       opponent's attack to the side. This is the highest level of
       defense the fortitude discipline has, and can defend against
       most attacks, including also being able to take projectile
       attacks or energy attacks. Even attacks like arrows or bullets
       may not pierce some advanced users of this. However, like most
       other uses of these kinds of skills, this is only a temporary
       skill that takes effect when the user is able to concentrate
       their defense. This means that using this requires a certain
       level of awareness that the attack is coming, and even when
       used, there are certain stronger attacks that can break through
       this defense. However, opponents are usually best waiting for
       users to let down this defense, as a user may be left vulnerable
       when trying to switch from defense to attack after releasing
       this defense. Fast enough attacks may even be able to hit a
       vampire before they activate this defense, if the opponent is
       fast enough.
       Werepyre Race Abilities:
       - Werepyre Vampire Dark Nature: Werewolves and vampires are
       creatures of the night by nature, and have dark natures by
       default. Werepyres share a mix of the werewolf's enhanced
       strength during the night when the moon is out, and the
       vampire's own ability to be at their strongest during the night.
       Due to this, this mixes a werewolf and vampire's natures to
       create a unique dark nature that mixes the two. Not only does a
       werepyre gain a werewolf's connection to the moon, but they also
       gain the vampire's connection to the dark. This often grants
       werepyre highly enhanced affinities for the dark arts, as well
       as for dark magic. Because of this, werepyres are able to learn
       both combat ability and magic (usually in the form of dark
       magic) due to their combined nature. And depending on the
       werewolf and vampire, they may also gain special abilities from
       their dark natures, such as a Lasombra born werepyre will be
       able to manipulate darkness and have an affinity for any
       abilities that let them manipulate darkness. Because of this
       nature, most werepyres have affinity for dark powers, and not as
       much affinity for neutral or holy abilities (usually they have
       no affinity for holy abilities). As such, this affinity does
       make them weaker to holy abilities, and those with holy
       abilities will be more easily able to kill a werepyre.
       - Werepyre Shapeshifting/Trait Suppression: Just like other
       races, werepyres have the ability to shapeshift their bodies.
       Usually, they do this to take human form temporarily so they can
       hide among humans, but most use this to suppress certain
       bothersome traits. Typically, most werepyres will restrain their
       wings and their tail, and to a smaller extent, shorten their
       claws a little. In doing so, this grants a werepyre much more
       mobility, and allows them to save their suppressed traits for
       when they need them, such as only summoning their wings when
       they need to use them to fly. However, some werepyres learn to
       take advantage of this, even using a vampire's transformation
       abilities to change into other creatures. Some werepyres might
       take the form of a bat, or even take a rat form to avoid
       suspicion and get into human cities more easily. There are a
       number of things that can be done with this, and with both the
       werewolf and vampire power, werepyres have a lot of variety in
       what they can do compared to each race separately. This
       shapeshifting is usually limited though, and does require a
       werepyre's energy to use. As such, even going into a human form
       is usually only temporary unless the werepyre opts for a
       permanent human form through some means, which some will just to
       not stand out. Most werepyres can learn special transformation
       abilities, like changing into certain beasts, but this usually
       depends on the werepyre's heritage and what they are capable of
       learning to do with this power.
       - Werepyre Nightly and Moonlight Empowerment: Unlike vampires
       who gain enhancement during the night, and werewolves who gain
       enhancements depending on the moonlight, werepyres gain both
       enhancements. While werewolves would be stronger during the more
       bright phases of the moon, and vampires would be more powerful
       on the darker phases of the moon, werepyres are at the same
       strength every night, and are usually far more enhanced than
       werewolves or vampires due to having both enhancements.
       Werepyres gain passive enhancements and supernatural
       enhancements from how much moonlight is present, with the full
       moon representing a full power-up to their abilities. However,
       unlike werewolves, werepyres are also just as strong during the
       lesser phases of the moon, including being as powerful during a
       new moon with no moonlight due to the vampire's night time
       empowerment. Because of how these two powers work in
       combination, a werepyre is at their strongest enhancement every
       night, and operate every night even stronger than vampires or
       werewolves would be at their strongest due to the werepyres
       gaining power from both moonlight and lack thereof. This makes
       werepyres far more dangerous than normal werewolves or vampires,
       due to them always having an edge no matter how strong werewolf
       or vampire opponents would normally get. Just like both
       power-ups, this is a passive enhancement, but also increases
       their werewolf and vampire abilities considerably when these
       empowerments are used. The only thing that takes away these
       empowerments is being out during the day, or opponents that use
       sunlight to prevent this power from being used at all. Though
       typically, killing a werepyre is usually best done during
       daylight. While many werepyres have resistance to the usual
       vampire's weakness to light, werepyres still lose this power-up
       during the day.
       - Red Moon Enhanced Moonlight Power: When in the red or blue
       moon, the nature connection and lunar empowerment abilities give
       the werepyre special enhanced modes just like werewolves, where
       they are able to draw the unique moonlight into their power.
       When in the red moon, the werepyre gains a corrupted mode where
       their abilities all become more powerful and they gain a massive
       power-up from the red moon. Most werepyres gain more power with
       the red moon than they do with the blue moon, but this comes
       with a price. Typically, when in the red moon, most werepyres
       become much more ferocious and they seek to kill their enemies
       as brutally as they can. While most werepyres learn to control
       this with time and training, werepyres still have to be careful
       on these nights, and many werepyres who do lose control often
       hide from the moon light when this night comes around due to the
       dangers of who they might hurt, as most werepyres often try to
       avoid killing unnecessarily so they can avoid supernatural
       hunters. This also makes all of their abilities corrupted power
       equivalents during these nights, where all of their supernatural
       abilities and werepyre abilities become corrupted and are able
       to hurt almost any creature due to the corruptive energies they
       generate in the presence of a red moon. Only the most ferocious
       of werepyres typically carry red moon energy outside of red moon
       nights, and many try to avoid the power altogether due to what
       they become. However, those that do try to utilize this outside
       of nights of the red moon must be careful, or else they could
       eventually lose their sense of self and become feral werepyres,
       as the unnatural red moon light can eventually overwhelm the
       rational mind and eventually destroy a werepyre's ability to
       think rationally just as easily as it can a werewolves. Of
       course, a counter to this ability is sun light manipulation, due
       to sun light being able to counter lunar light manipulation, and
       some sun light manipulators are able to completely negate the
       power-up of the red moon if they use it on a werepyre enough,
       though keeping them from regaining the amp requires usually
       getting them out of the moon light.
       - Blue Moon Enhanced Moonlight Power: Just as the werewolves
       gain abilities during the red moon, they also gain special
       abilities during the blue moon. During the blue moon, the
       werewolf gains a purity with their nature connection that
       surpasses their normal connection, and gains highly enhanced
       ability to connect to nature during this time. During this, the
       purity of their connection lets them use their supernatural
       abilities at a highly reduced cost, and can amp their special
       abilities considerably. To an extent, depending on the werewolf,
       some can even gain unique abilities only usable during this
       time, such as some with magic being able to use special spirit
       magic that purifies corruption and gives the werewolf a pure
       neutral nature. This lets them more easily influence the world
       around them, for better or worse depending on the werewolf, and
       allows them to use enhanced power at reduced cost. While in this
       mode, the purity of their power is also able to damage almost
       anything due to the neutral pure nature of their connection with
       the world. When in this mode, werewolves also gain a calm focus,
       and lose much of their natural ferocity in favor of
       concentration and purity of mind (For better or worse). However,
       while it is possible to store the energy of a blue moon up for
       later use, it is hard to use when not in a blue moon, and
       werewolves cannot usually handle too much of this energy outside
       of nights of the blue moon. Due to how unnatural stored blue
       moon energy is, it can overwhelm a werewolf's natural
       connection, and temporarily damage a werewolf's nature to the
       point that they could lose part of their werewolf connections to
       nature and the moon. Typically, sun light manipulation (if it
       can be created in the presence of this moon light) can counter
       this power, and do more damage to werewolves who use this since
       sunlight typically counters lunar light manipulation.
       - Werepyre Werewolf Spiritual Tuning: Similar to werewolves who
       connect with nature and vampires who use spirits, werepyres with
       this specific nature connection have a special connection to the
       spirits that make up the earth and the elements of the earth,
       and are far more tuned to the spiritual realm than most
       creatures would be. 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 the
       spirit realm dictates the very world's elements. This may seem
       simple, but this lets werepyres connect to the world much more
       than most who connect to nature, as they aren't just connected
       to nature, but are able to also interact with those spirits for
       another way to interact with nature. Depending on the skills of
       the werepyre, some werepyres have specific ways to use this, and
       some can even develop their own ways to use this to their
       advantage depending on their affinities. Unlike werewolves who
       usually seek balance with nature, werepyres seek to bend nature
       to their will using their dark power, possible as a result of
       their vampire desire to control. Werepyres are also able to
       perceive the world's flow of life and death as a result of this
       power. For the most part, this just lets werepyres have a closer
       connection with the world around them, not really being too
       useful until one learns to use certain spirit based magic or
       spirit arts. For werepyres with this ability, they focus more on
       usually finding ways to absorb nature's power, rather than try
       to preserve nature like most werecreatures which could lead to
       some werepyres who learn dark arts, or even use dark spirits to
       their advantage as a result.
       - Werepyre Connection to the Dark: Just as werewolves have a
       connection to nature, vampires have a connection to the dark
       that werepyres are able to take advantage of thanks to the
       vampire side. In this connection, a werepyre gains a powerful
       connection to the dark. It isn't just clans like the Lasombra
       that gain this connection, but the Lasombra are the ones that
       take the best advantage of this connection. For werepyres, they
       are able to use this connection to sense the world through the
       darkness, and even gain a special connection to the shadow realm
       if they have a strong enough sense of darkness. This sense
       allows them to not only sense the world around them, but sense
       how they can make the darkness stronger, and help a werepyre
       draw on it in order to gain new dark abilities. Because
       werepyres often learn to twist vampire and werewolf powers into
       something that benefits them, werepyres were able to do this
       with the connection to the dark as well, and learned to use this
       for a few different purposes. The first is that they are able to
       sense everything around them through the shadows, having a
       connection to see how much power darkness has over the world,
       similar to how werewolves see spirits and their influence on the
       world. By strengthening the darkness, werepyres twist and
       strengthen their own dark natures, enough that they are able to
       use this to make their own dark abilities stronger just as they
       use their nature connection to twist the dark to their
       advantage, with some stronger werepyres even being able to
       control dark spirits.
       - Werepyre Nature Connection: Just as vampires have their
       connection to the darkness, the werewolves would have their
       connection to nature. However, unlike werewolves, werepyres use
       this nature connection to bend it to their will. They are
       connected to the world in the same way that the werewolves are,
       and are able to sense the flow of nature around them. This has a
       few different uses, with werepyres being able to do things like
       sensing people who disrupt nature even if it's something as
       simple as stepping on the grass nearby, or they are able to
       sense all the plants and animals around them and interact with
       them. As mentioned, werepyres tend to favor this connection not
       for trying to maintain nature like werewolves would, but
       werepyres are more interested in twisting nature to their own
       devices. This is the basis of a werepyre's abilities alongside
       their darkness connection, and allows them to use this to
       effectively connect with nature. When the connection is strong
       enough, werepyres are even able to sense spirits and their
       influence on nature, with werepyres often seeking to enslave
       spirits to do their bidding. This helps werepyres greatly, and
       allows them to use certain special abilities that are unique to
       werepyres. Some werepyres even develop special abilities using
       vampire and werewolf combinations of this power depending on
       what the affinities for the werepyre would be. Of course, since
       werepyres twist nature to their will rather than focus on
       maintaining it, they tend to make themselves enemies of most
       werewolf tribes pretty easily, and hunters tend to have more
       trouble with werepyres that can use this.
       - Werepyre Dark Hypnosis: Many are familiar with some vampire's
       who have the ability to hypnotize their human victims. For
       werepyres, they are also able to do this, in which they can use
       different kinds of arts to put people under a hypnosis. The most
       common is using their werewolf connections to nature to connect
       to animals, in which they can hypnotize animals to fight for
       them. However, some also use this on humans to get them to do
       what they want, specifically if they want to manipulate a human
       into doing something for them. This art is usually done through
       eye contact, in which werepyres, similar to vampires, will
       usually use some sort of visual hypnosis to put their victims
       under this power. This power is a fairly basic vampire power,
       but can be far more dangerous when used by werepyres, in which
       they can use this for different abilities as well. Werepyres
       typically don't focus on this unless they have to, as this power
       is usually just used to lure their prey to them, and werepyres
       usually just overpower most of their prey. Those with strong
       wills are able to resist this power, and those with immunity to
       hypnosis abilities would, of course, be immune to this. This
       power usually only works with simple commands, depending on the
       hypnosis art (as some vampires have special ways to use this),
       and typically, stronger commands will result in tougher
       resistance. Usually, the best way to use this is to make simple
       commands that are easy to follow, as some more complicated ones
       will meet heavy resistance. For example, even a werepyre (who
       are stronger than vampires) cannot make someone kill themselves
       with this usually, due to the command being a command that will
       be heavily resisted against in the subconscious, while a command
       like making someone give the werepyre an object in their
       possession is usually easier to obey. Typically, the more risk
       to the victim, the stronger their minds will be able to fight
       against the hypnosis. It is also worth noting that this
       typically only lasts a certain amount of time depending on the
       hypnosis, as some special arts will use this longer than others.
       - Werepyre Group Connection/Empowerment: Just like werewolves,
       werepyres are able to gain empowerment if they are able to be
       part of a tribe or pack, which is partly why werewolves often
       travel in packs as they gain power through their connection to
       each other. For werepyres, they are often solitary, but they
       have learned to modify this ability thanks to their vampire dark
       natures that let them twist their natures to their advantage. In
       the case of werepyres, they are able to gain power when they are
       parts of a group or if they are working alongside other
       werepyres. This allows a werepyre to gain both physical and
       supernatural amplification when they are part of a group,
       whether they're a true member or not. Many werepyres will often
       try to fit into other groups to take advantage of this, partly
       to find people to fight alongside, or find groups to take
       advantage of. This usually depends on the group, but some groups
       might grant special effects, like if a werepyre groups with a
       Lasombra clan, they might gain enhanced darkness abilities, or
       working alongside certain werewolf tribes might grant them the
       benefits of the tribe (such as some might have a stronger
       connection to spirits and the tribe empowerment might allow the
       werepyre to use that connection). Some werepyres will even try
       to blend into human supernatural groups to try and gain certain
       benefits. Typically, the enhancements one gains depend on the
       group, and only get stronger if the werepyre is able to forge
       bonds with the group. The stronger the bonds, the stronger their
       empowerment gets. This means that while they can use this to
       join a group and gain a small enhancement, it is usually better
       for the werepyre to find a group that they can work their way
       into and forge bonds in the group, so that they can gain greater
       connection empowerment. This works on any group, though the
       effects are different for each group, and while they do have
       strengthening, they may weaken other aspects, such as being part
       of a vampire clan might make the werepyre more vulnerable to
       vampire weaknesses of the clan.
       - Werepyre Earth and Plant/Animal Manipulation: Just as
       werepyres are able to sense the flow of nature, so too are
       werepyres able to manipulate that connection with their dark
       natures. This ability uses the werepyre's dark natures to twist
       nature around them, usually to their advantage. The main use of
       this is that werepyres are able to make the earth attack
       opponents, such as having a spike of rocks come up out of the
       ground to spear an opponent, or manipulating nature to create a
       mud or quicksand pit in order to trap opponents. On top of
       manipulating the earth around them to a degree, werepyres are
       also able to use their connection and dark natures to make
       plants and animals attack opponents, using this power to use any
       means the nature around them has to attack opponents. This could
       be having plants trying to trap opponents, or having animals try
       to kill opponents that wouldn't normally be violent. This
       usually depends on the werepyre and what they want to do, as
       some werepyres have better abilities to control nature than
       others. Typically, werepyres aren't able to manipulate the earth
       as well as earth manipulators do, and usually cannot manipulate
       plants as easily as some plant manipulators, but werepyres are
       still very dangerous when one fights them in their own element.
       This is usually best countered by luring the werepyre out of
       forests and nature areas, as fighting them in places like cities
       or other areas without much nature for them to manipulate will
       usually keep them from being able to use this power too much.
       - Werepyre Spirit/Dark Spirit Enslavement: Unlike werewolves who
       often work alongside spirits or vampires who work alongside
       darker spirits, werepyres focus more on bending spirits to their
       will rather than trying to live alongside the spirits. Because
       of the natures of werepyres, usually spirits and dark spirits
       both avoid dealing with werepyres, so werepyres had to come up
       with a way to use the spirits to their advantage or else they
       would lose their advantage over some vampires and werewolves.
       This power is designed to allow werepyres to enslave spirits and
       dark spirits alike, usually depending on the spirits that the
       werepyre wants to use, and depending on how powerful they are.
       Once enslaved, the spirits are manipulated by the werepyre, and
       are forced to serve the werepyre as long as the werepyre is able
       to maintain their hold on the spirits they enslave. Typically,
       spirits and dark spirits can be used to do different things, but
       many werepyres use them to give themselves advantages, such as
       using spirit arts to fight opponents, or calling on spirits in
       fights to fight opponents. Spirits can be useful for many things
       besides battle though, as werepyres can also tie spirits to
       objects or other things, or even seal away spirits that bother
       them. Typically, this enslavement only works on spirits or dark
       spirits that are at the same level or weaker than the werepyre
       in power, as some stronger spirits are typically able to resist
       this or may even be immune to this power if they are powerful
       enough. The spirits enslaved are also more vulnerable to spirit
       killing weapons, or certain spirit purification abilities.
       - Werepyre Life Force/Soul Manipulation/Absorption (Optional):
       Because werepyres feed on the lives of others just like vampires
       and werewolves, werepyres have developed arts to drain the life
       force and souls of victims. Typically, life force manipulation
       allows a werepyre to absorb or manipulate life force they've
       absorbed through feeding, which is usually done through certain
       werepyre arts or through feeding (usually through a bite).
       Depending on the werepyre, they can take life force or soul
       energy, or some more powerful ones might take both. This came as
       a way for werepyres to get more out of their food, since they
       try not to waste anything that can be devoured. When absorbed,
       soul energy can be used for soul arts or soul powers, be used to
       make familiars out of the soul or soul power can be used to
       simply revitalize the werepyre. Life force can be absorbed and
       used to replenish the life of the werepyre, usually keeping them
       young and giving them a supply of life force to use for
       different things. Among this, they are also able to absorb and
       give their life energy to others, usually doing it to empower
       people close to them, or this life force can be used to heal and
       replenish allies of the werepyre. Of course, this energy can
       only be absorbed during feeding, unless the werepyre has
       specific energy absorption arts to allow it to be done through
       touch, and this is usually just to make use of feeding so that
       werepyres don't have to feed as often since they absorb more
       from their victims than werewolves or vampires do. Depending on
       the werepyre and their abilities through their werewolf or
       vampire powers, most werepyres can do take this energy in some
       form, with some having more advanced arts if their vampire or
       werewolf heritage have specific arts to use that they can learn.
       - Werepyre Nature's Sleep: This is an extension of a werepyre's
       connection to nature and a vampire's ability to gain power from
       sleeping in darker places. When a werepyre sleeps out in nature,
       they are able to recover from exhaustion and injuries far more
       easily, and are able to go into sleeps that can save their lives
       if they are near death. This is somewhat similar to a
       regenerative sleep that a dragon can go into, except the
       werepyre uses their vampire sleep recovery and their werewolf
       connection to nature in order to initiate this power. This
       allows werepyres to sleep anywhere in nature, whether it's in a
       tree, a werewolf tribe land, or even in a cave. When the
       werepyre sleeps, their injuries are able to heal through
       enhanced regeneration, and their exhaustion can be removed
       fairly quickly. Most werepyres only have to sleep about 4 hours
       a day due to their advanced regeneration and recovery, but this
       is more for the times when a werepyre is hurt from battle or
       near death, and the werepyre can sleep until they've fully
       recovered. Most werepyres will find caves to hide out in, or
       secluded homes in the forest where they won't be bothered.
       Typically, the werepyre must go into sleep in order to do this,
       and while they don't sleep as deeply as dragons would, werepyres
       do sleep deeply enough that they can be vulnerable during this
       sleep. Most werepyres can be woken up from this fairly easily,
       so they usually don't have to risk dying in their sleep if
       someone comes across them, but this does slow down their
       recovery a bit if they aren't able to sleep for long periods of
       time to recover.
       - Werepyre Bite: Cursed Bite: This is the ability that allows a
       werepyre to bite someone with their vampire-like fangs. When
       they bite someone, they can choose whether not to leave this
       cursed bite mark behind. Usually, werepyres will bite with their
       fangs when they want to drink blood, but they can also bite to
       put a curse on someone. If they are able to be changed into a
       supernatural, this curse will change someone into a werepyre as
       a result. This combines the vampire's ability to turn someone
       into their servant with the werewolf's mark that marks someone
       as belonging to the werewolf. By combining these, the werepyre
       is able to create servants out of this method, and bond to them
       at the same time. As a result, the person turned will be bonded
       as the servant, and the werepyre will become the master. Unlike
       vampire servants who can go crazy without the bond between the
       master and servant, werepyre bonds can only be broken if the
       werepyre that cast it is killed. And like vampires, the werepyre
       master will always be connected and know what the werepyre
       servant is thinking or doing at any given time due to their
       connection they have The person can be cured of this cursed
       bite, however, this can only be cured if a special formula is
       administered before the new werepyre eats flesh or drinks blood,
       as once they do, their curse will often corrupt them at this
       point and it will make the change permanent. If the werepyre
       that casts this is killed, the person affected will be free from
       being a servant, but they may be permanently changed if the
       person has devoured flesh or drank blood while being a werepyre.
       While some people immune to mind manipulation can avoid the
       personality change to a degree, they can be affected by the next
       part of the werepyre cursed bite ability.
       - Werepyre Cursed Bite: Control Servant Curse: Just like
       vampires who make servants out of those they convert to their
       kind, werepyres are able to control their servants curse.
       Werepyres are able to use this curse as a connection to their
       servants, in which the werepyre can act depending on what they
       want to do. For example, when their servants need punishment,
       werepyres are able to torture their servants through this curse
       if they desire to, as the curse can be used to cause pain to the
       servants. And depending on what the werepyre wants to do, the
       werepyre is also able to do positive things for their servants
       as well, such as giving them new power through the connection,
       or the werepyre can use the curse to give the servant healing
       through transferring life force. Many werepyres can use this to
       control their servants, and the variations of what can be done
       usually depend on what the werepyre wants to do. Usually, this
       control is used to control the servant, and force them to do
       what the werepyre wants, though some werepyres also use it to
       build special bonds with servants if they are people precious to
       them. While this lets a werepyre exercise control over a
       servant, this cannot be used to kill a servant, no matter how
       much pain they are put in, as the pain is only administered
       through the curse and doesn't actually hurt someone physically.
       It is also worth noting that this doesn't actually mind control
       servants, but rather is used more for reinforcement of their
       servants. And as one might guess, this only works on those that
       the werepyre makes their servants, as this power is only used
       through those converted by the werepyre. Since werepyres also
       tend to be very secretive and hunted down for the danger they
       present to vampire, werewolf and human-kind, they typically
       prefer servants willing to do their bidding, rather than trying
       to force people into submission like most think. This curse can
       also be removed entirely if the werepyre desires, as the
       werepyre can take back the curse and remove the power the
       servant has if the servant proves to be too troublesome.
       - Werepyre Acid Bite: Werepyres have a mix of vampire and
       werewolf physiology, but also have a unique aspect to their
       physiology. Their saliva/spit is acidic, which helps them digest
       what they eat. When a werepyre eats someone or something, they
       typically don't leave anything behind, and this power helps them
       quickly digest both blood and flesh. Many werepyres will even
       eat the bones of their victims, with this acid even helping
       digest bones when devoured. This is designed to help werepyres
       so they don't have to eat for so long, as werepyres typically
       eat more than vampires and werewolves due to needing both blood
       and flesh to survive. Most werepyres can even use this in
       battles, in which they can use their saliva when biting someone
       to do their acid bite. While werepyre teeth are still as strong
       as a werewolf's teeth and their fangs are as sharp as a
       vampire's, the werepyre can still devour someone pretty easily
       even without this bite. This bite is more a tool to help with
       digestion, rather than being used in battle, and the acidic
       effect of the saliva isn't quite as powerful as some more
       powerful acids. Typically, this is only done through bites, and
       while this can be dangerous to people bit by a werepyre, usually
       it's not life threatening unless the werepyre bites into a vital
       point. This acidic saliva is strong, but usually only works when
       the saliva comes into contact with, so avoiding getting bit is
       usually the best way to avoid the effects of this bite.
       - Werepyre Superior Claws: Werepyres have claws similar to
       werewolves, but because of their vampire side, werepyre claws
       are longer and more powerful thanks to vampires being able to
       have longer nails that are used similarly to claws (most
       vampires have this in some form). Because of this, werepyres see
       themselves as having superior claws, which can slice through
       more than a werewolf's claws can, due to the werepyre having
       longer claws. These claws are strong enough to usually be able
       to tear through metal objects, and werepyres are able to slash
       opponents with these claws. This is part of a werepyre's
       physiology, one that is often used to tear apart their victims
       more easily, but also something they can use in battle to more
       easily pierce through opponents. Some stronger werepyres have
       the enhanced strength to spear through armor and shields with
       their claws, making their claws far more dangerous than
       werewolves and vampires. This applies not only to the claws on
       their hands, but also the claws on their feet as well. Werepyres
       also are able to regrow their claws if their claws are severed
       or even removed, due to their ability to regenerate. These claws
       are naturally sharper than werewolf or vampire claws, and are
       typically quite dangerous. Usually, werepyres have to be careful
       with their claws, and usually have to maintain them by trimming
       them, or else the claws will continue to grow. Typically, it's
       usually best to dodge a werepyre's claws, rather than try to
       block it, due to a werepyre's stronger claws and (usually)
       stronger physique they put into their claw slashes even without
       using werepyre skills.
       - Werepyre Claws of the Beast: This is a power that allows a
       werepyre to use their vampire side to empower their claws, and
       allows a werepyre to use their vampire power to be used to allow
       the werepyre to create new techniques. For example, the most
       common way werepyres take advantage of this is by fusing
       darkness energy into their claws, so that their claw slash waves
       release waves of powerful darkness that is controlled by the
       werepyre. This can be used a variety of ways, depending on the
       werepyre and how creative they get with this power. Some are
       able to use this to fire claw slash waves of darkness, or some
       might even use this to spear people from a distance by using
       their darkness in their claws like a claw extension to try and
       extend their reach. This power can use a variety of vampire
       abilities, with some werepyres even having other unique
       abilities, such as some having shapeshifting abilities, or
       others having certain strength increase abilities. This power
       can amplify the cutting power of a werepyre's claws, and is used
       to allow a werepyre to cut through stronger armors and defensive
       abilities, with some werepyres being strong enough to use their
       darkness to pierce through energy defenses or barriers. Of
       course, as one might expect, using holy power can counter this
       to a degree if one can account for the increased power of the
       slash, but the best way to avoid this is to dodge the claw slash
       rather than trying to block it.
       - Werepyre Invigorating Slash: By using their ability to absorb
       life energy, a werepyre is also able to absorb life energy
       through using their claw slashes, in which their claws are able
       to absorb life energy as easily as their fangs/bite is able to.
       When slashing enemies, a werepyre is able to absorb a small
       portion of life energy if the claws make contact with someone,
       depending on how deeply the opponent is cut by the claws. This
       power is designed to help when a werepyre takes down someone who
       is their prey, as absorbing their life energy is part of the
       feeding process that the werepyre takes advantage of so they can
       get more from their victims. This is specifically dangerous with
       certain other powers, such as if the werepyre has Bolshevik
       vampire powers that can set up feeding connections by touch.
       This power can even be used with other werewolf and vampire
       powers that absorb life energy, depending on what the werepyre's
       capabilities are, or how they apply their abilities to absorb
       life energy. When absorbing life energy, this can be used to
       replenish the werepyre's power if used properly in battle, and
       werepyres are able to use this to weaken opponents in battle.
       However, unlike one might expect, this is actually a conscious
       ability, as it requires concentration to use this power. This
       means that it is not particularly useful if the werepyre is too
       injured to concentrate, and isn't useful unless the werepyre
       wants to take the life energy of someone they slash. The best
       way to avoid this is to not let oneself get slashed by this
       attack, and given the werepyre's strength and claw slash power,
       it's usually best to dodge this attack rather than try to use
       defenses the werepyre might be able to pierce through. This also
       cannot be combined with other werepyre abilities like the Claws
       of the Beast, due to this requiring concentration to use and
       other claw slash powers usually also requiring concentration.
       - Werepyre Vampire Discipline Learning: Depending on werepyre,
       and their training, werepyres are able to learn the vampire
       disciplines of any vampire clan that they have an affinity for.
       Every vampire clan has their own set of abilities and
       disciplines, which werepyres can learn if they are trained, or
       they have a strong enough affinity that they can learn these
       skills. For example, a werepyre born of the Lasombra clan would
       be strong in shadows, or certain other clan born werepyres might
       be stronger in other abilities. There are a variety of vampire
       disciplines, from physical combat, to transformation abilities,
       to even alchemic abilities. This depends on the werepyre, and
       what training they can obtain. Most werepyres usually learn
       vampire disciplines in order to find ways to enhance their power
       further, in which many will combine these with werewolf gifts to
       create special werepyre abilities. All of these often work
       similar to how they are used by vampires, and aside from certain
       modified disciplines, most still have the same strengths and
       weaknesses. What disciplines a werepyre can learn is dependent
       on their vampire heritage and their training, and unless they
       have an affinity for the discipline, they may not be able to
       learn it. For example, physical combat based disciplines usually
       work well for werepyres, but those without certain magic
       affinities that are required for alchemy won't be able to learn
       any thaumaturgy skills. And since vampires typically see
       werepyres as freaks and reject them from their society, most
       werepyres will have difficulty finding teachers who are willing
       to teach them, especially with werepyre's who twist natures to
       their advantage like many do in order to twist vampire and
       werewolf powers for themselves.
       - Werepyre Werewolf Skill Learning: Werepyres are able to learn
       werewolf gifts, which are skills used by werewolves in a manner
       similar to how vampires use their disciplines. Each tribe has
       their own set of skills, many of which are taught by spirits.
       Typically, learning gifts can be a bit easier for werepyres,
       since werepyres have the ability to twist and enslave spirits,
       whereas vampire disciplines usually have to be learned by
       vampires of a certain clan. Werepyres are able to learn any
       werewolf gift or power that they have an affinity for, and can
       learn these skills as long as they are able to find a way to
       learn them. Since many of these gifts are taught by spirits, a
       werepyre usually only needs to find a spirit they can either
       convince to teach them, or twist/enslave to teach them. Just
       like disciplines, werewolf gifts are usually determined by
       affinities and tribe. Just like how werepyres use disciplines,
       werepyres also use werewolf gifts just like werewolves would use
       them, and can use them just as effectively as any werewolf.
       Depending on what tribe the werepyre is born from, they may be
       able to learn certain abilities, and many werepyres usually
       learn these to combine with vampire disciplines to create their
       own werepyre skills. As one might expect, any werewolf gift or
       skills used have the same strengths and weaknesses (unless they
       are modified by the werepyre), and can be fought against the
       same way. And as one might expect, one still needs to have an
       affinity to learn a skill. For example, a physical combat based
       werepyre (which is common), will be able to use physical combat
       gifts, but ones that require affinities they don't have might
       not be able to be learned (such as magic based gifts cannot be
       used unless the werepyre has an affinity for the magic used in
       the power).
       Werepyre Battle Skills:
       - Werepyre Passive Skill: Deadly Predator Spirit: Werepyres,
       similar to werewolves, have their own way of utilizing their
       fighting styles. Where werewolves have their lunar spirit
       fighting abilities, or vampires that use things like clan
       abilities, werepyres developed their own power that uses their
       twisted darkness and nature abilities. This lets a werepyre
       focus their dark natures, and mix it with their combat in order
       to use certain supernatural and combat based werepyre skills
       that are powered by their dark nature and their will to fight.
       This is the most basic aspect of the werepyre's base combat, and
       powers most of the werepyre battle skills. This takes a
       werepyre's dark nature and uses it in combat for different
       effects. There are typically two major skill types, passive
       skills and combat skills. Passive skills are usually just
       passive upgrades to a werepyre that grant specific effects,
       while battle skills are conscious attack skills that the
       werepyre can use in a fight. Many of these skills combine
       vampire and werewolf abilities, or some may be created by
       werepyres specifically to combat opponents. Typically, there are
       a number of skills werepyres can learn, but most also develop
       their own specific skills, as there are those that opt for
       combining their own abilities uniquely. Since each werepyre is
       usually born of different heritages and has different potential,
       it is hard to categorize what werepyres have affinities for what
       skills, since different werepyres will have different abilities.
       Most of these abilities are combat or supernatural power based,
       using a werepyre's combat ability, and can be countered by other
       combat abilities or supernatural abilities depending on the
       skills.
       - Werepyre Base Skill: Werepyre Cursed Darkness Manipulation:
       This is the second part of learning werepyre skills, in which a
       werepyre has to learn to manipulate the dark nature they are
       born with. Some are able to do this better than others, but most
       werepyres are born with dark natures that let them draw out this
       dark nature, in the form of using their werepyre energy to mix
       their darkness power from their vampire side with their cursed
       nature of their werewolf side to create a unique energy which
       they call cursed darkness. This is somewhat similar to corrupted
       darkness, except that the werepyres use this naturally, rather
       than having to create it. When using this, they can use this
       like any normal darkness abilities, with the exception that this
       darkness can be used to even fight other darkness users similar
       to corrupted darkness thanks to the cursed nature of this
       energy. This is the base power of their combat skills alongside
       their deadly predator spirit. This darkness powers most of their
       battle skills, while their deadly predator spirit usually powers
       more of the passive abilities. As a werepyre gets more
       experienced, they may learn to do more advanced darkness
       abilities, and may even make their battle skills more powerful
       if this skill becomes stronger since it's the base power of most
       of the battle skills. Typically, the way to counter this is holy
       energy, though the best is probably holy light which counters
       both the cursed nature and the darkness power. However, normal
       light can be used if it is concentrated enough to overpower the
       darkness, assuming the werepyre doesn't have any other enhanced
       darkness abilities.
       - Werepyre Passive Skill: Arcane Terror: This is a passive skill
       that is generated by werepyres. Most werepyres learn this as
       part of their basic training where they are able to enhance
       their natures to terrifying levels. Similar to vampires who use
       disciplines that weaponize their very presence, werepyres also
       use this as a passive way to intimidate others using a fearless
       nature. Those not immune to fear manipulation will find
       themselves filled with fear when faced with the werepyre, as
       this is a passive skill that is always in effect. Depending on
       the presence of the werepyre, most use this in some fashion to
       strike fear into their opponents, usually as a tactic to scare
       off hunters and other opponents who might be a threat to them.
       This skill also gets stronger when the werepyre becomes angry or
       hateful, in which their negative emotions can fuel this and make
       this power stronger to generate more fear in others. Typically,
       this skill means that it takes someone with strong willpower to
       not be overcome with fear. Some werepyres who use this can
       weaponize it in a way to attack the mind, but usually only
       advanced werepyres will use it in this way. Those that are
       immune to fear manipulation or the effects of emotional
       influence would be able to resist this though, as will people
       with strong wills that can overcome their fear. This skill also
       only works as long as the werepyre is fearless, and if they
       become afraid, then this skill will stop working completely as
       long as the werepyre is afraid.
       - Werepyre Passive Skill: Unstoppable Will: Similar to how some
       vampires and werewolves have certain training to avoid certain
       emotional changes (like the Darkfire Disciplined Mind),
       werepyres have their own special training where they passively
       focus their willpower into their darkness power. This grants
       them a passive skill that strengthens their willpower
       considerably, and can instantly free them from certain negative
       status effects. Using this, werepyres are able to break out of
       certain negative conditions like fear manipulation, psychic
       paralysis and stun abilities, and other body manipulation
       abilities. By using their immense willpower, their dark natures
       break them out of most psychic holds or manipulations that try
       to attack the mind or body, which is usually overpowered by the
       werepyre's own will. This power is a passive skill that is
       designed to be similar to skills like Disciplined Mind, and
       designed to help the werepyre focus their minds in battle. As
       one might imagine, this is a necessary skill to have in battle,
       so that werepyres can keep focused when they are in battle.
       Typically, this power uses a werepyre's willpower with their
       dark natures, so this skill only amplifies the mind as much as
       the willpower and dark nature of the werepyre will allow. While
       some have stronger willpower or dark natures than others, the
       combination usually determines how strong this will be. If a
       psychic power can overpower the werepyre's willpower, then it is
       possible to overpower this skill and affect a werepyre on a
       psychic level.
       - Werepyre Passive Skill: Shadows of the Dawn: While most
       werewolves and vampires wouldn't be able to fight effectively
       during the day, werepyres have developed a skill that lets them
       fight during the day just as effectively as they do at night. By
       using the shadows of an area they are in, they are able to
       utilize amplification during the day, which amplifies them as
       much as the night would. By absorbing the shadows, the werepyre
       isn't affected by daylight, and can get around just as easily in
       the day. For most werepyres, they will find light unpleasant
       (Unless they are a type of werepyre that is not restricted by
       night, aka if they have daywalker power in them), but they will
       not be hindered by the light as long as they have shadows around
       them. Typically, the darker the place they find, the more
       amplification they will find, though they can fight effectively
       enough even with little shadow. While they may not gain
       amplification during the day from the night or the moon, they
       can use this skill to at least fight at their normal level even
       if they would normally be hindered during the day. Of course,
       while this skill does allow a werepyre to fight during the day,
       that doesn't mean they don't still have vulnerability to holy or
       light based abilities due to their strong darkness nature. And
       if an opponent takes away their shadows during the day, they
       will lose their darkness amplification they gain from this
       ability and might be weakened depending on the werepyre.
       - Werepyre Passive Skill: Terror of the Night: Werepyres who
       train their combat usually train both vampire disciplines and
       werewolf gifts, in which they  combine the two. In combat, this
       usually results in them combining combat abilities of werewolves
       and vampires. For example, werewolves will use certain vampire
       abilities like celerity training or potence training that
       enhances physical combat, and also use certain werewolf gift
       training like lightning reflexes and pain resistance. Every
       werepyre has different balances of abilities depending on what
       they can do, but most werepyres use this skill to combine
       werewolf and vampire combat abilities in order to combine the
       best of both races combat skills. This makes werepyres extremely
       dangerous in physical combat, especially ones that focus on
       physical combat, since this skill allows them to utilize two
       different races combat abilities in ways that surpass the
       original powers of clans and prides. Werepyres, depending on
       their training and affinities, can combine their combat training
       in a number of ways, with some even combining certain other
       combat techniques with their werewolf and vampire powers (such
       as martial arts styles and weapon styles). Typically, this makes
       each werepyre different, and amplifies their combat abilities
       depending on their abilities. Because of the number of
       combination options werepyres have, all werepyres have unique
       combat abilities. However, while this is an impressive ability,
       most werepyres are limited by what physical affinities they
       have. For example, a werepyre that is more bulky may have more
       strength and defense, but may not gain as much speed, or a
       werepyre that is smaller in stature might be faster, but lack
       the physical strength. This also depends on the training of the
       werepyre and what skills they can learn that boost their
       physical combat, as the physical combat makes this power what it
       is.
       - Unique Passive Werepyre Art: Dark Chaos Drive: This is a skill
       that Wolfwing developed himself and taught to Kaidon. This
       passive skill absorbs chaos energy and fuses it to Kaidon's
       darkness energy to create a chaotic amplification of Kaidon's
       supernatural and physical abilities. This amplification is
       strong, but it's main advantage is that it amplifies Kaidon at a
       chaotic nature, which constantly changes how much Kaidon is
       amplified by this power. The amplification Kaidon uses allows
       him to fight passively in a constant amplified state, constantly
       changing his amplification. This may seem like it would hinder
       most warriors, but with Kaidon's adaptiveness, he is able to use
       his natural combat ability to compensate for the changes in this
       skill's chaotic nature. This skill is designed for
       unpredictability, in order to make Kaidon's amplification
       chaotic enough that even Kaidon cannot predict how his
       amplification will change from moment to moment. By adapting and
       changing as his amplification changes, Kaidon uses this to keep
       his movements as unpredictable as possible, as he's constantly
       having to adapt and change his combat in order to adapt to his
       skill's changes, which makes him nearly impossible to predict
       even by those that know Kaidon's combat style, because of the
       fact that even Kaidon himself doesn't fully know how his
       amplification will change. By taking advantage of this, Kaidon
       is able to keep his physical stats from being read by his
       opponents, due to them constantly changing. Typically, this is a
       constant state of amplification, though this really doesn't make
       Kaidon too strong, as his amplification is constantly moving up
       and down on the amplification spectrum, making it sometimes
       where he's at lower amplification. While he is in constant
       amplification with this, opponents are usually best to attack at
       times when he's in low amplification modes, as he will be more
       vulnerable than when in higher amplification modes.
       - Werepyre Combat Skill: Dark Howl: This skill is based on
       certain werewolf howls that utilize a werewolf's power. Among
       known gifts of werewolves are the Lupus gift of shattering howl,
       or the Get of Fenris gift scream of Gaia. Depending on the howl
       used, a werepyre is able to use their dark nature to combine
       with this howl to create a powerful sound wave which is designed
       to inspire fear into others. This emits a powerful shockwave
       which can knock opponents off their feet and disorient them
       using physical force. In addition, most werepyres can also
       paralyze opponents when they use this, using the dark nature
       stun an opponent if they are caught in the soundwave of the
       howl. Depending on the powers used, this can be further
       enhanced, such as werewolf gifts that empower one's howl, or
       vampire disciplines that amplify a vampire's voice somehow. This
       power can be useful, as the wave is strong enough to shatter
       stone when the sound wave hits, making it a good combat tactic,
       even if the opponent isn't affected by the paralysis or the fear
       manipulation. As such, this skill can have many uses, and some
       werepyres can even emit frequencies that might knock people out
       if they are able tune their howl to certain frequencies. This
       power is a pretty basic skill, and it mostly uses the voice of
       the werepyre to utilize it as a weapon. Because of how this
       power works, the sound waves become the major weapon, and if an
       opponent knows this, they can usually find ways to counter it,
       such as using water to dull the sound waves, or using something
       to block the sound waves completely. This also requires the
       werepyre's voice, so a good punch to the throat could interrupt
       this ability completely if an opponent catches the werepyre
       getting ready to use this skill, or using some sort of power to
       prevent the werepyre from howling.
       - Werepyre Combat Skill: Dark Rage Impact: This skill is a
       combat power that lets a werepyre enter a temporary berserker
       state. This state uses anger and negative emotions to strengthen
       the werepyre's dark nature, amplifying their darkness and
       physical abilities temporarily. When in affect, the anger and
       hatred of the werepyre makes the darkness power strong enough to
       overpower many other stronger forms of darkness and light, and
       allows a werepyre to use their darkness in far stronger capacity
       than they normally would be able to. In addition, a werepyre
       also gains highly enhanced combat abilities in this state,
       including making them move faster and increasing their strength
       immensely. By combining certain abilities like the werewolf gift
       desperate strength and the lunar werewolf fighting spirit
       ability rage impact and the vampire celerity and presence
       abilities, the werepyre is able to use this to dangerous effect,
       amplifying their abilities beyond vampire and werewolf
       amplifications of similar abilities. While this is a strong
       technique though, this is only a temporary increase in power,
       and a werepyre that uses this may lose control of their emotions
       depending on how strong their control of their anger is. Because
       this uses anger and hatred to power this skill, stronger uses of
       this skill result in far less control, but grant far more power
       in amplification. Meanwhile, weaker uses of this mean not as
       much amplification, but the werepyre will be able to keep
       themselves in control of themselves. This power also only works
       for a small amount of time (up to 2 combat rounds), as this
       power is only meant to temporarily increase one's power. Any
       werepyre that uses this for more than 2 rounds will take
       physical damage as their amplification will damage the
       werepyre's body as they try to continue to fight using this
       amplification.
       - Werepyre Combat Skill: Life of Gaia: Werewolves are familiar
       with how nature connection to the world works, and the
       connection to the earth, while vampires are familiar with how to
       steal life energy (at least many are in some form). By combining
       these two aspects, a werepyre is able to absorb and manipulate
       the life energy of the world around them, whether they use it to
       attack, or they even absorb it to make themselves more powerful.
       Because werepyres twist the world to their advantage, this power
       is no different, in which werepyres usually use this in order to
       twist the world's energies to their own benefit. Most werewolves
       would normally use a power like this to redistribute life energy
       more evenly among creatures of the world to balance life, but
       werepyres often will use this more for themselves rather than
       the world around them. Most werepyres use this to absorb it to
       heal themselves, or they may use it to attack opponents with if
       they are vulnerable to it. This is similar to certain sage
       abilities of some other races (IE absorbing energy from the
       environment), and this power is more or less like absorbing life
       from the world's energy. Some werepyres can even use this to
       heal others, or some more advanced werepyres might even be able
       to manipulate certain creatures without conscious thinking minds
       (like plants and animals) more easily due to their ability to
       twist life energy to their advantages. Just like any life energy
       though, a werepyre must be careful with this, as they cannot
       absorb too much life energy or they might disrupt their own
       balance of life and death energy, and they must also make sure
       they don't overwhelm themselves with this energy as too much
       energy will physically damage them. Typically, only a certain
       amount of life energy can be absorbed from certain areas, as the
       plants and animals will often die when this is used (unless the
       werepyre is simply redistributing it to heal plants or animals,
       or using it to heal someone), and once gone this energy cannot
       be absorbed any longer unless the werepyre moves to a different
       area that has life energy. This also requires the werepyre to
       know how to read the life force of the planet, which may require
       special training.
       - Werepyre Combat Skill: Poison Claw: By utilizing a werewolf
       gift called spur claw that allows a werewolf to learn how to
       poison their claws, werepyres replicated this ability and
       created a werepyre ability that allows them to secret poison
       from their claws. When used, this poison is administered through
       claw slashes when the claw makes contact with an opponent, and
       the poison is spread into the body when the claw pierces the
       skin. Normal claw slashes become poisonous to opponents, and
       depending on the werepyre, they are able to generate poison
       depending on how they use this. The most common poison generated
       is a neurotoxin which paralyzes opponents when administered into
       bodies. If the poison spreads through the body, the opponent
       will have reduced ability to move, and if enough poison is
       administered, the neurotoxin could even paralyze the heart,
       which could kill the opponent if they are vulnerable to death if
       their heart stops. Most werewolves will use their training to
       create new poisons every so often, as every poison user knows to
       account for the body's ability to eventually create immunities
       to a poison. Among other poisons used by werepyres include
       certain acidic poisons that do more damage in the wound, or
       hallucinogenic poisons that cause hallucinations and impaired
       judgement. This skill does require physical contact with the
       werepyre's claw though, and cannot be administered to an
       opponent through a claw slash wave (as the claw itself has to
       make contact and pierce the skin to work). Because of this,
       dodging the claws is the best way to avoid this attack, or
       people with resistances or immunity to poisons might have a
       reduced effect when it comes to being poisoned by this.
       - Werepyre Combat Skill: Shadow Lurk: This ability allows a
       werepyre to use the shadows to hide. When used, this skill lets
       a werepyre stand in the shadows, and even without melding into
       the shadows, the werepyre is able to use their darkness to blend
       into the shadow. Usually, this works best if the werepyre
       suppresses their presence so that their presence cannot be
       sensed. When used, werepyres can hide from most creatures, even
       hiding from other werewolves and vampires depending on what they
       want to do. Typically, more advanced werepyres can eventually
       even learn to travel through shadows through shadow melding,
       depending on their affinity for melding into darkness (usually
       best used through shadow lord werewolf tribes or Lasombra
       vampire clans). Werepyres originally developed this to hide from
       supernatural hunters, and to hide from other dark creatures that
       might try to hunt them down. Of course, many werepyres these
       days consider it cowardice to hide from their opponents, so they
       mostly learn this as a way to learn how to use shadow lurk to
       travel through shadows or to meld into shadows, so that they
       have a better way to use this, and a way to get around. However,
       just like other creatures, werepyres have to be careful where
       they shadow meld, because the shadow realm can be a dangerous
       place if they use shadows to travel, especially if they
       accidentally travel to the wrong part of the shadow realm (like
       Xeles's domain). When used, this isn't really a combat skill, as
       a werepyre mostly use this to get around or to just hide if they
       need to, so there's no damage done with this skill. Usually, the
       only way to sense a werepyre who is using this is by sensing
       their presence some other way, such as hearing or smell that
       might detect traces the darkness cannot cover up, since this
       only covers up a werepyre to the sense of sight and the other
       presence senses. While this is useful, it is also noteworthy
       that maintaining this stealth for long periods of time can be
       draining as it requires energy to maintain this stealth due to
       it requiring the werepyre's darkness.
       - Werepyre Combat Skill: Dark Shield: When a werepyre is in
       danger of attack, they are able to create a barrier of darkness
       around themselves. This helps them defend against attacks, in
       which they use this as a defensive move to prevent themselves
       from taking damage from attacks. When used, a werepyre uses the
       cursed darkness from their bodies to create a barrier, in which
       the darkness locks the werepyre in place, allowing them to use
       the darkness to defend against attacks when in effect. When
       used, the darkness uses intense power to protect the werepyre,
       and can defend most normal attacks and plenty of projectile
       attacks. When used, this locks the werepyre in place, making the
       defense stronger than most other barrier skills by using the
       emission of darkness from the werepyre's body to strengthen
       their defense. Because of how this skill works, they cannot move
       while this barrier is in effect, and this requires darkness
       energy to keep the barrier going. This barrier is very difficult
       to break, but certain strong enough piercing abilities can break
       through this shield ability, as difficult as it might seem.
       Usually, besides aura breaker abilities/weapons, concentrated
       light and piercing lightning abilities are usually the best ways
       to break through this, if the opponent can gather the power
       needed to break the werepyre. And because this requires the
       werepyre's own darkness, this barrier technique is only as
       strong as the werepyre's own darkness, as this skill is powered
       by the darkness emitted from the body. Certain strong enough
       holy abilities can also more easily break this power as well
       depending on the holy skills used.
       - Werepyre Combat Skill: Dark Beast Crash: This technique uses
       the darkness emitted from the  werepyre, usually when the
       werepyre is in movement. When moving, the werepyre is able to
       use their darkness emitted from their body to enhance their
       physical and supernatural power when in motion, and is designed
       to be used during a dash or jump attack to amplify the
       werewolf's impact power. This was based on werewolves who jump
       around and use this to try and hit opponents with the force of
       their bodies, to which werepyres learned to utilize their dark
       natures to do something similar. Werepyres are able to use this
       while in motion, whether they are in the air, or using a dash,
       they can amplify themselves with this darkness to try and break
       through an opponent's defenses. Typically, this is best used
       against barriers and energy defenses, where the werepyre will
       use this to try and break through the opponent's defenses. This
       can also be used to boost movement speed when in motion, where a
       werepyre is able to use this in motion to boost their speed as
       much as their power (usually as a means to avoid an attack that
       they don't have the speed to avoid normally). Typically,
       avoiding this attack simply requires dodging the attack, and the
       werepyre usually moves in straight line when using this, unless
       they use an object to stop and change direction. Usually, trying
       to change direction is difficult with this technique, and when
       the werepyre comes out of this technique, they may be vulnerable
       once their dark amplification is no longer in effect since the
       werepyre will not be using the darkness to amplify their
       physical movement and abilities. This is another technique that
       is also only as strong as the werepyre's own dark nature, so
       natures would only be able to overcome defenses similar or
       slightly above their level of power.
       - Werepyre Combat Skill: Shadow Mist Form: This skill combines
       the fog on the moor ghost form of a werewolf (similar to
       intangibility) with the mist form that some vampires can take.
       Using a werepyre's dark nature, they take the form of a shadow
       mist that is intangible when used. This form is another power
       designed to avoid attacks, allowing a werepyre to use this to
       let attacks pass through them. When in this form, the werepyre
       is mostly intangible and immune to attack. Some more advanced
       werepyres can even change this form depending on their darkness
       control, such as changing the temperature of the mist form they
       take (either heating it up to burn anyone who gets caught in the
       mist, or freezing anyone caught in the mist by reducing the
       temperature), or some werepyres can adjust the acidity of their
       dark mist to make it able to corrode anything caught in the mist
       form. This power can be very useful, though when in this form,
       the werepyre is more vulnerable to wind attacks, which can blow
       away the werepyre's mist form. To an extent, lightning powers
       can also affect mist powers (though it takes a very high voltage
       due to the higher resistance mist and air have to conducting
       electricity). Werepyres can also only stay in this form for a
       limited time, and have to return to their normal forms. One way
       to attack werepyres in this form, besides using certain spirit
       defense powers like Haki or Pai Zhua training, is to use silver.
       Because of the power this was modified from, the werepyre cannot
       maintain their shadow mist form when in the presence of silver,
       and the silver will force them back into normal form due to the
       power interrupting the werewolf fog on the moor power this was
       adapted from. Even the best werepyres are still vulnerable to
       silver when in this form (unless they are holy natured, in which
       case gold acts in place of silver). This means that silver
       bullets and weapons can not only force a werepyre into normal
       form, but they can also damage a werepyre if the bullet or
       weapon is in the mist when the werepyre reforms.
       - Werepyre Combat Skill: Dark Railgun: This skill combines a
       werewolf's gifts that increase strength with a vampire's
       celerity training to create a powerful bullet technique. By
       creating darkness and then flicking the darkness at opponents
       with their enhanced strength, the darkness is fired with the
       speed of the projectile vampire discipline which speeds up the
       vampire's projectile attacks immensely. When used, this creates
       a dark bullet that is able to blast through concrete and even
       certain metals with the force of an anti-tank rifle, thanks to
       combining the strength and speed at which it's launched with the
       vampire discipline that increases it's speed. As one might
       imagine, this skill blasts the darkness at an opponent with
       immense force and speed, making it very damaging if it hits an
       opponent. The force of impact is usually enough to blast through
       most opponents, armor and all. And when using this, the darkness
       used is small enough that werepyres can fire these in quick
       succession. Because of how this power works, this is a very
       dangerous ability, as the werepyre can use this to usually break
       through defenses, and with the projectile enhancement, this
       technique is also very hard to dodge as a result. This may seem
       like a simple attack, but the sheer power of the attack makes it
       a great power for werepyres, as it only requires a small amount
       of darkness. Werepyres are also able to do this with smaller
       objects as well if they don't want to use their darkness (which
       some don't want to waste their dark energy), and may choose to
       use objects that they flick at opponents like rocks or small
       pieces of metal. Typically, anything the size of a bullet can be
       fired at an opponent, with even pebbles being devastating when
       hitting opponents. Of course, as one might imagine, blocking is
       not ideal when it comes to this technique, and opponents should
       dodge rather than block. Depending on the strength put into it,
       the speed and strength can be adjusted, but increasing the speed
       will decrease the impact force, and increasing the strength will
       decrease the speed. Typically, while this does generate immense
       physical force, if one can dispel the darkness used in the
       bullet before it hits, then this won't do any damage.
       - Werepyre Combat Skill: Wolfbat Swarm: When using this
       technique, this creates a group of darkness familiars in the
       forms of bats that possess wolflike features. Typically, the
       wolfbats have sharp claws and strong teeth, and enhanced smell,
       sight and hearing. These wolfbats are designed to swarm
       opponents and attack them, usually opening them up to other
       attacks if the wolfbats are able to distract the opponent. When
       the wolfbats bite an opponent, they are able to drain life
       energy from the opponent and then give it to the werepyre, or
       they can suck out the blood of the person they bite similar to a
       vampire's bite. The wolfbats can also use their claws to tear
       through defenses using their darkness to try and pierce
       defenses. Depending on the power of the werepyre's darkness,
       this power can do dangerous damage to opponents, and can weaken
       them when used properly. This power uses the werepyre's darkness
       to create these, and when used, the werepyre can even share
       their senses with the wolfbats due to them controlling the
       darkness that makes up the wolfbats. These wolfbats are usually
       designed to attack in a group, which is designed to overwhelm an
       opponent if the group of wolfbats attacks them. Typically, the
       best way to avoid these is to destroy them with light or holy
       attack abilities, which can destroy them if the attacks are able
       to overpower the darkness of the werepyre. These wolfbats can be
       also be destroyed by certain other abilities, such as strong
       enough energy, or other elemental abilities like lightning or
       flames. The wolfbats are typically not too hard to destroy,
       though werepyres with stronger darkness abilities will have
       stronger wolfbats using this power. This is similar to any other
       familiar power, and these familiars are basically like most
       other shadow familiars in nature.
       - Werepyre Combat Skill: Horde of the Beast: This is similar to
       the wolfbat power, except that this uses the familiar power to
       create manifested familiars instead of shadow familiars. When
       manifested, the werepyre uses some of their darkness like a
       summoning, and they summon wolves that are created from the
       werepyre's own power. These wolves are like spawns of the
       werepyre, where the werepyre combines the familiar power of a
       vampire, and mixes in a wolf nature to create what appears to be
       a pack of wolves. As such, these wolves are able to attack as a
       group, and are usually called to attack opponents and swarm them
       similar to the wolfbat skill. When used, the wolves act
       according to the werepyre's will, and can use their enhanced
       features to attack opponents. Among their attacks, they also
       have certain skills like the dark howl, the poison claw, and the
       dark beast crash skills. When used, the wolves are able to use
       their own darkness enhanced by what the werepyre gave them upon
       creating them. Since most werepyres don't have a pack or clan to
       help them in battle, werepyres created this technique to allow
       them their own group to help fight beside them. Some more
       advanced familiar techniques can even attribute life energy or
       souls to these wolves if they have strong enough familiar
       techniques, and create unique powers for the wolves. However,
       the standard usually just gives them darkness techniques, unless
       the werepyre empowers them with something else. Typically, these
       wolves are weak to anything that can destroy familiars, and
       enough damage will eventually dispel them and return the
       familiars to the werepyre. Depending on the werepyre, some
       werepyres can use certain familiar arts if they have access to
       them, though unless otherwise stated, the werepyre's familiars
       can be taken out like any other familiar. If one wants to dispel
       the wolves, the best way is to attack the werepyre, since the
       familiars cannot stay manifested if the werepyre can't
       concentrate on keeping them manifested.
       - Werepyre Combat Skill: Fenrir's Wrath: This technique was
       inspired by Norse mythology, in which werepyres were inspired by
       the myth of how the wolf Fenrir was retrained with special
       chains. By practicing with their cursed darkness, eventually
       Wolfwing VI managed to create this skill that he taught to other
       werepyres long ago. After training in this skill, werepyres were
       able to generate chains made of their cursed darkness. When
       used, the chains use the cursed darkness to restrain opponents,
       and use their darkness to form special runes which can restrain
       anything that the chains come into contact with. By using these
       chains, werepyres focused on restraining werewolves and
       vampires, but eventually found that they were able to restrain
       almost any creature, as evidenced when Wolfwing VIII managed to
       use this to restrain Beelzebub before Beelzebub used his insects
       to attack Wolfwing VIII. This skill is commonly used to restrain
       opponents in battle, temporarily weakening them if they are
       ensnared by the chains. These chains are very strong, and cannot
       usually be broken easily as long as they are manifested. When
       used, the werepyre usually has to concentrate to keep an
       opponent restrained, though some werepyres can usually set up
       another attack if they are able to keep the opponent restrained
       while preparing the attack. When used, usually it is difficult
       to break out of these chains, though the best way is an aura
       breaker power or weapon, or some sort of power negation.
       However, the best way to avoid this is to not get caught by the
       chains, which are generated from shadows. If one can avoid the
       shadows and avoid the chains that come out of the shadows, then
       they can avoid this technique altogether.
       - Werepyre Combat Skill: Dark Forest Summoning: This attack was
       a signature of Wolfwing IX, who developed this technique using
       his nature connection and the werepyre plant manipulation. By
       using the darkness of the werepyre, the werepyre is able to
       spread their darkness over an area like seeds that summon trees
       of darkness using their nature connection, and are able to
       create these trees almost anywhere (though summoning these trees
       in enclosed spaces is not recommended due to possibility of
       collapsing structures). When used, this summons a mass of dark
       trees which attack opponents when they get close. This is best
       used in the forests, where the werepyre can have their dark
       trees appear among other trees to disguise which trees are the
       werepyre's dark trees. The trees are able to attack opponents
       when the opponent is nearby, using their branches to attack up
       close, devour them by opening up and eating an opponent, or by
       firing their leaves like throwing stars that can slice through
       opponents when fired at them. This is usually summoned over an
       area, and usually summons enough trees to limit an opponent's
       mobility since they have to avoid the trees attacks, and the
       werepyre at the same time. However, the trees can be destroyed
       with holy or light powers, and a flashbang can actually
       completely destroy this technique since the trees are made of
       darkness. This also takes a lot of energy to create, so this
       isn't something that should be used too often. Aside from a few
       more powerful users, most users cannot use this multiple times.
       If one does enough damage to the werepyre, they can also dispel
       this technique since the werepyre has to use their power to
       maintain this ability.
       - Werepyre Combat Skill: Return from Hades: This was developed
       by Wolfwing III, who managed to develop this skill in his 3
       deaths (it took 3 deaths before hunters realized the secret to
       this technique). This skill combined the Fianna gift, sleep of
       the hero, with a vampire's ability to go into a healing sleep
       (usually by sleeping in a coffin). This skill essentially lets a
       werepyre come back from death, in which they use this to go into
       a death-like sleep. By using their connection to nature and
       darkness, they absorb the power of nature and darkness, and
       eventually, the werepyre is able to come back to life as though
       they never died. This is the ultimate skill of the werepyre, and
       makes it so many werepyres cannot be killed by just killing them
       and leaving their bodies behind. If a hunter kills a werepyre
       and doesn't properly dispose of the body, then the werepyre
       could eventually come back, making werepyres with this skill
       very hard to permanently dispose of. Most werepyres never know
       if they've perfected this until they actually die, due to the
       nature of the condition required to use this technique (actually
       dying), so it's not always certain if they are able to be
       prepared for this. When a werepyre is killed, those that kill
       the werepyre must burn the remains, mixing salt and silver into
       the remains in order to make sure the remains are properly not
       able to return. If salt is not used, then the body can still be
       destroyed with silver and fire, but the werepyre might become a
       vengeful spirit as a result. Without silver, the burning of the
       remains just means that the werepyre is asleep longer than the
       werepyre would be if their body wasn't burned. While this skill
       seems intimidating, many werepyres are never properly prepared
       for this, and most do die properly, but if one manages to pull
       this off properly when killed, then they are able to use this
       consistently again and again if their remains are not properly
       disposed of. If not used properly, then the werepyre dies as
       normal and cannot come back. The secret to this is the
       connection to nature and darkness that is achieved before death,
       and only with a proper connection to the energies of life and
       death can a werepyre use this effectively to absorb nature and
       darkness energy after death.
       - Unique Werepyre Art: Dark Purgatory: This is one of Wolfwing's
       ultimate techniques. When used, Wolfwing releases a large sphere
       of darkness that is fired in the direction of his enemy. If the
       enemy is caught in this sphere, then they are taken to a pocket
       dimension of darkness. Once inside, the darkness in the pocket
       dimensions hardens and crushes everything inside the pocket
       dimension. Opponents caught inside this are crushed to death,
       and their souls are sealed in the pocket dimension. This is a
       very strong technique designed to kill strong opponents, and
       even if they are not killed by the darkness, they will become
       trapped in the pocket dimension. Typically, this is very hard to
       get out of, and designed to get rid of enemies through either
       killing them or trapping them. Very few have ever actually
       escaped this dimension of darkness, with the only ones that have
       being ones that have dimension cutter or dimension teleportation
       abilities. If one is to escape this, the best time is before the
       darkness hardens once the user is in the dimension of darkness,
       and using some sort of teleportation ability that can move
       across dimensions. Some more powerful enemies can break this
       dimension due to it's small size, but this kind of power
       requires the power of an archangel or demon prince or someone
       with immense aura that could overpower the pocket dimension. Of
       course, the easiest way to avoid this is to dodge the sphere
       Wolfwing fires at the opponent, as not getting caught in it
       means that they won't be pulled into this pocket dimension in
       the first place.
       - Unique Werepyre Skill: Dark Explosion: This is an ultimate
       technique where Kaidon charges himself with dark flames and once
       he reaches a point he wants to use it, he creates a massive
       explosion of dark flames coming out of his body in a massive
       explosion of dark flames that is designed for destructive power.
       This is designed to be purely destructive in an area, usually
       reflecting the power depending on how long he charges up his
       power. If he charges it long enough, he could blow up a city
       block with his power, and this can be a very destructive
       ability. This only requires charging up explosive energy using
       the dark flames, and Kaidon mostly uses this in situations where
       he needs to destroy an area, as using this is creating an
       explosion to blast anyone in the area with him. This was based
       on certain other explosive attacks, but releases more of a large
       explosion of energy than most explosive attacks. One could
       compare this to a missile blast explosion, destroying an area.
       While Kaidon cannot completely obliterate people in the blast
       with this, it is still a very strong technique that Kaidon can
       use. This technique is difficult to avoid, though one can
       usually tell what he's building up for by the heat generating
       off him, usually granting them time to interrupt the charge with
       an attack or get away from the explosion. While some stronger
       enemies can survive this technique, it still does heavy damage
       thanks to the dark flame and charged concentration of the dark
       flames. Of course, those immune to dark flames would also be
       immune this technique.
       - Unique Werepyre Skill: Spirit Destruction God Fist: In order
       to counter Wolfwing's final spell, Conjuration of Decimation,
       Kaidon countered the technique by creating his own technique. By
       focusing his spirit destruction into a blast, he is able to
       release it in order to destroy any spirits nearby. However,
       instead of firing this attack in a single wave, Kaidon more
       focuses it like a blast he can fire from his hands, in which he
       can fire blasts using this unique skill. When combined with his
       martial arts abilities, Kaidon is able to not only do physical
       damage, but can actually destroy souls if he uses this enough
       times on someone. Rather than use Wolfwing's single shot final
       attack, Kaidon decided on a unique technique that could be used
       multiple times. By focusing this skill, Kaidon does far more
       damage to opponents, and as they take physical damage, they also
       take spiritual damage. Kaidon can create waves using this
       technique, such as a ground punch that releases an attack wave
       all around him. Unlike Wolfwing's final skill though, this
       doesn't destroy the spirit right away, taking multiple hits to
       destroy someone's spirit. Since Kaidon is more of a fighter, and
       prefers to beat his opponents to a pulp rather than kill them
       with a quick death, Kaidon uses this skill to essentially beat
       his opponents down. The main danger to this skill is that if one
       is hit enough times, their soul will be destroyed even if they
       survive the fight. As such, this is a very dangerous skill, as
       Kaidon can essentially destroy souls. However, this doesn't just
       work on souls, but also on spiritual opponents, such as dark
       spirits or other spirits that might try to fight Kaidon. Luckily
       for opponents, this technique only works if Kaidon hits with an
       attack, whether it's through a physical attack or a shockwave
       technique (as he uses this in combination with his martial arts
       so his shockwaves have spirit destruction energy), unlike
       Wolfwing's which hit an entire area. One also can counter the
       effects of the spirit destruction as long as they can protect
       their souls from it, such as using a barrier of energy around
       their souls to keep the energy away from it (Though one has to
       be careful since that barrier can be broken with enough effort
       from Kaidon's spirit destruction power). This technique can also
       do major damage to Kaidon if this is turned back on him, as he
       is just as vulnerable to spirit destruction as anyone else.
       Sword Style Shingetsu Style Abilities:
       - Shingetsu Sword Style: Many are familiar with the Shingetsu
       style as a sword style, in which it is designed to be a focused
       style. This style falls into two main types of attacks, which
       are the two bases of this entire style. The first is the
       Nadeshiko, which is a technique that focuses physical force to
       split objects known as the "Armor Piercer" substyle, and the
       second is a technique known as Battojutsu, or a type of sword
       draw technique that uses the second substyle of this style. This
       style was developed for weaker combatants originally, in that it
       was designed so that weaker combatants could hit harder or
       pierce armors that they wouldn't normally be able to. The
       Nadeshiko was designed for this style specifically, but the
       Battojutsu was originally derived as a variation of the Hiten
       Mitsurugi style, which some aspects of the Battojutsu part of
       the style became a basis for this style's techniques. This style
       is a focused technique that weaker users can use against
       stronger opponents, as the Nadeshiko is designed for weaker
       people to pierce stronger opponents, and the Battojutsu is
       designed to attack at much faster speeds to counter opponents
       with faster speed. For the most part, this is a style that is
       more about technique and mastery of it's attack styles, rather
       than just being a style focusing on physical strength like it's
       martial arts counterpart. When advanced users of this style
       master it, they are able to balance the two substyles and
       combine the two aspects to create a sword style that some master
       swordsman are even able to use with wooden swords or some can
       even attack with things that aren't swords to combat swords and
       other bladed weapons. For Wolfwing, he uses this mostly in his
       human form, as this was his sword style he used when he was a
       human supernatural hunter.
       - Shingetsu Nadeshiko (Armor Piercer Substyle): This is the
       first substyle of the Shingetsu style that applies to both the
       martial arts version and sword style version of the Shingetsu
       style, which is the Nadeshiko technique, or also known as the
       Armor Piercer technique. This substyle is a main focus of the
       style, in which the user is able to concentrate physical force
       into a single point to split an object at the point of impact.
       When focusing the style, users have to focus on the point they
       want to attack, and then use their force to create a line that
       splits the object through concentration. If done properly, their
       attack will not hit as a normal physical attack, but will simply
       slice something cleanly in half. This is an aspect in both the
       martial arts style and the sword style version of the Shingetsu
       style, and can be done using a simple physical combat attack
       like a punch or kick can cut into an opponent, or a sword slash
       to concentrate the sword slash's affect. Masters of the style
       that are skilled enough have also been able to slice through
       things with the sheath of their weapons, or some people can even
       slice through armor with a simple kick or punch. This style was
       originally designed, as one might guess from the name, to slice
       through armor and tougher materials, whether it was through
       physical combat or through the sword style. This technique
       requires focus at first, but masters of the style can usually do
       this subconsciously with enough practice. Countering this is
       usually best done through dodging, since this is designed to
       slice through even metal armors and shields. Since this is a
       concentration technique, another way to prevent this from
       working is to interrupt the user's concentration, or interrupt
       the impact force which will usually make this technique not work
       properly.
       - Shingetsu Battojutsu (Sword Draw Substyle): This is the second
       substyle of the Shingetsu style, which is a style based around
       sword draws that is specific to the sword style (as the martial
       arts style has no "sword draw"). This sub-style is known for
       it's unique sword draw techniques, which was originally taken
       from certain other styles like the Hiten Mitsurugi style that
       had plenty of sword draw techniques. However, the battojutsu
       substyle is based mostly around drawing a sword directly into an
       attack, without having to go into an attack stance after drawing
       the sword. Because a sword draw can be among the fastest known
       movements with a sword, battojutsu and laijutsu users developed
       the style around it so that they could take advantage of this by
       utilizing this as one of the main aspects of the combat style.
       As a result, the battojutsu style is all about different sword
       draw techniques, and combining those techniques with special
       techniques to create unique attacks. Many of the attacks in the
       Shingetsu style are designed around both the Nadeshiko substyle,
       but many use the Battojutsu style, and some even combine the two
       aspects. Users who master this can use many powerful sword draw
       techniques, many of which are designed to be extremely fast
       techniques, and some even being very powerful techniques when
       combined with the Nadeshiko style. However, the biggest risk to
       this style is timing, due to this style leaving the user
       vulnerable without their sword drawn. If a user draws their
       sword too early, the user will be left open, but if they draw
       too late, the opponent might have already landed an attack on
       the user.
       - Shingetsu Slidestep (Stepping Method): Any swordsman and
       martial artist can attest that any sword style requires precise
       footing, and each combat style needs a way to regulate their
       movement whether it's weapon-based or martial arts-based. There
       are usually certain stepping rules that one needs to avoid, such
       as not moving their leg in front of their sword, so they don't
       risk chopping off their leg when using sword styles, or using
       movement styles in martial arts as a basis for dodging and
       counter attacking. No matter what style one uses, a proper
       stepping method is often the basis of good movement, and most
       users of any style will never advanced without mastering a good
       stepping method. This stepping method style acknowledges those
       concerns, but also acts as a high level stepping method that
       allows a user to use a special stepping method that is designed
       to use sliding to the advantage of the user. Normally, sliding
       around is a danger, but this stepping method uses it to the
       advantage, in which the user can move and use the slide step to
       transfer the momentum into their attack. Of course, as one might
       expect, this can be difficult to master, but advanced users can
       get good enough at it that they are even able to use this to
       create after-images when they move fast enough. The major danger
       to this is using slide and accounting for the friction, due to
       sliding around requiring a user to know how friction will slow
       them and account for it when moving.
       - 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.
       - 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.
       - 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.
       - 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).
       - Twin Draw: This sword style move uses a seemingly normal
       battojutsu move which uses a powerful sword draw to launch a
       strong and speedy attack, but the difference is that in addition
       to the sword slash, the user also uses the sheath as a second
       attack in quick succession, striking with the power of the
       momentum of their first attack to carry them into the second.
       This attack is meant to fool opponents into focusing on the
       sword draw, but not on the second attack coming from the sheath,
       which usually is set to hit someone in the chest or at a
       pressure point since the sheath normally wouldn't do too much
       damage. This attack can be combined with the Nadeshiko or the
       swordsman's wavelength when used by advanced users, and can make
       the sheath slash opponents when the attack hits. If an opponent
       is hit by this, they will often find that the force of this
       attack is usually able to break someone's ribs, since the chest
       is usually the target of the second attack. While the first
       attack is just as dangerous (as battojutsu attacks are usually
       quite fast and can be pretty powerful), it is usually the
       combination of attacks that makes this so dangerous. Since there
       are two attacks, usually focusing on one will make the other
       easier to hit with, and most opponents wouldn't even see the
       second attack unless they know that it's coming since most
       swordsman wouldn't attack with a sheathe. While this may seem
       like a great technique of deception though, this usually only
       works once, since the opponent usually catches on to the style's
       use of this technique. Though basic, this technique is still
       effective.
       - Sword Slash Wave: This technique is a modification of the
       Nadeshiko style, where the user doesn't focus into a point of
       attack, but rather, focuses their power into a slashing wave by
       focusing their attack force. This has the same effect on an
       opponent, except that the attack hits from a wave instead of a
       sword slash through concentrating of an attack. This was
       designed to send the force of a sword slash to fight opponents
       who fight from further away, since not all sword users can fight
       at mid-range (as most swordsman cannot attack beyond close
       range). This attack can either be focused into one large
       slashing wave for more damage, or advanced users can focus this
       wave into a collection of smaller slashing waves for more
       chances to hit an opponent depending on how the user uses this
       technique. This technique is a fairly basic shockwave style
       attack that is designed to transfer the force of an attack
       across an area, which is normally invisible to users. However,
       some users can still tell when this attack is used, usually
       those with highly honed combat instincts or those that know how
       these kinds of techniques work. This is another attack that can
       deceive opponents the first time it's used, since most aren't
       able to tell there's a shockwave style attack that comes from
       the sword slash that fires this attack. Though after the first
       attack, usually opponents figure out how this technique works.
       - Cherry Blossom Pedal Wave: This attack is another attack of
       the Nadeshiko part of the Shingetsu sword style, that uses
       powerful sword slashing shockwaves in a more advanced technique.
       These waves are focused and powerful enough to bend the light
       around them, which causes certain effects on the light affected.
       The sword has to move swiftly and very fast so the sword waves
       nearly overlap. The technique creates the optical illusion of
       what looks like cherry blossom pedals around the sword and
       waves, but is merely an optical illusion which ended up becoming
       the name for this attack as the cherry blossom pedal optical
       illusion became associated with this technique. The attack still
       works like slashing waves, except the waves move far faster and
       do more damage, and are more visible due to the optical illusion
       that looks like cherry blossom pedals as the light is bent
       around the wave. Typically, the force of this attack is stronger
       than a normal attack wave, and the slashing waves are meant to
       hit in quick succession to make this harder to dodge. However,
       it is possible to dodge these attacks, but requires precise
       movement and very fast reflexes to dodge these waves. Depending
       on how the sword is slashed, the attack could be one large wave,
       or a collection of smaller waves depending on how advanced the
       user of this attack is. This is hard to tell though since the
       wave itself is not usually visible since it's usually hidden by
       the bent light around it, though one can tell by the cherry
       blossom pedal illusion where the general wave is or how the wave
       is fired. It is also noteworthy that the light bent by the waves
       of the attack is not quite as impressive as it sounds, as it is
       more just an affect on the air around the attack rather than
       being some space-bending feat like most think.
       - Cresent Slash: This is a combination of the Nadeshiko and the
       Battojutsu substyles, where users are able to use this if they
       have mastered both styles. When using this technique, the user
       does a Battojutsu style sword draw attack, bringing the sword
       forward into a sword slash. However, the difference is that this
       technique creates a wave from the sword using the Nadeshiko
       style that creates a slashing wave to attack opponents from
       farther away. This is a good move to use when the opponent is
       expecting a sword draw up close, as the user can draw and attack
       from farther away, catching the opponent off-guard since most of
       the shockwave attacks are not able to be seen typically.
       Essentially, the user wants everything to be in one swift
       movement, where they sword draw straight into a Nadeshiko sword
       wave in one swift motion. Unlike the normal wave, which is
       fired, this wave stays for a short time up to two feet in front
       of the sword's blade where it was slashed, and can be used to
       essentially extend the range of a normal battojutsu attack. This
       requires the use of both Nadeshiko and Battojusu, which means
       users must know both substyles to use this technique, and be
       able to combine the two naturally. This attack is usually great
       for opponents just outside the range of normal attack range with
       a sword, but this is another technique that typically only works
       once, and opponents usually have to still be within a certain
       range for this attack to work properly, as this wave cannot be
       fired at opponents like most think.
       - Two Sided Slash: This move is a special Battojutsu style
       technique, where the user starts with a short charge to the
       opponent. When the user gets close, they draw the sword and
       attack from the front, then as they get behind the opponent (by
       moving beside them) they user their momentum to spin and do
       another attack to their back while they're stopped from the
       first attack. This attack is a two stage attack, designed to hit
       from both the front and back in quick succession if the attack
       is done properly. This requires careful movement, and predicting
       where the opponent will move to if they try to dodge the attack,
       since this technique is designed to hit twice. If the user
       misses the first attack, it is possible to adjust their stance
       to make the second attack easier to hit, but requires fast
       reaction and being able to move effectively so they don't lose
       any momentum of their attack. When done properly, this should
       all be in one solid flow of movement where the user does the
       first attack and then moves immediately into the second attack.
       This technique is designed to be done with great speed, and if
       done correctly, both attacks should hit close to the same time.
       If an opponent wants to dodge this technique, the best way is to
       just get out of the way of it, and if the opponent knows that
       the second attack is coming, they can still dodge the attack. If
       an opponent does fall for this, it usually only works once as
       opponents usually figure out how this works.
       - Wave Breaker: This technique is another powerful move that
       uses the Nadeshiko style. This style fires a sword slash wave
       similar to the normal sword slash wave, except that this attack
       is fired using higher power and physical force. Instead of just
       slashing an opponent, the attack slash wave bursts into multiple
       slashing waves when hits something, allowing the larger slashing
       wave to do far more damage by splitting into smaller waves that
       can slash anything the smaller waves hit. This technique is a
       very powerful slash which can do severe damage to an opponent if
       they are hit by it, which can easily have the technique burst in
       up to 10 slashes depending on how the technique is used. This
       can be great for attacking groups, or hitting an opponent
       multiple times with one technique. While it may not seem like a
       strong technique, this can easily put multiple slashes on an
       opponent at once, which is usually very confusing for opponents
       who mistake this for one attack doing the damage of multiple
       strikes. This technique requires a lot of physical power to use
       though, far more than a normal attack due to how much power has
       to be put into it for the wave to have the kind of stopping
       power it has to have, but also the physical force has to be
       concentrated properly or else the technique's waves won't have
       the desired effect. Opponents can also probably figure out how
       this works after it's been used, as some smarter opponents might
       figure it out after seeing it being used. This can be dodged by
       opponents, as an opponent needs only dodge the larger single
       wave, and they can probably avoid the smaller waves that do the
       actual damage.
       - Dragon Hammer Slash: Based on another style's technique, this
       style uses a powerful attack from above an opponent using
       battojutsu. During this move, the user has to get above the
       opponent, and then attack while they're on their way downward,
       striking an opponent from above. When moving downward, the user
       uses their momentum to draw their sword, and attack from above,
       in which the momentum of the sword draw, and the momentum of the
       move downward make a very strong attack designed to slice an
       opponent from the top down by using gravity to amplify the force
       of the attack. This is best used when an opponent is unaware of
       the coming attack, usually if the opponent has lost track of the
       user who can then attack from above while the opponent is trying
       to figure out where they are. If an opponent blocks this, a
       user's force may propel him downward enough that the force of
       the weapon clash could force the opponents own weapon back into
       the opponent's shoulder or face depending on how strong the
       force of impact is. Typically, the best way to use this is to
       attack the back of the neck or the back, as this was designed to
       be used from a jump and used when coming down on the opponent.
       Typically, this can be a very dangerous attack, as users usually
       use this when opponents are trying to track them. If an opponent
       knows the attack is coming, the attack can be blocked if the
       opponent doesn't have time to dodge, as long as the opponent
       accounts for the increased physical force of the attack.
       - Dragon Soar Flash: This technique is the opposite of the
       dragon hammer slash, and is instead focused on attacking from
       below an opponent while moving upward. This technique uses a
       sword draw to hit an opponent from below, usually meant to hit
       the opponent's chin. There are two modes of this attack. The
       first is a non-lethal move where the user can hit the opponent's
       chin with the butt of their sword, usually knocking the opponent
       back and disorienting them, which is good for users not looking
       to do serious damage to their opponents, and proper strikes can
       be used to knock out opponents when used properly. The second is
       a lethal style attack that will attempt to slash the opponent
       from the chin upward, slicing through the face when done
       properly. If for some reason the attack is blocked though, the
       user can attack upward with an uppercut to attack the back of
       the blade (this doesn't work for double sided weapons) so that
       the extra momentum carries the blade upward. This can also be
       used to knock back weapons that are attacking from above, and
       using the punch to the dull side of the blade to knock the
       opponent back. There are a number of ways to use this attack,
       depending on where the user attacks, though usually this is
       meant to attack the chin. Users can even use Nadeshiko in
       combination with this on stronger opponents to slice through
       opponents more easily. Opponents can block, or dodge the attack
       depending on the strength put into the attack, and there are no
       special techniques that make this technique more than what it
       is, which is mostly an upward sword strike.
       - Earth Wave Slash: This move is another Battojutsu technique,
       one where the user draws the sword downward into the ground in
       order to dislodge the earth using immense speed and force in
       their sword draw. Instead of slashing the opponent, this
       technique is designed to slash the earth and dislodge the earth
       into attacks that are fired at the opponent from the slash,
       usually meant to be used on hard surfaces like rock or concrete
       so that the debris of the attack does as much damage as
       possible. This attack is designed to be used as a means to use
       the earth like projectiles, usually in the form of an attack
       wave generated from the force of the attack, and the earth used
       as projectiles from the force of the slash. This technique is
       very useful for doing damage to opponents, due to the attack
       being able to hit them with strong debris and not really
       requiring as much raw power from the user as one might think.
       This is a simple Battojutsu technique, but requires a good
       strong slash to use, and usually has to fire the attack directly
       in front of where the user is attacking. This makes the attack
       useful, but the opponent can dodge if they move beside the user
       or even manage to get behind the user. This is also best used at
       midrange, as too close and the debris won't hit as hard due to
       not having enough momentum. This is one of the few techniques
       that cannot be combined with Nadeshiko, due to the Nadeshiko
       often messing up this attack, and the Nadeshiko will usually
       slice through the earth rather than dislodge it.
       - Crying Wave: This is a particular technique that is sort of an
       opposite of the Battojutsu style, where instead of attacking
       with a sword draw, the user uses a shingetsu style attack wave
       upon sheathing a sword. When sheathed, the force of the
       sheathing fires a shockwave at opponents, creating a small sonic
       boom upon sheathing the sword. Due to the enhanced sound of the
       wave, the wave has an amplified sound which can affect those
       with enhanced hearing, but can also still impact opponents with
       concussive force and push them back. This is a fairly simple
       wave that is designed to catch opponents off guard, as the
       attack isn't the wave, but instead it is the sound that is
       generated that is the true attack. The enhanced sound can cause
       pain in the hearing of those with enhanced hearing, even to the
       point of knocking them out, with the wave being able to
       disorient those with strong enough hearing. Those with enhanced
       hearing or those with sensitive hearing have the hardest time
       with this technique, and are the ones this technique was made to
       be used against. While the wave can attack people as an impact
       wave up to a certain distance, it is not supposed to be the
       focus of the attack. As a result, this is another technique that
       is great for deception, but only works once as most opponents
       figure out how to counter it if used more than once. Opponents
       that want to avoid the effects of this need only come up with
       some way to drown out the sound, in which they can avoid the
       sound by making sure the sound doesn't reach them, usually with
       some sort of ear coverings that can drown out the sound. The
       attack wave is not usually too strong, usually just being strong
       enough to knock opponents back, and not enough to do any serious
       damage.
       - Slicing Sword Dance: This is a very advanced sword draw
       technique, one of the most difficult to do in the Shingetsu
       style. This attack is done when unsheathing the sword, but
       instead of using a normal battojutsu, the user simply opens the
       sheath about a third of the way when using this. The thing that
       makes this difficult though is not the unsheathing of the blade,
       but how the blade has to be unsheathed. Most people wouldn't
       think that this technique is a battojutsu style technique, since
       the sword isn't drawn with much force. However, when drawn, the
       user has to use their draw to create a force that is amplified
       and ricocheted off the blade itself and fired at the opponent
       which takes a mastery of concentrating one's force, and of
       mastering both aspects of the Shingetsu style. Most mistake this
       for reflected light when the force appears fired from the blade,
       but the force creates a powerful wave that is fired from the
       blade at opponents. Instead of drawing the sword from the side,
       the user holds the blade in front of them, and then draws the
       blade out, in which the blade reflecting the light has to be
       facing the direction the user wants to attack from. For the most
       part, this technique is very difficult to get just right, since
       it requires conflicting force to draw the blade, and even more
       difficult to get that force to reflect and amplify on the blade
       till it fires a wave. This technique moves extremely fast, being
       difficult to dodge, and is one of the top level skills of the
       Shingetsu style for good reason. However, opponents that can
       move fast enough can dodge this, and some can block this if they
       have proper defenses strong enough to handle the wave. Unlike
       other shockwave attacks, this one is fully visible due to the
       reflected light.
       - Nine Head Dragon Slash: This is perhaps the strongest and most
       dangerous of the Shingetsu style's Nadeshiko substyle, and
       requires immense speed to pull off. This technique, when done
       correctly, attacks 9 different vital points in such quick
       succession that it seems the attacks happen simultaneously.
       This, as one might imagine, is very difficult to do, requiring
       immense speed to even attempt. When this technque is executed,
       the user simply must do a quick charge towards the opponent, and
       use the momentum to carry them into this attack. This technique
       was originally designed to train for the final attack of the
       Hiten Mitsurugi style, but was refocused into it's own attack
       for the Shingetsu style. This attack requires immense speed and
       strength in order to be able to do this, since this requires
       attacking 9 points almost at the same time. The main idea behind
       this attack is that opponents would have a hard time dodging 9
       simultaneous attacks, with the best way to dodge being to land
       an attack on the user before this technique has a chance to
       fully get into effect. This was originally designed to teach the
       speed necessary for the final attack of the Hiten Mitsurugi
       Style, so it's designed to be fast as the Hiten Mitsurugi style
       is about speed. Though faster opponents might still be able to
       dodge if they account for all 9 attacks, though the best way is
       still to hit before this attack hits which stops this attack, or
       move away from all nine attacks by dodging to the side rather
       than trying to go above or below the attacks.
       - Soaring Dragon Slash: This is a battojutsu style technique
       that is one of the strongest techniques this style can release
       that was based on the Hiten Mitsurugi style. This appears to be
       a normal battojutsu to most, however, the things that set this
       apart is the extra step and the powerful vortex of the air
       around the user that is created from the attack. When this move
       is used, normally 3 steps are made and the battojutsu is made
       normally in order to avoid the fourth step and putting the leg
       in path of the sword that could result in a user cutting off
       their leg. However, with this move, there is a fourth step,
       which is usually not made because of the danger mentioned
       earlier of the leg being in the path of the sword slash.
       However, this extra step is vital, and when done, it boosts the
       speed and power of the strike to the point of almost being
       invisible. Countering this move requires knowing when the sword
       will be drawn and slashing before the move is executed to stop
       the sword. This sword can break through weapons and armor, and,
       when the move is executed or even when blocked, can create a
       vortex of wind which draws the opponent towards the user or
       anything close by, which can then lead to the user using other
       moves if they fail to hit with this style while the user is
       trying to avoid the effects of the attack. The best way to avoid
       this is to not be within range of the vortex, either teleporting
       away, or if fast enough, getting behind the opponent where the
       vortex doesn't affect the opponent, or getting somewhere the
       vortex of air can't reach the opponent. Opponents who do know
       how this technique works will know that this technique is
       difficult to dodge and almost impossible to block because of the
       force of this attack, but the only real way to stop the attack
       is to stop it before the user draws the blade, in which the
       opponent has 4 steps to stop the user before the attack is made
       and the vortex is created.
       Martial Arts Shingetsu Style Abilities:
       - Shingetsu Martial Arts Style: Many are familiar with the
       Shingetsu style through people who use the sword style, but very
       few have ever seen the martial arts style version of the
       Shingetsu style. This martial arts style focuses on two aspects:
       Nadeshiko (Armor Piercer), and Junbi (Ready Stance). The
       Nadeshiko aspect is fairly self explanatory (With it's name of
       armor piercer), but the Junbi aspect is a bit more difficult.
       Junbi converts their movement from their ready stance into pure
       combat power, which is designed to break through defensive
       styles. The martial arts style of the Shingetsu style is a power
       based combat, and is designed to dominate a fight by keeping the
       user on the offensive. With the Nadeshiko allowing the user to
       concentrate their physical kinetic force into slicing attacks,
       combining it with Junbi makes a combat style that is designed to
       break most defense styles and designed to overpower even the
       stronger enemies due to how the two aspects combine in the
       style. When used properly, advanced users of this style will be
       able to slice through opponents with a punch even if they block
       the attack, making this a very dangerous and potentially deadly
       style when used properly. While this style isn't taught in
       martial arts any longer, there are still users who use this
       style. Typically, those that have successfully fought against
       this style have done so through dodging and counter attacks, due
       to defense techniques usually not working well in this style.
       For Wolfwing, he is one of the few known masters of this style,
       and known for being a very deadly fighter. Wolfwing has been
       known to defeat many people with this style in just one hit, due
       to his physical strength being enough to punch through someone,
       so few are brave enough to fight him when he's using his full
       strength.
       - Shingetsu Nadeshiko (Armor Piercer Substyle): This is the
       first substyle of the Shingetsu style that applies to both the
       martial arts version and sword style version of the Shingetsu
       style, which is the Nadeshiko technique, or also known as the
       Armor Piercer technique. This substyle is a main focus of the
       style, in which the user is able to concentrate physical force
       into a single point to split an object at the point of impact.
       When focusing the style, users have to focus on the point they
       want to attack, and then use their force to create a line that
       splits the object through concentration. If done properly, their
       attack will not hit as a normal physical attack, but will simply
       slice something cleanly in half. This is an aspect in both the
       martial arts style and the sword style version of the Shingetsu
       style, and can be done using a simple physical combat attack
       like a punch or kick can cut into an opponent, or a sword slash
       to concentrate the sword slash's affect. Masters of the style
       that are skilled enough have also been able to slice through
       things with the sheath of their weapons, or some people can even
       slice through armor with a simple kick or punch. This style was
       originally designed, as one might guess from the name, to slice
       through armor and tougher materials during early wars when
       swordsman needed ways to get through armored opponents, whether
       it was through physical combat or through the sword style. This
       technique requires focus at first, but masters of the style can
       usually do this subconsciously with enough practice. Countering
       this is usually best done through dodging, since this is
       designed to slice through even metal armors and shields. Since
       this is a concentration technique, another way to prevent this
       from working is to interrupt the user's concentration, or
       interrupt the impact force which will usually make this
       technique not work properly.
       - Shingetsu Junbi (Ready Stance Substyle): This is the second
       substyle of the Shingetsu style, which is specific to the
       martial arts version of the style. Unlike the Battojutsu of the
       sword style, this style is focused around the ready stance, and
       focusing kinetic energy in the ready stance to push their
       physical force when they get ready to move. While Battojutsu is
       about speed, Junbi is about power. While speed is a big
       component in mastering the movement in this substyle, and agile
       movement is necessary for this style as a whole, the focused
       power is the main focus of this substyle. When used, a user
       focuses their physical strength using the ready stance like a
       conduit for their body's force, and then uses their movement to
       push that force depending on where they move. When used
       properly, this substyle is designed to allow one to push the
       focused physical force of their ready stance into their combat.
       There are two ways to use this stance effectively. The first is
       what this style is known for, which is pushing this force into
       an attack in order to attack an opponent from the ready stance.
       This is a fairly basic use, and a purely offensive use of this
       substyle. The second is to use this to push the user in a
       certain direction, usually in combination with a stepping method
       that will let them move fast. This is a defensive technique,
       usually used for dodging attacks and countering when moving away
       from attacks. Usually, these techniques are best used in
       conjunction, where users will dodge an attack and then attack
       the opponent as a counter attack. This style is hard to master
       due to the focus it requires, but once mastered, advanced users
       will be able to focus this substyle subconsciously, and be able
       to move almost instantly from their ready stance into a dodge or
       an attack. When combined with the Nadeshiko, this makes the
       combination of the styles extremely powerful, and very useful in
       combat.
       - Shingetsu Slidestep (Stepping Method): Any swordsman and
       martial artist can attest that any sword style requires precise
       footing, and each combat style needs a way to regulate their
       movement whether it's weapon-based or martial arts-based. There
       are usually certain stepping rules that one needs to avoid, such
       as not moving their leg in front of their sword, so they don't
       risk chopping off their leg when using sword styles, or using
       movement styles in martial arts as a basis for dodging and
       counter attacking. No matter what style one uses, a proper
       stepping method is often the basis of good movement, and most
       users of any style will never advanced without mastering a good
       stepping method. This stepping method style acknowledges those
       concerns, but also acts as a high level stepping method that
       allows a user to use a special stepping method that is designed
       to use sliding to the advantage of the user. Normally, sliding
       around is a danger, but this stepping method uses it to the
       advantage, in which the user can move and use the slide step to
       transfer the momentum into their attack. Of course, as one might
       expect, this can be difficult to master, but advanced users can
       get good enough at it that they are even able to use this to
       create after-images when they move fast enough. The major danger
       to this is using slide and accounting for the friction, due to
       sliding around requiring a user to know how friction will slow
       them and account for it when moving.
       - Martial Arts Attack Focus: Similar to swordsman, martial
       artists developed their own answer to a swordsman's wavelength
       manipulation. Instead of focusing on wavelengths, martial
       artists hone their fighting senses and their fighting spirit to
       focus their attacks using their martial arts honed instincts and
       senses, which allows them to sense things similar to the
       wavelengths of swordsman's. When used, this allows a martial
       artist to concentrate the force of their attack how they desire,
       such as a martial artist who can appear to attack someone and
       the force only damages the person behind them. Unlike swordsman
       who tune to the wavelength of what they're trying to cut,
       martial artists focus more on their attacks and what their
       attacks are going to do. Typically, by focusing on their
       attacks, they can condense and focus only on what they want to
       attack, which allows them to focus on other objects that
       normally people wouldn't be able to punch through. One such
       example is how martial artists chop wooden blocks. Amateur
       martial artists learn to focus and attack the block, snapping it
       in two when they learn to properly focus. However, advanced
       users are able to do things like punching through concrete
       blocks, by focusing their attack power more effectively. When
       used by advanced users, some can even attack and break down
       energy defenses and barriers with this art, once they've
       advanced enough to learn how to utilize their attack focus
       properly. This technique can be countered however, by simply
       forcing the user to change the attack focus of the object or
       person being attacked, such as moving the objects or people
       being attacked to confuse the user. While the attack would do
       damage, the user might not be able to refocus their attack in
       time if done at the right time.
       - Martial Arts Attack Focus: Projectile Ricochet: Thanks to the
       training martial artists use to focus their attacks, some that
       have learned this have learned to use their attack focus to
       reflect projectile attacks using their martial arts abilities.
       Usually, this looks like a normal martial arts parry, except
       that users focus their attack on the kinetic energy of the
       object using their combat trained instincts and senses. If done
       properly, a user can deflect a projectile, usually deflecting it
       to the side, or in another direction using defensive parry
       techniques. This only requires the martial artist to be able to
       react in time, as they need only focus their attack force in
       order to use this. At first, this requires concentration as it's
       nowhere near as easy as it sounds, but advanced martial artists
       eventually learn to do this pretty easily. Masters of this skill
       are even able to even use this to catch projectiles, or even
       turn them back on users (this only works depending on the
       projectile as some cannot be turned back). Some masters of this
       art have even been known to catch arrows or even bullets, and
       some can grab and throw certain projectile attacks back at a
       user. This is a very advanced art, requiring a lot of skill to
       learn and master. Depending on the skill level of the user,
       users do have to be able to react fast enough to be able to
       focus their attack. While experienced users can do this
       subconsciously and have more time to react, even faster users of
       this may not be able to reflect certain projectiles if they
       don't have the time to focus on the projectile. Things like
       bullets and faster moving projectiles are very difficult to
       deflect or catch, so opponents can usually take advantage of
       this in battle if they have faster projectiles they can use.
       - Martial Arts Defense Focus: When it comes to martial arts,
       attacking is not the only part to being an advanced martial
       artist. In order to defend oneself against stronger attacks, a
       martial artist cannot always rely on armor or shields, so they
       substituted this combat training to allow a martial artist to
       more easily defend attacks. This combines a few different facts
       and training. The first is the defensive styles of the combat
       style, which is different for every style. Some may focus on
       counters, some on blocking, or some on fast stepping methods,
       but the methods all involve incorporating some portion of that
       into defense in some way. Combined with this, martial artists
       also learn to concentrate on their physical strength, tensing up
       their muscles in order to strengthen them in response to an
       attack. By doing so, they can more easily block, and the tensed
       muscles can more easily absorb the impact of the attack. Simpler
       uses of this just require blocking an attack using this, but
       some advanced users have even been known to even block sword
       blades without getting hurt (though this typically takes
       advanced martial artists). Users simply have to concentrate on
       their defense and their muscles, using their focus instead to
       focus on defense instead of attack, and they can usually learn
       to do this. Some styles have specific techniques to use this,
       and some just use this focus on it's own. Even though this is a
       basic skill, it can still be effective when used properly, and
       martial artists usually learn this to block supernatural or
       other attacks they wouldn't normally block, as some have even
       managed to block energy attacks with this. Of course, as one
       might imagine, this combat focus is purely defensive, and
       designed to either block or redirect attacks depending on the
       combat style. However, the power the martial artist can muster
       using this technique is not always able to stop attacks, and
       most have to settle for redirecting attacks rather than just
       blocking attacks (like redirecting an attack to the side rather
       than trying to stop the attack in its tracks). This is a hard
       skill to master, and typically requires special physical
       training to use properly.
       - Martial Arts Attack Focus: Form Negation: Martial artists know
       that attacking carelessly can be dangerous, especially against
       supernaturals. This training technique was developed as part of
       the attack focus training, in which martial artists developed
       this particular training to attack someone who is either
       intangible or in some sort of energy or elemental form. This
       uses the attack focus ability, along with the martial arts
       trained instincts and senses to focus the users attack to the
       opponent's real body, rather than the form they are in. Many
       might considering this a "supernatural" feat, but this is purely
       a combat feat that requires focus and concentration that martial
       artists learn to hone through their training as they get to an
       advanced level. For example, someone in an energy form could be
       attacked, but instead of attacking the energy form, the martial
       artists focuses on attacking the body of the opponent rather
       than carelessly attacking the energy form. When done properly,
       the attack will hit the person even though they are in energy
       form. At first, this often requires concentration and honing a
       martial artists combat senses, but over time, advanced users
       will learn to use this subconsciously. This works on almost any
       intangible, energy or elemental form opponents can take, as long
       as the user concentrates properly. Since each form is different
       and each person requires a different focus, each person has to
       be attacked different when used, making this something that has
       to be tuned to each opponent individually. Opponents can counter
       this by displacing their form, specifically to prevent their
       actual body from being hit, essentially dodging this technique.
       Because this uses attack force focus, simply dodging the attack
       in an intangible form isn't how one avoids this, as they have to
       know where the user is focusing their attack, which opponents
       who know how this training works can figure out where the user
       is going to attack.
       - Martial Arts Defense Focus: Energy Negation: Just like how
       martial artists learned to fight supernaturals in energy form,
       they also learned how to use their attack focus to focus their
       attack force to develop their own answer to opponents who use
       energy attacks. When using this, martial artists learn to focus
       their attack force to energy itself, where they used their
       martial arts honed senses and instincts to learn how to focus
       their attack to dispel energy attacks. When used, a user focuses
       the force of their attack on the energy itself, and by doing so
       they can attack the bonds that hold the energy together using
       their attack focus. When used properly, this will dispel the
       energy at the point of the attack and dispel the energy of
       projectile type attacks or other energy techniques that the
       martial artist focuses on. This technique is difficult to
       master, but is a very useful technique for martial artists with
       no supernatural abilities, as this gives many martial artists
       something they can use to fight supernaturals. 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 attack
       focus 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 requires different attack focuses) 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 position of the energy used, if they know how this
       ability works (which those who see similar abilities will know
       how it works) so that their attack doesn't hit the point the
       attack focus needs to hit.
       - Double Fist: This martial arts move uses a seemingly normal
       junpi stance move which uses a powerful attack from the junpi
       stance to launch a strong and speedy attack, but the difference
       is that in addition to the punch that is thrown, the user also
       uses their other fist for a second punch in quick succession,
       striking with the power of the momentum of their first attack to
       carry them into the second to the point that the attacks happen
       almost simultaneously. This attack is meant to fool opponents
       into focusing on the first punch, but not on the second punch
       coming from the other side, which usually is set to hit someone
       in the chest or at a pressure point since the second attack
       normally wouldn't do too much damage since all the power goes
       into the first attack. This attack can be combined with the
       Nadeshiko or the martial arts focus when used by advanced users,
       and can make the attacks slash opponents if the attack hits. If
       an opponent is hit by this, they will often find that the force
       of this attack is usually able to break someone's ribs, since
       the chest is usually the target of the second attack. While the
       first attack is usually stronger and the second is strongly
       attacking a vital, it is usually the combination of attacks that
       makes this so dangerous. Since there are two attacks, usually
       focusing on one will make the other easier to hit with, and most
       opponents wouldn't even see the second attack unless they have
       special martial arts training. While this may seem like a great
       technique of deception though, this usually only works once,
       since the opponent usually catches on to the style's use of this
       technique if used enough times.
       - Punching Slash Wave: This technique is a modification of the
       Nadeshiko style, where the user doesn't focus into a point of
       attack, but rather, focuses their power into a slashing wave by
       focusing their attack force. This has the same effect on an
       opponent as the normal attack, except that the attack hits from
       a wave instead of a normal punch or kick (this can be used as a
       punch or a kick depending on what the user wants to do). This
       was designed to send the force of a Nadeshiko punch to fight
       opponents who fight from further away, since not all martial
       artists can fight at mid-range (as most martial artists cannot
       attack beyond close range). This attack can either be focused
       into one large attack wave for more damage, or advanced users
       can focus this wave into a collection of smaller attack waves
       for more chances to hit an opponent depending on how the user
       uses this technique. This technique is a fairly basic shockwave
       style attack that is designed to transfer the force of an attack
       across an area, which is normally invisible to users. However,
       some users can still tell when this attack is used, usually
       those with highly honed combat instincts or those that know how
       these kinds of techniques work. This is another attack that can
       deceive opponents the first time it's used, since most aren't
       able to tell there's a shockwave style attack that comes from
       the punch or kick that fires this attack. Though after the first
       attack, usually opponents figure out how this technique works
       and learn to avoid it.
       - Cherry Blossom Blast Wave: This attack is another attack of
       the Nadeshiko part of the Shingetsu martial arts style, that
       uses powerful attack focus shockwaves in a more advanced
       technique. These waves are focused and powerful enough to bend
       the light around them, which causes certain effects on the light
       affected. The body has to move swiftly and very fast so the
       attack focus waves nearly overlap. The technique creates the
       optical illusion of what looks like cherry blossom pedals around
       the user and the waves generated by their attack, but is merely
       an optical illusion which ended up becoming the name for this
       attack as the cherry blossom pedal optical illusion became
       associated with this technique. The attack still works like a
       Nadeshiko slashing wave using a martial arts style attack,
       except the waves move far faster and do more damage, and are
       more visible due to the optical illusion that looks like cherry
       blossom pedals as the light is bent around the waves. Typically,
       the force of this attack is stronger than a normal attack wave,
       and the attack focus waves are meant to hit in quick succession
       to make this harder to dodge. However, it is possible to dodge
       these attacks, but requires precise movement and very fast
       reflexes to dodge these waves. Depending on how the attack is
       launched, the attack could be one large wave, or a collection of
       smaller waves depending on how advanced the user of this attack
       is. This is hard to tell though since the wave itself is not
       usually visible since it's usually hidden by the bent light
       around it, though one can tell by the cherry blossom pedal
       illusion where the general wave is or how the wave is generated.
       It is also noteworthy that the light bent by the waves of the
       attack is not quite as impressive as it sounds, as it is more
       just an affect on the air around the attack rather than being
       some space-bending feat like most think.
       - Cresent Kick: This is a combination of the Nadeshiko and the
       Junpi substyles, where users are able to use this if they have
       mastered both styles. When using this technique, the user does a
       Junpi style kick, bringing their kick forward into an upward
       kick. However, the difference is that this technique creates a
       wave from the Junpi kick using the Nadeshiko style that creates
       a slashing wave to attack opponents from farther away. This is a
       good move to use when the opponent is not expecting a slightly
       more distanced attack, as the user can use this and attack from
       farther away, catching the opponent off-guard since most of the
       shockwave attacks are not able to be seen typically.
       Essentially, the user wants everything to be in one swift
       movement, where they use the Junpi kick straight into a
       Nadeshiko attack focus wave in one swift motion. Unlike the
       normal wave, which is fired, this wave stays for a short time up
       to two feet in front of the sword's blade where it was used, and
       can be used to essentially extend the range of a normal kick
       attack in a crescent looking motion. This requires the use of
       both Nadeshiko and Junpi, which means users must know both
       substyles to use this technique, and be able to combine the two
       naturally. This attack is usually great for opponents just
       outside the range of normal attack range with a kick, but this
       is another technique that typically only works once, and
       opponents usually have to still be within a certain range for
       this attack to work properly, as this wave cannot be fired at
       opponents like most think. This can also be used in an uppercut
       punch if using a shorter range, but most users prefer kicks due
       to kicks usually being stronger as punches are in fights and
       kicks have longer range.
       - Two Sided Smash: This move is a special Junpi style technique,
       where the user starts with a short charge to the opponent. When
       the user gets close, the user attacks with a punch to the front
       of the opponent, then as they get behind the opponent (by moving
       beside them when they move to block the attack) they user their
       momentum to spin and do another elbow attack to their back while
       they're stopped from the first attack. This attack is a two
       stage attack, designed to hit from both the front and back in
       quick succession if the attack is done properly. This requires
       careful movement, and predicting where the opponent will move to
       if they try to dodge the attack, since this technique is
       designed to hit twice. If the user misses the first attack, it
       is possible to adjust their stance to make the second attack
       easier to hit, but requires fast reaction and being able to move
       effectively so they don't lose any momentum of their attack.
       When done properly, this should all be in one solid flow of
       movement where the user does the first attack and then moves
       immediately into the second attack. This technique is designed
       to be done with great speed, and if done correctly, both attacks
       should hit close to the same time. If an opponent wants to dodge
       this technique, the best way is to just get out of the way of
       it, and if the opponent knows that the second attack is coming,
       they can still dodge the attack. If an opponent does fall for
       this, it usually only works once as opponents usually figure out
       how this works if used more than once.
       - Wave Breaker: This technique is another powerful move that
       uses the Nadeshiko style. This style fires a martial arts focus
       attack wave similar to the normal attack wave, except that this
       attack is fired using higher power and physical force. Instead
       of just hitting an opponent with a piercing attack wave, the
       attack focus wave bursts into multiple attack piercing/slash
       waves when it hits something, allowing the larger attack wave to
       do far more damage by splitting into smaller waves that can
       slash anything the smaller waves hit with piercing attacks. This
       technique is a very powerful attack wave which can do severe
       damage to an opponent if they are hit by it, which can easily
       have the technique burst in up to 10 smaller attack waves
       depending on how the technique is used. This can be great for
       attacking groups, or hitting an opponent multiple times with one
       technique. While it may not seem like a strong technique, this
       can easily put multiple attacks on an opponent at once, which is
       usually very confusing for opponents who mistake this for one
       attack doing the damage of multiple strikes. This technique
       requires a lot of physical power to use though, far more than a
       normal attack due to how much power has to be put into it for
       the wave to have the kind of stopping power it has to have, but
       also the physical force has to be concentrated properly using
       Nadeshiko or else the technique's waves won't have the desired
       effect. Opponents can also probably figure out how this works
       after it's been used, as some smarter opponents might figure it
       out after seeing it being used. This can be dodged by opponents,
       as an opponent needs only dodge the larger single wave, and they
       can probably avoid the smaller waves that do the actual damage.
       - Dragon Hammer Smash: Based on another style's technique, this
       style uses a powerful attack from above an opponent using the
       Junpi substyle. During this move, the user has to get above the
       opponent, and then attack while they're on their way downward,
       striking an opponent from above. This can be done using either a
       kick or a punch depending on what the user wants to do. When
       moving downward, the user uses their momentum to strike at an
       opponent, and attack from above, in which the momentum of the
       attack, and the momentum of the move downward make a very strong
       attack designed to damage an opponent from the top down by using
       gravity to amplify the force of the attack. This is best used
       when an opponent is unaware of the coming attack, usually if the
       opponent has lost track of the user who can then attack from
       above while the opponent is trying to figure out where they are.
       If an opponent blocks this, a user's force may propel him
       downward enough that the force of the attack clash could force
       the opponent's own arm back onto the opponent's shoulder or face
       depending on how strong the force of impact is. Advanced users
       can also combine this with Nadeshiko to make the attack a
       slicing style attack that can slice an opponent in addition to
       the attack usually breaking one's defense. Typically, the best
       way to use this is to attack the back of the neck or the back,
       as this was designed to be used from a jump and used when coming
       down on the opponent. Typically, this can be a very dangerous
       attack, as users usually use this when opponents are trying to
       track them. If an opponent knows the attack is coming, the
       attack can be blocked if the opponent doesn't have time to
       dodge, as long as the opponent accounts for the increased
       physical force of the attack.
       - Dragon Soar Flash: This technique is the opposite of the
       dragon hammer smash, and is instead focused on attacking from
       below an opponent while moving upward. This technique uses a
       Junpi attack to hit an opponent from below, usually meant to hit
       the opponent's chin. There are two modes of this attack. The
       first is an uppercut where the user can hit the opponent's chin
       with a Junpi uppercut, usually knocking the opponent back and
       disorienting them, which is good for users not looking to do
       serious damage to their opponents, and proper strikes can be
       used to knock out opponents when used properly. The second is a
       lethal style attack that uses a kick to attack the opponent at
       the neck, which can break their neck when done properly. If for
       some reason the attack is blocked though, the user can put more
       power by using their other hand and pushing on their elbow so
       that the extra momentum carries the uppercut upward (this only
       works on the uppercut and not the lethal version. This can also
       be used to knock back attacks that are coming from above, and
       using the punch to the dull side of the blade to knock the
       opponent back when the attacks clash. There are a number of ways
       to use this attack, depending on where the user attacks, though
       usually this is meant to attack the chin or the neck. Users can
       even use Nadeshiko in combination with this on stronger
       opponents to make the attack a slicing attack. Opponents can
       block, or dodge the attack depending on the strength put into
       the attack, and there are no special techniques that make this
       technique more than what it is, which is mostly just an upward
       uppercut strike or an upward kick designed to break the neck of
       the opponent.
       - Earth Wave Smash: This move is another Junpi technique, one
       where the user uses a body movement to kick into the ground in
       order to dislodge the earth using immense speed and force in
       their physical attack. Instead of attacking the opponent, this
       technique is designed to attack the earth and dislodge the earth
       into attacks that are fired at the opponent from the attack,
       usually meant to be used on hard surfaces like rock or concrete
       so that the debris of the attack does as much damage as
       possible. This attack is designed to be used as a means to use
       the earth like projectiles, usually in the form of an attack
       wave generated from the force of the attack, and the earth used
       as projectiles from the force of the attack. This technique is
       very useful for doing damage to opponents, due to the attack
       being able to hit them with strong debris and not really
       requiring as much raw power from the user as one might think.
       This is a simple Junpi technique, but requires a good strong
       kick into the ground to use, and usually has to fire the attack
       directly in front of where the user is attacking. This makes the
       attack useful, but the opponent can dodge if they move beside
       the user or even manage to get behind the user. This is also
       best used at midrange, as too close and the debris won't hit as
       hard due to not having enough momentum. This is one of the few
       techniques that cannot be combined with Nadeshiko, due to the
       Nadeshiko often messing up this attack, and the Nadeshiko will
       usually slice through the earth rather than dislodge it to fire
       at the opponent.
       - Screaming Clap: This is stranger version of the technique
       Crying Wave but instead of a normal Junpi attack, the user uses
       goes from an attack straight into their ready stance. Upon doing
       so, the opponent moves and claps their hands together, the force
       of the clap's enhanced Junpi style movement fires a shockwave at
       opponents, creating a small sonic boom upon clapping their hands
       together when going back into their ready stance. Due to the
       enhanced sound of the wave, the wave has an amplified sound
       which can affect those with enhanced hearing, but can also still
       impact opponents with concussive force and push them back. This
       is a fairly simple attack that is designed to catch opponents
       off guard, as the attack isn't the wave, but instead it is the
       sound that is generated that is the true attack. The enhanced
       sound can cause pain in the hearing of those with enhanced
       hearing, even to the point of knocking them out, with the wave
       being able to disorient those with strong enough hearing. Those
       with enhanced hearing or those with sensitive hearing have the
       hardest time with this technique, and are the ones this
       technique was made to be used against. While the wave can attack
       people as an impact wave up to a certain distance, it is not
       supposed to be the focus of the attack. As a result, this is
       another technique that is great for deception, but only works
       once as most opponents figure out how to counter it if used more
       than once. Opponents that want to avoid the effects of this need
       only come up with some way to drown out the sound, in which they
       can avoid the sound by making sure the sound doesn't reach them,
       usually with some sort of ear coverings that can drown out the
       sound. The attack wave is not usually too strong, usually just
       being strong enough to knock opponents back, and not enough to
       do any serious damage to opponents with the wave impact alone.
       - Slicing Uppercut Dance: This is a very advanced Junpi and
       Nadeshiko technique, one of the most difficult to do in the
       Shingetsu style. This attack is done when going from the ready
       stance into an uppercut, but instead of using a normal Junpi,
       the user simply stops the attack before completely finishing the
       uppercut. The thing that makes this difficult though is not the
       uppercut of itself, but how the uppercut has to be done. Most
       people wouldn't think that this technique is a Junpi style
       technique, since the attack doesn't seem to generate much force.
       However, when used, the user has to use their attack to create a
       force that is amplified and ricocheted off the air itself. When
       used properly, this displaces the light around someone and can
       be fired at the opponent in the attack wave which takes a
       mastery of concentrating one's force, and of mastering both
       substyle aspects of the Shingetsu style. Most mistake this for
       reflected light when the force appears fired from the attack,
       but the force creates a powerful wave that is fired from the
       attack at opponents. Instead of moving the attack upward from
       below, the user does the attack and focuses it in front of them,
       and then uses the attack going forward instead of upward, in
       which the attack wave reflecting the light has to be facing the
       direction the user wants to attack from. For the most part, this
       technique is very difficult to get just right, since it requires
       conflicting force to use the uppercut in a way that the force
       reflects off the air itself, and even more difficult to get that
       force to reflect and amplify on the attack wave till it fires
       this attack as a wave. This technique moves extremely fast,
       being difficult to dodge, and is one of the top level skills of
       the Shingetsu style for good reason. However, opponents that can
       move fast enough can dodge this, and some can block this if they
       have proper defenses strong enough to handle the wave. Unlike
       other shockwave attacks, this one is fully visible due to the
       reflected light.
       - Nine Head Dragon Smash: This is perhaps the strongest and most
       dangerous of the Shingetsu style's Nadeshiko substyle, and
       requires immense speed to pull off. This technique, when done
       correctly, attacks 9 different vital points in such quick
       succession that it seems the attacks happen simultaneously.
       This, as one might imagine, is very difficult to do, requiring
       immense speed to even attempt. When this technique is executed,
       the user simply must do a quick charge towards the opponent, and
       use the momentum to carry them into this attack. When used, this
       attack allows a user to attack 9 different vitals almost
       simultaneously, and does heavy slicing damage thanks to the
       Nadeshiko being used in this attack. This technique was
       originally designed to train for the final attack of the Hiten
       Mitsurugi style, but was refocused into it's own attack for the
       Shingetsu style, and then repurposed in the martial arts version
       of the Shingetsu style. This attack requires immense speed and
       strength in order to be able to do this, since this requires
       attacking 9 points almost at the same time. The main idea behind
       this attack is that opponents would have a hard time dodging 9
       simultaneous attacks, with the best way to dodge being to land
       an attack on the user before this technique has a chance to
       fully get into effect. This was originally designed to teach the
       speed necessary for the final attack of the Hiten Mitsurugi
       Style, so it's designed to be extremely fast as the Hiten
       Mitsurugi style is about speed. Though faster opponents might
       still be able to dodge if they account for all 9 attacks, though
       the best way is still to hit before this attack hits which stops
       this attack, or move away from all nine attacks by dodging to
       the side rather than trying to go above or below the attacks.
       This attack was designed to be very difficult to dodge or block,
       but experienced enough users can find ways to if they know how
       the attack works.
       - Soaring Dragon Slash: This is a Junpi style technique that is
       one of the strongest techniques this style can release that was
       based on the Hiten Mitsurugi style. This appears to be a normal
       Junpi uppercut to most, however, the things that set this apart
       is the extra step and the powerful vortex of the air around the
       user that is created from the attack. When this move is used,
       normally 3 steps are made and the Junpi attack is made normally
       in order to avoid the fourth step and putting the leg in path of
       the attack that could result in a user hitting their leg.
       However, with this move, there is a fourth step, which is
       usually not made because of the danger mentioned earlier of the
       leg being in the path of the attack. However, this extra step is
       vital, and when done, it boosts the speed and power of the
       strike to the point of almost being invisible. Countering this
       move requires knowing when the attack will be used and attacking
       before the move is executed to stop the uppercut before it
       reaches a certain point. This uppercut Junpi attack can break
       through weapons and armor using Nadeshiko, and, when the move is
       executed or even when blocked, can create a vortex of wind which
       draws the opponent towards the user or anything close by, which
       can then lead to the user using other moves if they fail to hit
       with this attack while the user is trying to pulled into the
       vortex of wind. The best way to avoid this is to not be within
       range of the vortex, either teleporting away, or if fast enough,
       getting behind the opponent where the vortex doesn't affect the
       opponent, or getting somewhere the vortex of air can't reach the
       opponent. Opponents who do know how this technique works will
       know that this technique is difficult to dodge and almost
       impossible to block because of the force of this attack, but the
       only real way to stop the attack is to stop it before the user
       draws the blade, in which the opponent has 4 steps to stop the
       user before the attack is made and the vortex is created.
       Darkwolf and Darkfire Combat Styles Abilities:
       - Imperfect Darkwolf Instinct Style: This is the fighting style
       of the Darkwolf family, which is taught in their clan. This
       style focuses and hones the instincts of a fighter, and teaches
       them how to react rather than think about how to react like most
       have to. This style uses simple combat mastery to train the
       body, in which the user literally trains them in basic movements
       and techniques until the user learns to do the moves
       instinctively. By using this style, the Darkwolf family focuses
       on one thing: Honing one's combat potential. This style uses
       basic martial arts knowledge, such as grappling opponents,
       counter strikes, dodging techniques and many other combat
       techniques. This is a very simple style designed to allow the
       body to train its instinctual movements, to the level that
       advanced users can fight without having to wait for their brains
       to process what's going on around them. By training in this
       style, users learn to focus on clearing their mind, not thinking
       about their techniques or combat tactics, but rather harnessing
       their body's natural ability to react to danger to the fullest.
       Other advanced users of this style can even dodge and fight in
       their sleep, due to how honed the body is. As one might expect,
       this combat style is about honing the body rather than just
       learning how to defend oneself. As such, the focus isn't just
       about fighting, but around teaching the body the necessary
       skills it needs such as improving hand-eye coordination or
       pushing one's physical states to their highest level so that
       they can operate at their peak efficiency. In terms of
       weaknesses, this style is very simple (as any more complicated
       would make this style unable to work in the manner this style is
       meant to work) so attacks can be quite predictable if one
       watches how one moves. Some have observed muscle movements and
       how the body moves in response to attacks, which can give away
       what the body will do. Another thing is that users of this style
       rarely ever master it, with only a few masters ever known to
       have existed. The reason users cannot usually master this is
       their inability to clear their minds, as that is an absolutely
       necessary use of this style. Without being able to clear one's
       mind completely, users are usually limited in how they can
       respond or attack (in that their attacks and dodges aren't as
       effective), and most users don't use their full capabilities in
       this style without mastery. And as one might guess, this can be
       outclassed by certain other styles, specifically if the opponent
       is faster or more skilled in their style. Due to the simplicity
       of the style, it can often also be very predictable, as
       reactions to attacks are pretty basic. This style doesn't have
       any real complicated aspects (even though the main aspects are
       nearly impossible for most to master), so this style is much
       more simple than most styles, requiring repetition more than
       learning new combat techniques which does hurt the style in that
       the style doesn't always have answers for every kind of attack.
       For Kaidon, even he has not mastered this style, and cannot use
       it to the same effect as Sirion in London or his world
       can/could. Even with his Darkfire Disciplined mind training,
       Kaidon cannot even forcibly clear his mind enough to reach a
       state of being that he can master this. Kaidon has tried
       combining this with his Shingetsu style and Darkfire Kenpo style
       unsuccessfully thus far. However, Kaidon has learned to switch
       almost instantly from this style to his Darkfire Kenpo and
       Shingetsu styles, in which he can use this for defense, while
       using his Shingetsu or Darkfire Kenpo to attack, which allows
       him options for both defense and offense.
       - Darkwolf Instinct Sub-Style: Instinctual Movement: This is the
       first substyle of the Darkwolf combat style. Utilizing basic
       training, the body is conditioned through repeated movements to
       react to danger on its own through instinct. This style, as
       mentioned, hones the body's potential as it is designed to do.
       The instinctual movement allows users to use this style not just
       in battle, but can use this movement to respond to everyday
       situations as well. For example, if someone knocks something off
       a counter, someone trained in this style would instinctively
       catch it without thinking, or one with this style could avoid
       tripping due to the instinctual movement being able to
       compensate if the body is off balance. This style has plenty of
       uses, and is not designed to be the ultimate fighting style
       (even though mastering it makes it a very dangerous style to
       have to fight), as the style is more about bringing out the
       body's full potential than about fighting. As such, this part of
       the style is more about defense than offense, as the body is
       usually not taught attack straight away. In battle, the body
       often reacts defensively, usually responding to attacks with
       defensive dodges and sometimes with counterattacks depending on
       how the user uses this style. As mentioned before, this style
       requires one to clear their mind and not think about their
       movements, as this is a purely instinctual style that requires
       the body to react on instinct, rather than wait for the mind to
       make decisions about how to react. Due to this, this is perhaps
       one of the fastest styles to combat, as users move not only
       faster than most styles due to how they react, but also react
       faster than almost any other style. Because of it's requirements
       to clear the mind though, this portion of the style is hardest
       to master, as most people cannot clear their minds nearly enough
       to master this power. And when this style is unmastered, this
       style only operates partially at it's intended use, as the body
       doesn't react as fast or attack as fast when this style is not
       mastered. This substyle is not only hard to learn despite it's
       simple nature, but this style is almost impossible to master
       unless one has enough experience no matter how talented their
       natural combat talent is, as even those with special
       supernatural combat copying techniques cannot copy this style's
       mastered state. However, those that fight this style will find
       that this style can be predicted if an opponent understands how
       the body moves and responds to stimuli.
       - Darkwolf Instinct Sub-Style: Calmed Presence: This sub-style
       is based more around clearing the mind, which is designed to
       remove distractions to the mind and allow it stronger focus, as
       well as better control of their movement and combat style. By
       honing one's focus, the idea is that one can more easily clear
       their mind and improve their focus. This isn't just for battle,
       but designed to be used in everyday life. For example, increased
       focus can help with learning, improving completion of tasks, and
       even improve memory. In battle, the focus is on the fight, and
       usually focusing on clearing the mind so the body can move to
       fight on instinct. Training in this sub style is often different
       for everyone, though many people often learn this sub style
       through meditation as meditation usually helps clear the mind.
       However, it isn't just about clearing the mind of thought, but
       also, to an extent, clearing the mind of emotions as well. When
       used properly, this calms to the body and mind, granting the
       body and mind a better focus. As mentioned, the mind gains a
       better focus that can help with more than just reflexes and
       reactions, while the body gains a better focus and movement
       through this presence. The major effect to this though is that
       the presence becomes extremely calm and clear, where the
       fighter's presence seems to be far more controlled than most
       fighters would be. For most beings, their energy radiates from
       their body and often is able to be read by others. However, with
       this style, the energy coming from the body is calm, and doesn't
       change in and out of battle. This has a few advantages,
       including helping the body stay in a better state so the body is
       harder to wear down and the calmed energy makes reading the
       user's movements extremely difficult, as most styles that read
       opponent's moves often require reading the "aura" they give off
       that often reacts to how they want to react to danger. Of
       course, this presence is more about focus and control, so it
       isn't really about power or speed. Users can usually more easily
       learn this style since it is easier to learn, but since clearing
       the mind completely is almost impossible for most, even this
       substyle can be hard to master (though learning focus and
       control often helps a lot of people in this style to use the
       style).
       - 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). Kaidon is very skilled
       at this, and knows how to utilize different variations of this
       style quite effectively. He focuses usually on overwhelming his
       opponent with speed and combat techniques, staying on the
       offensive rather than being put on the defensive. Since his
       Darkwolf style is more defensive, he will often use that for
       defense, and use this style for pure offense.
       - 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. For Kaidon, Kaidon is very good at this style, and this
       is his main go-to style when he's not using his Shingetsu style
       since it was among the first combat styles he learned.
       - 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 Qrow 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: Ranshohan (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: Leijiquan (Lightning Stike): In some
       martial arts, some will say "strike like lightning." This
       sub-style of Darkfire takes that quite literally, and teaches
       those with the lightning affinities (usually in the form of holy
       lightning or dark lightning) to utilize their lightning in
       combat. This combat style is similar to snake style kung fu, in
       which users utilize coiled movements and open palmed strikes to
       strike opponents like much like a snake would attack it's prey.
       In this style, users concentrate lightning into their attacks
       when they strike. For most, most will strike an opponent and
       then the lightning generated will blast what the user hits.
       However, some concentrate lightning and can use this like a
       piercing style, in which their strikes can literally strike
       through opponents using concentrated lightning for piercing
       attacks. This style uses elements of Piquaquan, but instead of
       using the arms and legs like whips to slap surfaces, they use it
       to increase striking power, in which some lightning techniques
       are designed to pierce opponents. The style also borrows
       elements from Chishoken, in that users of this style are trained
       specifically for speed in combat. By combining immense speed
       with powerful striking techniques, it is easy to see how this
       style gets its name. This is perhaps the most deadly form of the
       Darkfire Kenpo, as many often use it to pierce opponents rather
       than strike them (as a means to kill the opponent). In the
       style, the use of piercing attacks is usually forbidden in the
       clan, but those more aggressive in their combat style will often
       use this for it's raw piercing ability. This style uses immense
       speed and powerful strikes, making it a great offensive style.
       Depending on the user's training, some can train in this style
       to be more fast than strong, or some can focus on strength over
       speed (depending on the user's affinities and how they train).
       However, one thing that is common is that users of this style
       are very good at striking opponents with both power and speed,
       using their lightning in their strikes to create a style that is
       as close to a lightning strike as a style can get. Of course, as
       one might imagine, this style can be countered just like most
       styles if one understands the style, and the major danger of
       this style is the lightning used. If one wants to counter the
       lightning in the style, they only need to use something like
       water to short circuit the lightning they form, or one can use
       certain energy defenses if they are careful. For the most part,
       it is the piercing strikes that one has to worry about most of
       the time, so avoiding those attacks is key to countering this
       style. This is one of Kaidon's more used substyles, as he is one
       of the aggressive ones that will pierce opponents with this
       style with no remorse, and will not hesitate to kill his
       opponents with his powerful and fast strikes. Being also a
       master of Piquaquan and Chrishoken, Kaidon can use this style to
       deadly effect, and often does just that.
       - Darkfire Stepping Method: Kouho 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 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 (as it's similar in nature
       and both styles are similar enough to believe that one may have
       been copied from the other). This is a supernatural style
       training in movement, in which users are able to move at high
       speeds, replicating certain vampire celerity movements. This
       style of movement uses supernatural movement styles in order to
       utilize their speed to the utmost ability. 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.
       This is a backbone of the Darkfire combat style alongside Kouho
       Haiho, in which both stepping methods are essential for any
       Darkfire Kenpo user as the style uses Sonido and Kouho Haiho as
       a backbone 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.
       Other Combat Skills:
       - Vampire, Werewolf and Human Combat Styles: Depending on who
       the werepyre is, the werepyres will have access to combat styles
       depending on their training and what they learn, able to learn
       martial arts styles and weapon combat styles depending on their
       affinities, training and their willingness to learn. While many
       werepyres have to learn combat on their own, some can train with
       other groups or learn combat from certain other sources. Thanks
       to werepyres having natures of both vampires and werewolves,
       many werepyres usually have access to a great number of combat
       styles, and depending on the werepyre can even mix and match
       combat styles. Most werepyres have to keep in mind what works
       best with their body's physical abilities. Because many
       werepyres are usually in their werepyre forms on a consistent
       basis, most werepyres usually do best learning werewolf combat
       styles due to them being designed to be used with the werewolf
       body style. Of course, this isn't to say that certain martial
       arts styles cannot be adapted as well, as there are plenty of
       werepyres that have learned different martial arts styles. The
       combat style mostly just depends on the werepyre, and what they
       prefer to use. Since most werepyres are usually having to fight
       for their lives for most of their lives, most werepyres
       typically become extremely powerful combatants. Of course, as
       one might guess, any combat style a werepyre has still has
       weaknesses and other styles that can beat it, as every style has
       styles that can beat it, or more experienced fighters might be
       able to overpower other styles without needing stronger styles.
       Kaidon specializes in the Darkfire and Darkwolf combat styles,
       as they were the ones he was primarily trained in but also
       specializes in the Shingetsu style taught to him by Wolfwing.
       - Weapon and Marksmen Expert: During his time in Hellsing,
       Kaidon became a master of weapons, in which he has trained in a
       number of weapons from guns to swords (though he already is an
       expert in the use of swords), to even knowing how to use a
       staff. When it comes to guns, Kaidon can use just about any kind
       of weapon, having learned how to use guns while in Hellsing
       since he learned how to use human weapons he hadn't been too
       exposed to using before. Kaidon is able to adapt quite easily to
       most kinds of weapons, where he is able to utilize almost any
       weapon. Kaidon's adaptability in fighting thanks to his training
       allows him to easily adapt to using most weapons even if he's
       not experienced with them (Though he can at least use them).
       Kaidon may prefer his sword or just using physical combat, but
       guns are something he will use at times if he just wants to
       shoot someone. And while using guns, Kaidon is an expert
       marksmen, able to fire with extreme accuracy. Thanks to this,
       Kaidon almost always fires his shots with his guns where he is
       aiming (Not meaning he will always hit opponents, but more just
       his bullets are shot at the spot they are aimed at). Kaidon is
       an expert marksmen, in which things like his alchemist training
       and battles against vampire ninjas have enhanced his ability to
       do things like account for wind pressure and other factors that
       might affect aiming a gun. Kaidon is an expert marksmen, who can
       usually account for most enemies movement in battle when aiming
       at his enemies. As such, Kaidon is an expert weapon user, and
       his marksmanship is not to be underestimated in battle. Kaidon
       also has certain combat talents that let him do things like
       ricochet bullets, thanks to his supernatural senses, as he can
       ricochet bullets off some surfaces and plan for bullets to hit
       opponents on the ricochet. Thanks to Kaidon's supernatural
       senses and his skill in using weapons, he's use of guns is not
       to be underestimated, even if it's not his first weapon of
       choice.
       - Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
       Because the primary goal of the werewolf alchemists is to
       protect humanity, the world and the spirits from the dark
       spirits and from evil spirits in general, the alchemists have
       become experts in dark spirits and other evil spirit entities.
       The biggest one is dark spirits, in which the alchemists have
       been fighting dark spirits as one of their primary enemies since
       the beginning of their pact with the spirits to protect them.
       They are an expert 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 elites who use spirit destruction arts, there aren't
       many dark spirits or evil spirits that usually escape the
       alchemists, as they seek to protect the world, humanity and the
       spirits from these creatures. 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 Kuroshi who
       is a mix of multiple dark spirit types to create his own new
       dark spirit type). Overall, the alchemists 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 the alchemist's
       primary jobs are to protect spirits and humanity, they have to
       constantly fight these spirits, even more so than fighting their
       enemies like the vampire ninjas. However, there are some dark
       spirits that the alchemists 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 alchemists know to avoid these two at
       all costs, and know not to deal with them). Kaidon is skilled
       enough to know how to fight dark spirits, since it was more or
       less what he primarily was trained to do in the werewolf
       alchemists, with his other specialty being fighting vampire
       ninjas.
       - Men of Letters Enchantment, Spells and Sigil Knowledge: Thanks
       to the time Kaidon spent Hellsing training with Integra
       specifically, he has developed a great knowledge of the methods
       and spells used by the Men of Letters since Integra was trained
       by the Men of Letters in Kaidon's universe. After having studied
       for years with her in his world, he has 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 Men of Letters
       is quite vast, and there are a lot of options Kaidon has. While
       Kaidon is not the foremost expert, nor is he the type of person
       that has memorized everything the Men of Letters had, he does
       know a lot of the Men of Letters spells and enchantments. For
       example, it was his knowledge of enchantments that he used to
       put magic runs on his gun. There are a number of spells and ways
       to use this, in which Kaidon has a variety of options. He 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), he can
       enchant items to absorb magic as a defense, or he 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. However, due to his demonic nature, he also has sigils
       and things he's modified to use his demonic nature, such as
       sigils that can trap or exorcise angels, or de-power those with
       holy power. This is great for supernatural hunting, as these
       enchantments are made to be used by humans, so even someone
       without magic ability can still use them (Though with magic,
       Kaidon has an advantage most others don't). However, these all
       usually have to be applied ahead of time, and those like traps
       and exorcisms usually require special ingredients and items in
       order to make the spell or sigil work in addition to Kaidon
       often having to know certain other languages to make it work
       (like an angel sigil that might use Enochian).
       - Technology, Cybernetics and Alien Weapons Expert: Due to his
       years around Zelpharia in his world, his natural scientist
       intelligence (most don't realize that Kaidon has the mind of a
       scientist and has a high IQ), and the years he and his brother
       spent traveling dimensions, Kaidon is an expert in tech, and
       even in cybernetics. After working with Zelpharia in his world,
       Kaidon has become quite adept at technology, and understanding
       cybernetics. Thanks to having to learn how to hack cybernetic
       beings and learning alien technologies due to some enemies
       Hellsing fought in his world, Kaidon is very skilled at figuring
       out alien tech. He also has a knack for wielding alien weapons,
       as he can adapt and adjust his combat to use certain kinds of
       alien weapons he might find. For example, in a universe ruled by
       the Inter-dimensional Order, Kaidon learned how to use Wraith
       tech and was wielding a Wraith stun weapon, and could use it
       just as effectively as a pistol or tranquilizer gun. When it
       comes to technology, Kaidon is not on the same level as those
       like Zelpharia, but is a very close second, and has even had
       chances to learn a lot about certain alien technologies and
       weapons. The two specifically he has been exposed to are Wraith
       and Celestian tech and weapons. Everything Zelpharia has shown
       him over the years has led to him understanding a lot about
       Celestian tech, and all the experience he has had hacking Wraith
       tech and using Wraith weapons, has led to him having a knowledge
       of Wraith tech. Kaidon has had a lot of opportunities to
       interact with alien tech to the point that he can not only
       operate alien tech, but he is able to hack it thanks to his
       knowledge of how alien tech works. He has even reprogrammed
       cyborgs and cybernetic enhancements with this, even rewriting
       certain programs in his devices. Of course, while he is an
       expert in tech, he is nowhere near as good with it as others,
       and may not be able to perfectly hack or operate some tech, such
       as not being able to operate a Celestian ship since he's never
       seen one or had to operate it (But he could figure it out with
       enough effort).
       - 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 the Winchester brothers, 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.
       - 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).
       - Presence Suppression/Crowd Blending: Most werepyres learn how
       to suppress their presence using their shapeshifting skills, and
       learn how to blend into crowds. Some will take human form to
       hide among humans, though more advanced werepyres can walk
       through crowds wearing just a cloak and mask, and they never
       draw any attention from the people around them. Many werepyres
       will do this when they need to find people to devour, but also
       so that they can hide in plain sight among human populations.
       Because most human cities have masses of people that get around
       constantly, most werepyres utilize this to make themselves hard
       to track, usually making it where their presence is overshadowed
       by everyone else. Even werewolves who track werepyres may have
       trouble finding werepyres who are good enough at using this
       trick, as some use the masses of crowds to disguise their scent
       from anyone who is trying to track them. They also keep their
       presences suppressed so vampires cannot sense them easily, since
       many vampires have a strong third eye that can sense their
       presence if they're not careful. Most werepyres can even use
       this to hide out in nature, assuming they aren't hiding in
       werewolf or vampire territory, where they use this to keep their
       presence in the world as suppressed as possible. With Kaidon and
       his brother, they have been in a number of universes, and know
       how to hide their presence quite well. Kaidon and his brother
       are very skilled at hiding, and if they don't want to be found,
       most will have a hard time tracking them down due to their time
       in the alchemists, and from their training in Hellsing. They
       know what hunters look for, and will usually avoid leaving
       traces for people to follow unless they leave a false trail for
       opponents to follow.
       - Assassination/Interrogation Training: Most wouldn't think
       werepyres would be experts in assassination and interrogation,
       but one would be surprised how often werepyres interrogate
       hunters and other vampires/werewolves that come after them. Many
       werepyres could become assassins if they desired, as some have
       even had to kill people hunting them. Most werepyres learn how
       to kill as silently, and learn how to interrogate people as
       needed. Most werepyres have their own ways of handling
       situations that require assassination or interrogation, though
       most develop some methods of doing so, as some may use weapons
       to kill their targets or may use their supernatural abilities to
       attack opponents. In addition to learning assassination
       techniques, most werepyres will also often learn interrogation
       techniques for those situations where they need to learn
       something from an enemy. Some werepyres will interrogate others
       through pain, though some more skilled werepyres interrogate by
       infiltrating a group to get close to their target by gaining
       their trust. For werepyres, this depends on the werepyres and
       their methods, as every werepyre will often have different
       methods for doing the job. The one thing that is common is that
       most werepyres have methods to assassinate and interrogate,
       which is something many werepyres have no trouble doing since
       they are constantly hunted down. Kaidon is not really an
       assassin or interrogator, but he does know how to bring the pain
       to people he wants information from. Usually, Kaidon won't go
       after opponents as an assassin, as he prefers to fight them head
       on. The only people he will assassinate are people he sees as a
       major threat to him, such as his uncle Sirion in his world,
       where he killed Sirion by poisoning him rather than by fighting
       him because Kaidon wasn't sure if he could beat his uncle in
       combat.
       - 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 and Race Abilities:
       - Werepyre Bat-like Wings: Depending on the werepyre, some
       werepyres may gain specific vampire wings, but the standard
       wings of a werepyre are usually bat-like in nature that reflects
       the vampire side of their natures. Using these wings, werepyres
       are able to fly just like one would expect. Most werepyres who
       have these wings are able to use them like most vampires do, and
       can usually use their shapeshifting skills to suppress them when
       not needed. Some werepyres may have special abilities using
       their wings, depending on their heritage and abilities. However,
       one thing many basic werepyres have learned to do is focus their
       cursed darkness into their wings in order to use them like
       shields, due to the wings being fairly easy to regenerate, and
       their wings typically being strong enough to counter certain
       types of attacks. Some werepyres may or may not be able to keep
       their wings suppressed consistently, as some can only suppress
       them temporarily using their shapeshifting abilities, while some
       may be able to suppress them easily. However, no matter how one
       uses them, mostly all werepyres have vampire-like wings in some
       way. In battle, if these wings are damaged, then the werepyre
       won't be able to fly, and werepyres with special techniques
       using their wings usually have to have the energy to use their
       attacks (if it's a supernatural power). Kaidon's wings are more
       or less just normal werepyre wings, and he doesn't have any
       special wings or abilities using his wings like some werepyres
       might.
       - Demonic Werepyre Regeneration: Werepyres, like werewolves and
       vampires, have supernatural regeneration that can be used to
       heal themselves when they have taken damage. Werepyres have
       strong regeneration, and can regenerate from far more than many
       vampires and werewolves. Werepyres can usually regenerate
       anything as long as their heart or brain isn't destroyed.
       Werepyres also regenerate faster than most other vampires and
       werewolves, due to werepyres having two natures that grant them
       regeneration. Of course, some clans even have special
       regeneration techniques, so some werepyres may even gain special
       regeneration techniques of they are available to them. This is a
       passive skill that heals werepyres, and this power is sustained
       by their devouring of flesh and blood of either animals or
       humans, depending on what the werepyre wants to eat to sustain
       their power. Werepyres can be very hard to kill if one is not
       prepared properly, so it is always important for anyone who
       hunts werepyres to be prepared. For fighting werepyres, silver
       is usually the best thing one can have, since silver can be used
       to kill a werepyre just like werewolves. Silver is often
       essential when trying to kill a werepyre, and usually certain
       holy powers can also help kill werepyres more easily. Certain
       things like death scythes and other regeneration negation
       weapons/abilities can also be used on werepyres, just like
       vampires and werewolves. Unless they have special regeneration
       like demonic regeneration, most werepyres are able to be killed
       by either beheading, or destroying the heart or brain of the
       werepyre. In Kaidon's case, his demonic regeneration combines
       with his werepyre regeneration to essentially boost his
       regeneration. Kaidon is able to use demonic regeneration to
       regenerate even his heart or brain unless he is struck with a
       demon killing weapon or something like an angel blade.
       - Demon Hardskin Defense: Like angels, demons also have
       developed a type of defense using their unholy auras, in which
       some demons have developed a harder skin using their demonic
       auras, and have made their skin much harder to pierce in combat
       in response to angelic hardskin defense. Typically this comes
       alongside their regeneration, in which demons can focus some of
       their regenerative power into this to strengthen their defense.
       The question mostly becomes which skill do the demons want more,
       as some prefer regeneration, but some prefer not taking the
       damage at all. Typically, this defense, at its fullest, can
       defend against normal bullets, and some higher level bullets,
       with some showing that toughening the body can be just as useful
       in a fight as regenerating injuries. The main issue with this is
       that, in order to use it, one must sacrifice some regenerative
       ability in order to generate the power form this, since this
       power has to come from a source. Typically demons have a choice
       of either one or the other, or weakening both to get a little of
       both skills. This depends on the demon, as some may prefer one
       over the other. At full strength, some demons and demon lords
       have often been seen as nearly indestructible by weaker
       opponents (even though they are just harder to damage).
       Typically, higher level demons like demon lords and demon prince
       level demons have more power they can put into this, but this
       does still require putting in some of their regenerative power.
       When at full strength, demons are only able to regenerate basic
       injuries and cannot regenerate fatal wounds easily (though they
       still can). This can, however, be more easily pierced by demonic
       or darkness power, since this power runs on an demon's unholy
       presence/aura. Certain weapons can even ignore this defense
       entirely, such as angel blades being able to instantly break
       this ability, and celestial weapons can more easily break this
       skill as well. This mostly has the same effects, rules and
       weaknesses as the angelic hardskin defense, as it's basically
       the same power used by angels. Kaidon's hardskin demonic defense
       is not as strong as most demons, only being at a normal demon
       level since Kaidon focuses more on regeneration.
       - Werepyre Heavy Stander: Because of the werepyre's body
       structure, most werepyres are extremely hard to knock back. Due
       to their strong and bulky muscles, werepyres are able to take
       many attacks without flinching, and most are heavy enough they
       are barely knocked back with impact damage. While werepyres
       still take damage, they are much harder to knock back, and much
       harder to stun through physical damage unless they are taking an
       attack that's stronger than they are. Typically, most werepyres
       are able to shake off normal damage thanks to their regeneration
       and their body structures, and require very strong attacks to
       knock them off their guard. Thanks to this, most werepyres are
       difficult to stun or disable using physical force, usually only
       being vulnerable to other creatures as bulky and powerful as
       they typically are (though some that stay in human form may not
       have this bulk and therefore won't have this passive ability).
       Most werepyres with this take highly reduced damage from
       physical attacks, and are much harder to fight than many other
       types of opponents. However, while they are harder to damage and
       harder to knock back, this means that things that do hurt them
       and overcome this do more damage. This also doesn't always help
       against certain piercing projectile attacks, as certain
       projectiles might pierce a werepyre more easily due to them not
       moving back, or certain attacks that break their defense may do
       more damage due to knock-back often helping disperse physical
       force a bit on impact.
       - Alchemist Combat Adaption: Because the alchemists are a tribe
       who focus on bettering themselves and getting stronger as
       warriors, the alchemists have all learned a natural combat
       talent when it comes to training. Almost all alchemists train in
       physical combat and supernatural combat in some way, and with
       enough training, they can gain an affinity for combat, whether
       it's through natural talent or through hard work. Any warrior
       can mention how one or the other doesn't always mean one will
       have an advantage over the other, as natural talent and hard
       work are often best used in combination with each other. For
       alchemists, even those without natural talent learn to adapt and
       modify their combat style so that they can more easily change up
       their styles in combat. While this isn't an instant process,
       learning from combat allows an alchemist to practice and learn
       how to adapt to certain combat styles and supernatural
       abilities. Just as one might expect, this leads most alchemists
       to be highly capable and adaptable warriors as a result of this
       training and this talent they develop to adapt their combat for
       the situations they might find themselves in. Since they are
       constantly at war with groups like the vampire ninjas, the
       alchemists have even had to learn how to handle fighting in ways
       they aren't used to, with some learning how to fight using
       stealth in order to more easily kill vampire ninjas, while some
       may compensate by outmaneuvering the vampire ninjas even if the
       vampire ninjas know they are there. All alchemists have their
       own ways of adapting and learning to fight, and as they train,
       they show these ways. However, while skilled in combat, no
       fighter is ever perfect, and there is always room to grow, so
       this never truly hits a cap. Typically this combat depends on
       the alchemist and their training, as each will come up with
       different ways to use this. For example, younger alchemists will
       usually train hard and get stronger, faster and more durable
       between battles, but older alchemists that have been fighting
       for a long time often hit a cap in how high their physical
       abilities can get and instead focus on becoming more efficient
       fighters rather than just trying to grow in physical stats. It
       is also worth noting that depending on the alchemist, some may
       have more talent than others, and some may have more talent for
       some aspects of combat, while others have more talent for other
       aspects. Even among alchemists, Kaidon has far more combat
       ability than most, and is very good at adapting in combat. And
       thanks to him having both a defense style (his Darkwolf combat
       style), pure offense styles (some of his substyles for his
       Darkfire Kenpo) and a balanced style (in the Shingetsu style),
       he is able to adapt strategies in combat to take on most
       opponents.
       - Natural IQ Talent: Most people don't realize just how smart
       Kaidon is, due to the fact that he tends to brute force most
       dangerous situations. However, Kaidon has a very high IQ, and he
       is smart enough that he has come up with a lot of scientific
       ideas that most people might not understand. For example,
       through studying plasma energy, he found out about plasmoids and
       managed to recreate plasmoids using his plasma manipulation.
       Another example is how Kaidon has come up with advancements in
       werewolf alchemy that he was never able to put into action.
       Those that know Kindron in the London universe will know just
       how smart the werepyre versions of Kindron can be (since Kaidon
       is basically another world version of Kindron in most aspects).
       For Kaidon, he is extremely smart, not just in technology, but
       in strategy as well. While Kaidon prefers to overpower
       opponents, he is very good at being strategic, and can out-think
       a lot of smart opponents. His knowledge was enough to even
       improve on some of Zelpharia's technology in his world, showing
       that his knowledge puts him even above many human scientists and
       puts his intelligence at the level beyond even most scientists.
       Kaidon is the type who can think ahead of many opponents when
       needed, and many will know just how dangerous this knowledge can
       be. Kaidon's knowledge of technology, math and science is very
       extensive, and he has learned a lot over the years in the time
       he was with the alchemists, and then the time he spent traveling
       the multiverse. This has also led to the most dangerous aspect
       about Kaidon, in which he doesn't take on threats he is smart
       enough to know he can't win. Usually, if faced against opponents
       he cannot defeat, he will find another way to win against them,
       such as how he poisoned his uncle Sirion in his world in order
       to not have to fight him since Kaidon wasn't sure he'd win a
       real fight. Kaidon may seem like a brute force type, but he is
       only like that with opponents he knows he can defeat in combat,
       and won't risk it against stronger opponents, so only stronger
       opponents will usually see this intelligence in action (if they
       see it at all since Kaidon may work behind the scenes to try and
       take out an opponent).
       - Natural IQ Talent Aspect: Math, Science and Technology Expert:
       This is an aspect of Kaidon's intelligence that he has, in which
       Kaidon is an expert in a number of subjects. His three main
       subjects he has become an expert in are math, science and
       technology, in which Kaidon is smart enough to know far more
       than the average person, but has studied aspects of math,
       science and technology to enhance his knowledge overall.  His
       knowledge of technology has led him to do things like operate
       alien technology, build his own tech (like how he has built
       computers from scratch), and he has even upgraded certain tech
       he's acquired. Thanks to the time he spent in Hellsing in his
       world, and the time he spent among humans, Kaidon has a high
       knowledge of technology that surpasses that of most people.
       Kaidon's knowledge of science includes chemistry (To include
       organic chemistry), theoretical physics and even biology.
       Because Kaidon has studied in order to use science to enhance
       his knowledge of the world, as well as his knowledge of magic,
       Kaidon has applied things like chemistry to his alchemy (more
       specifically his plasma manipulation to create advanced
       scientific based abilities). He also uses things like biological
       knowledge to learn how to fight more efficiently, or he has also
       used it to come up with ways to treat illnesses, including some
       supernatural illnesses. As for his theoretical physics
       knowledge, it was this knowledge of theoretical physics that let
       him figure out how to utilize his Darkfire teleportation to move
       across dimensions, something that few other Darkfires have
       achieved even with scientific knowledge. In addition to science
       though, Kaidon has also had to learn math, in which his
       knowledge of tech and science would be useless if he didn't know
       high level math. Most know of calculus and some higher level
       math, but Kaidon has even studied levels of math beyond that in
       areas like linear algebra, higher algebra, advanced statistical
       math, and other higher level math subjects. Kaidon's math
       knowledge was necessary to understand higher level science and
       technology, and Kaidon has not hesitated to learn this kind of
       subject.
       - Alchemist Multi-Linguists/Language Learning: Because
       alchemists often have to write code, and some even encrypt their
       work using other languages. In addition, many of the alchemists
       have been around for a very long time and have had time to
       travel the world doing their job protecting humans, so they have
       had plenty of time to learn other languages. Some older
       alchemists 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 alchemists
       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 alchemists
       have been around for a long time, most werecreatures 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, alchemists always have multiple
       languages, whether it's for learning about supernaturals, hiding
       their alchemic knowledge, or just learning it to be able to
       communicate with other people who speak other languages.
       Regardless of the initial reason, most alchemists 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. In Kaidon's case,
       he knows a variety of languages, from English, to French and
       Spanish, Russian, Enochian, Hebrew, and even dead languages like
       biblical Hebrew and Latin thanks to his knowledge from the
       alchemists library and his time with Hellsing.
       - Unique Werepyre Mastery Skill: Darkness Flow: This skill is
       Wolfwing's unique mastery of his werepyre body, which Kaidon
       managed to adapt to himself after much trial and error. By
       utilizing the flow of his dark energy through his body, he can
       replicate certain conditions in his body by utilizing certain
       things like his chakra points. For example, the most common way
       he uses this is to focus his darkness to the chakra point in his
       back, where Kaidon will use it to muster the conditions in his
       body to be utilizing anger without having to actually utilize
       anger or hatred. This allows him to utilize certain conditions
       without needing to learn how to force his mind into certain
       states. This mastery came from a mix of his martial arts
       training of mastering his own body as a weapon, and his werepyre
       darkness to learn the flow of his own energy when using most of
       his techniques so he can learn to recreate certain moments
       easily. Since he has certain skills activated by certain
       emotions (like his Warp Spasm gift needing a frenzy state), he
       has had to learn how to utilize this effectively when he cannot
       go into certain states easily. Because of this, if Kaidon knows
       what state he needs to be in and how to attain it, he can
       actually use this mastery to control the flow of darkness in his
       body as needed. While this doesn't have the same negative
       effects in emotions though, it does have the same effects on the
       body, such as Kaidon cannot use his warp spasm with this skill
       vs a normal frenzy without the same risks as any other user of
       the gift. Overall, the recreated conditions still create the
       same effects, both positive and negative, and doing this can do
       the same damage if he overuses certain states (the biggest
       problem being the warp spasm gift that can do damage if the mind
       is forced into a frenzy state for too long). This skill is
       something only a master level combatant can use, as it requires
       not only knowing one's own body and how it works, but knowing
       how certain states effect the body, and what it takes to get the
       body to that state. Because of that, this isn't something that
       can be taught, but rather it is something that has to be learned
       by mastering one's own self because everyone's body is different
       and requires different methods to achieve this particular
       skill's end result (meaning Kaidon can't teach someone to do
       this because their body may use this skill differently than
       him).
       - Demonic Immunity to Demonic Effects: Demons are completely
       immune to the demonic effects of their power. Usually, demons
       cover a wider variety of abilities, but overall, demons are
       typically immune to unholy side effects of demon power, such as
       demon energy poisoning, or the demonic effects of corruption to
       remove holy afflictions placed on them. While they can still
       take damage from demonic attacks, such as concussive force or
       slashing waves, extra demonic effects don't really hurt them,
       and demonic energy isn't as effective against them. The main
       thing to note with this though is that it doesn't grant specific
       immunities to certain demon elements depending on what the demon
       can do, such as a fire demon could still be hurt by demonic ice,
       but not take extra damage from the demon element (only taking
       damage from the ice element). Typically, unholy afflicts are
       more effective on angels, and sometimes fallen angels, while
       holy afflictions are the main method of hurting a demon. While
       they are mostly immune to demonic effects, they are not immune
       to fallen angel's corrupted powers, and they are not immune to
       an angel's holy power (angelic power tends to act as the
       opposite of demon power and can still hurt them). However,
       unlike angels, demons are more varied, and some demons may take
       specific damage from certain other demonic abilities depending
       on the ability, such as demons may take damage from mixed holy
       and unholy energy (like certain nephalem who can combine the two
       into a unique energy), and may take damage from certain demonic
       abilities that might be unique (such as a demon who might have a
       corrupted demonic energy power being able to hurt other demons).
       - Sin/Negative Emotion Empowerment: Almost all demons are able
       to gain empowerment off of at least one type of sin or negative
       emotion. The general one for most is fear, anger and/or hatred,
       which most demons default to as the main emotion they draw from.
       And since demons tend to cause fear in others, usually fear is
       their first choice. Those that use this are able to gain
       empowerment through sin or negative emotion depending on what
       their affinities for. Once a demon reaches a high enough level,
       they are even able to influence this emotion in others, with the
       demon princes being the best example of this where they are
       basically incarnations of sin that focus the power of sin to
       influence others and absorb specific sins generated by others.
       This ability may also come with other benefits, as some special
       abilities can be used in combination with this, such as succubus
       demons having special abilities to use with their lust
       manipulation. Again, the demon princes are a good example of
       this, such as Mammon's gold manipulation being an extension of
       his greed power, and Belphegor's sloth absorption enhancing his
       mind as he sleeps. This depends mostly on the demon and their
       abilities, as each demon is different, and depending on the
       demon, some have very different uses for this. This is usually a
       passive skill, with exception to any supernatural abilities
       focused around manipulation of sin and negative emotions. For
       Kaidon, his sin he is empowered by is pride, probably due to his
       warriors pride he gets from his alchemist side, as Kaidon is a
       very prideful person which reflects in his demonic power.
       - Affinity for the Darkness/Dark Arts Power: Because of the
       werepyre's dark natures, werepyres have a nature steeped in
       darkness. Typically, darkness is something most werepyres can
       specialize in very easily, and some can even learn powerful
       darkness abilities, including dark arts and dark magic (if they
       have magic ability). Many werepyres can learn a variety of
       darkness abilities through their werepyre skills, though many
       don't stop at werepyre skills, and some move on to things like
       dark arts in order to advance their power further. Most
       werepyres learn how best to utilize their dark natures with
       experience, and many learn different abilities that will help
       them utilize their dark natures to their fullest. Depending on
       the werepyre, some have different ways of taking advantage of
       this, such as the Lasombra using shadow control vampire
       disciplines. Typically, the only werepyres that don't have dark
       natures are werepyres that are the spawns of things like holy
       vampires/werewolves, or purified vampires/werewolves. As such,
       most werepyres are fairly predictable in how they will have dark
       natures. However, while they have an affinity for darkness, this
       means that they have a major weakness to holy power, just like
       vampires and some werewolves do. Most werepyres can utilize this
       affinity, but as they gain stronger darkness abilities, their
       weakness to holy power goes up alongside their strength in
       darkness abilities. In Kaidon's case, he has an affinity for
       darkness, but rarely uses it, since he sticks to his alchemy.
       The only real darkness abilities he uses is unholy darkness,
       which comes with his demonic power.
       - Werewolf Alchemy Magic Affinity/Spirit Purification Affinity:
       There are two ways to gain the magic necessary to become an
       alchemist in the werewolf alchemist society. The first is to be
       born of a werewolf alchemist, or the second is to make a pact
       with the spirits that grant the alchemists their magic. Either
       way that is chosen though, alchemists become naturally tune and
       gain an affinity for magic, in which they may sacrifice certain
       affinities for magic affinity to learn this alchemy. Once they
       gain this magic, they gain a permanent affinity for magic, and a
       special affinity for spirit purification magic that lets the
       alchemist use their magic for spirit purification. Every
       alchemist is thoroughly trained in how to use their magic, and
       learn to utilize their magic to empower the world and protect
       the spirits. Every alchemist usually specializes in different
       magic, with every alchemist typically having affinities for
       certain kinds of alchemy over others, such as some who might use
       fire alchemy over normal transmutation, or some that utilize
       bio-alchemy over other forms of alchemy. However, this doesn't
       always mean that alchemists only gain alchemy, as some can move
       on to learn other forms of magic as well that can be used,
       usually playing off their spirit purification ability. Because
       of their spirit purification and their use of alchemy, most
       alchemists learn to use this magic to benefit nature and the
       spirits, as long as they don't perform any taboos among the
       clans, as certain taboos become a danger. However, while this
       affinity is great for learning magic-based alchemy, this also
       opens one up to the world of spirits, and this means that the
       dark spirits will also start targeting those with this affinity,
       since dark spirits usually specifically notice people who notice
       them as it is the nature of dark spirits to target those that
       target them. For Kaidon, he focuses more on his magic affinity,
       usually focusing on it more than using his darkness affinity.
       - Alchemist Magic Resistance: Because the alchemists have pacts
       with the spirits, and they have heavy training in magic,
       alchemists focus on things beyond the physical realm. As a
       result of their spirit purification magic attacking the
       spiritual rather than physical, they take highly reduced damage
       from most forms of magic, including having resistance to holy
       and dark magics. Thanks to this resistance, magic attacks have
       highly reduced effects on them, with them mostly being immune to
       things like dark and holy effects of magic due to them training
       in a more spiritual sense. While this doesn't mean they are
       immune entirely, magic does have highly reduced effects, such as
       a piercing attack might not pierce as deeply. Typically, when an
       alchemist is hit by a magic attack, some of the magic power is
       dispelled by their own spiritual magic ability, making the
       attack weaker. As a result, most alchemists are able to fight
       other magic users pretty effectively, and most alchemists have
       certain advantages against most types of magic users. Among the
       only types of magic that do normal damage to them are spiritual
       magics (as magic based in the spiritual similar to them can
       attack them as easily as magic would normally hurt anyone else),
       and certain types of dark spirit dark arts that are specifically
       designed to counter the alchemists spirit purification. However,
       while this does grant resistance, this does not grant completely
       immunity, so alchemists will still take damage from attacks,
       even if it's slightly reduced. However, some magics might be
       more effective than others, such as alchemists can use their
       magics against each other, and certain powers like anti-magic
       are still very effective against alchemists. Magic negation is
       also a problem for alchemists, since most of their power is
       based in magic. In Kaidon's case, he has a high resistance to
       not only normal magic, but his demonic power and his darkness
       affinity also grant him resistances to dark and demonic magic.
       The only real magics Kaidon has no resistance to are magics that
       might use powers he is not familiar with (such as chaos magic).
       - Demon Blood Drinking/Demon Blood Enhancement: It is worth
       noting that demon blood is demonically charged, in which demons
       have extremely strong blood. This is something that can not only
       have an effect on increasing a demon's power passively, but can
       be strengthened by drinking the blood of other demons. If a
       demon is seeking more power, they are able to drink demon blood
       of others in order to power themselves up, similar to how
       vampires can power up using supernatural blood. In addition to
       gaining enhanced abilities through demon blood, demons can also
       gain new powers in this way, where demons can gain new abilities
       from other demons by drinking enough of their blood. This method
       is typically taboo among demons however, as demons don't like it
       when other demons turn on their own, but this is a passive
       ability that demons can rely on if they so choose. When used,
       demon blood is a good amplifier of power, in which demons can
       gain temporary boosts, and sometimes permanent boosts to their
       power the more they drink. However, the main downside to this is
       that demons will eventually get addicted to demon blood after a
       while, and lose power if they don't drink demon blood (sort of
       like a withdrawal symptom), and some demons have actually become
       cannibals. It is worth noting that the increase can continually
       increase a demon's power, but as they get stronger, this ability
       starts to lose it's effectiveness, similar to how medicines
       become less effective over time, and is mostly just for demons
       who want to temporarily increase their power and abilities, or
       steal a new skill from another demon. Being a werepyre, Kaidon
       has eaten other demons in order to drink their blood in order to
       power himself up just like his brother has. Thanks to this,
       Kaidon's demonic power is about as strong as it can be, and
       helps amplify his other abilities.
       - Werepyre Fangs Blood Drain and Flesh Devouring: Similar to how
       vampires have fangs that are designed to draw the blood of those
       they bite, werepyres also have this feature. While they have
       vampire fangs, they also have werewolf teeth designed for
       devouring the flesh of victims. Because of this, werepyres are
       specifically built to devour both blood and flesh of their
       victims. By devouring flesh and blood, a werepyre sustains both
       their vampire and werewolf sides, usually using their feeding to
       eat their victims. It is rare for werepyres to leave anything
       behind when their done, as their acid bite allows them to even
       eat the bones of their prey. Due to being part werewolf and
       vampire, werepyres have to eat more to sustain themselves, so
       they have to learn how to not waste any prey they get. This
       means that when werepyres eat their victims, whether they be
       animal or human (as they can survive on either one depending on
       their preference), werepyres can't afford to waste their food.
       Typically, werepyre teeth are very strong, and even their fangs
       are usually strong enough to chew through bones when paired with
       their acid bite. Without flesh and blood of either animals or
       humans, a werepyre cannot sustain themselves and will eventually
       starve themselves if they don't eat. Usually if they get hungry
       enough, the werepyre will become feral, and lose their sense of
       self until they eat, or some werepyres may lose their mind and
       devour themselves if they are hungry enough. Depending on the
       werepyre, some may have to eat more than others, depending on
       what it takes to sustain their power. Usually, humans or animals
       are the two major things that sustain a werepyre's power, with
       rare exceptions of those that eat vampires or werewolves.
       - Werepyre Monster's Stomach: Werepyres are a somewhat unique
       creature, due to the fact that they have a unique digestive
       system. They are able to eat almost anything, due to their
       stomachs being extremely strong and many even being able to eat
       monsters with poisoned blood. However, the main thing to note
       about werepyres is that werepyres are able to absorb properties
       and abilities from supernaturals and monsters they eat, and can
       use this to gain new abilities. This is similar to vampire and
       werewolf abilities to gain power from eating supernaturals,
       except that werepyres specifically use this to get stronger, as
       their bodies will change and adapt slightly as they eat monsters
       and supernatural creatures in order to allow them to use certain
       abilities. When eating a new type of monster or supernatural
       creature, the werepyre may gain special physiological changes as
       a result. For example, if they were to eat a ghoul (a type of
       creature that eats corpses), then their physiology might change
       to allow the werepyre to eat corpses as well, or they may gain
       special abilities the ghoul had. This is usually dependent on
       how the werepyre reacts to the creature's physiology upon
       devouring them. Some werepyres may only gain resistances to
       certain things, or some might gain new supernatural abilities.
       It isn't known what causes this with any consistency, but
       werepyres are certain of one thing: This is a very useful way
       for a werepyre to gain new abilities and resistances. However,
       typically, this usually only happens when a werepyre eats a new
       type of creature. While the werepyre can gain powers through
       vampire and werewolf power gains, this ability is somewhat
       unique in that it makes subtle changes to make the werepyre more
       versatile without giving them the race weaknesses (each power
       gained still has it's normal weaknesses), and doesn't change the
       physiology of a werepyre too much compared to normal power gain
       abilities that might change the physiology drastically.
       - Werepyre Supernatural Life Span: Thanks in part to their
       regeneration, and the fact that no one really knows of any
       werepyres that aren't hunted and killed rather than dying of old
       age, no one knows the life span of a werepyre. While a werepyre
       can still be killed in battle, or killed in a few different
       ways, it is unlikely they'd die of old age for a very long time.
       Typically, vampires and werewolves have regeneration that breaks
       down over time, which results in them not being able to
       regenerate as much and their age starting to show. However, this
       process usually takes thousands of years, and there are vampires
       and werewolves that have lived for tens of thousands of years,
       and some that have even been around since the heaven/hell wars.
       Because of this, no one is completely certain how long a
       werepyre lives for, but if their lives are as long as werewolves
       and vampires, a werepyre will not get old unless their
       regeneration starts to break down as they get older, which means
       that it's possible that werepyres could live for an undefined
       amount of time. While this doesn't mean that werepyres cannot be
       killed, it does mean that it is very rare for them to die of
       natural means, and even if it were possible, a werepyre's
       ability to come back from death using the werepyre skill Return
       from Hades may even save them (no one knows for sure). Because
       werepyres are hunted and killed long before they have a chance
       to get old, usually werepyres have to worry more about being
       killed by hunters and other enemies that will hunt them down to
       kill them than how long they'll live before they die of old age.
       - Werepyre Environmental Adaption: Because of a werepyre's body
       structure, werepyres are very good at adapting to the
       environments they stay in, partially thanks to their connections
       to nature and darkness, and their ability to twist those
       natures. As such, werepyres are very adaptable to most natural
       conditions, and they are able to adapt to these conditions even
       among those without elemental abilities. The most common
       adaption that werepyres have is their resistance to extreme
       temperatures. Werepyres are able to handle the extreme cold of
       the Arctic, or they are able to handle the hottest of desert
       heat. Usually, werepyres are adaptable enough that they can
       shake off freezing water, and they can even shake off lava
       without being too affected. This means that most temperature
       changes are not going to have much effect. However, this also
       applies to werepyres who go to other altitudes, such as higher
       altitudes that have less oxygen. Most people would have trouble
       adapting to higher elevations, but werepyres are able to adapt
       fairly easily even in these situations. Werepyres are able to
       adapt to almost any condition nature could throw at them. To
       werepyres, they are not usually bothered by these conditions.
       For werepyres, many often see extreme cold or heat as just a
       slight bother rather than something that might put them in
       extreme conditions. However, this only goes so far, and
       werepyres don't completely change physiology in order to adapt.
       While werepyres can become resistant to temperature changes and
       oxygen changes, they cannot change their physiology to do things
       like breathing underwater or surviving in the vacuum of space
       unless they were to eat certain supernatural creatures who could
       and gain their physiology in order to use their abilities.
       - Werepyre Reduced Sleep Requirement: Because werepyres have
       powerful regeneration, and their connections to darkness and
       nature that they gain power from, werepyres sleep far less than
       most other creatures. While many creatures would have to sleep
       at least 8 hours, werepyres only sleep four hours a night, and
       are very light sleepers compared to other beings. Part of this
       is because werepyres learn to live with being hunted all the
       time, and most develop their sleep to be light so they wake up
       at signs of trouble. Unless they are injured or going into
       special sleep, werepyres don't need much sleep. Through four
       hours, werepyres get enough sleep that they are able to operate
       just fine without needing to sleep any more. While some may
       still nap during the day just to pass the time, werepyres don't
       have to sleep more than four hours, even if some do. Typically,
       this mostly applies to those that stay in their werepyre form
       constantly, as many human form werepyres often sleep more like
       humans than they do like full werepyres. This is a fairly simple
       physiology trait, which is standard for werepyres. And when
       injured, they have their Nature's Sleep ability that lets them
       recover from being injured or near death.
       - Magic Item Storage/Magic Satchel Spell: This is a trick among
       alchemists, which they learned from other magic users. This
       power lets them store things like weapons and items that they
       might want to carry, but don't have room for. Typically, the
       size of the items they can carry depends on the alchemist and
       their magic affinity, but many can create a special storage
       space that acts like a small pocket dimension that they can use
       to store their items in. Each alchemist is able to do this to
       store items, with each alchemist having their own small magic
       pocket dimension. Normally, alchemists 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, usually
       being most useful for their weapons so that they can keep their
       weapons stored when they're not using them. Alchemists are able
       to call on anything they've stored, or some can even reach into
       this space and grab items they have put into these spaces. 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 time so anything put in
       has no progression of time and, within the dimension, no time
       passes between the time an item is put in and when the item is
       removed. Because of this, this is a great way for alchemists to
       store things like herbs, potions and other perishable items.
       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. After Kaidon utilized his mathematical knowledge, as
       well as his knowledge of theoretical physics, Kaidon can store
       far more in his alchemists storage spell, with him even being
       able to expand or contract the spell at will depending on what
       he wants to store.
       - Supernatural Weapon Teleport/Connection: There are many forms
       of supernatural powers that attach items to oneself, usually
       tying weapons to themselves in some form so that they can summon
       them when needed and summon their weapons from wherever they
       might be. There are a few different ways to do this depending on
       the creature and how they use this, such as storing a weapon in
       one's soul in which the weapon becomes a part of them
       permanently, allowing them to summon and de-summon their weapon
       at will, and even control it to a degree. There is also those
       that have a special connection with their weapons, where they
       simply just develop a connection and then are able to summon
       that weapon at any time to them, using that supernatural
       connection. Some arts even allow stat boosts for a user and
       their weapon when used together, which works even better with
       intelligent weapons depending on the creature. Each race
       typically has their own ways of doing this, whether it's an
       intangible storage, connecting it to their soul to store it in
       their soul, or even just making a connection that lets them
       summon their weapon from anywhere to them. This has it's uses as
       it's usually designed to allow weapons to be used by the user,
       and not be able to be taken by enemies (as this specifically
       connects it to the user so that only the user can summon and
       de-summon it, even if the enemy gets a hold of their weapon).
       Some advanced users of this art can even use telekinetic
       abilities to control their weapons with this connection,
       depending on the creature and the weapon used. Typically, this
       connection can only be made with certain weapons, and users of
       this cannot simply do this with every weapon they possess, as
       the connections made can only handle so many weapons. Typically,
       the most weapons known to operate effectively with this is five
       weapons, though certain users might have the ability to store
       more depending on their abilities and their connections. Kaidon
       has this thanks to his alchemist and his Darkfire training.
       - Werepyre Senses and Enhanced Reflexes: Werepyres, like
       vampires and werewolves, have highly enhanced senses. Werepyres
       have a werewolf's sense of smell, and they also have vampire and
       werewolf enhanced vision, hearing and touch. While werepyre's
       ratio of enhanced senses vary from werepyre to werepyre, most
       have a mix of werepyre and vampire senses, which give them more
       range than most other creatures. In addition, though, werepyres
       also have highly enhanced reflexes, in which they can react far
       more quickly than most other creatures thanks to their enhanced
       senses. Werepyres are able to use this to their advantage, such
       as using their senses to hunt down their prey, or using their
       reflexes in battle to avoid enemies more easily. However, while
       werepyre have impressive senses, the stronger the werepyres
       senses, usually the easier it is to overwhelm them.
       Specifically, werepyres most vulnerable sense is their sense of
       smell, which can be overwhelmed much more easily than any other
       sense they have due to them having a werewolf sense of smell.
       These senses are fairly basic, and are common among
       supernaturals. Every werepyre has a different balance of senses,
       and some might have stronger senses than others.
       - Werepyre Thermal Sense and Darkvision: Thanks to their unique
       natures, werepyres have to extra senses that they can use as
       well. The first is a type of thermal sense, in which werepyres
       can see something depending on how much heat is generated. This
       is not necessarily a standard thermal vision, but more that
       werepyres are able to sense and see objects based on the heat
       they give off. This helps werepyres see things they might miss,
       and can let them see heat in a unique way by combining their
       werewolf senses with their vampire supernatural sense. The other
       sense is darkvision, which combines a werewolf ability to sense
       what happens when little light is present with a vampire's dark
       nature to create a darkvision ability that lets werepyres see no
       matter how much light is present. Werepyres are able to see in
       pure blackness just as easily as they would during the day. Due
       to this, werepyres see just as easily with no light. Most
       werepyres prefer night enough that they consider light more of a
       bother to their vision than a help. It's not certain if these
       could be called senses or just variations of their sense of
       vision, but either way, this gives werepyres special abilities
       that help them out immensely more than many other werewolves or
       vampires. This ability is typically not easily overwhelmed,
       though flashbangs and other intense light sources can affect a
       werepyre more than a normal being depending on the werepyre.
       - Werepyre Third Eye/Presence Sense: Werepyres, like vampires,
       have a special ability many refer to as a third eye. Using a
       werewolf's supernatural senses and a vampire's senses, werepyres
       are able to use these senses just as effectively, and are able
       to use their third eye like many vampires. In addition to seeing
       things beyond the physical, werepyres are able to perceive the
       presences of others through this sense, and and able to use this
       in combination with their supernatural power of being able to
       sense others. Werepyres are able to use their third eye to do a
       variety of things, like seeing through things like illusion
       powers, or using their werewolf power to sense spirits using
       their third eye. When used to sense the presences of others,
       werepyres are able to use this to sense not only other people,
       but they are able to sense what the person is, as well as how
       powerful they are as long as the werepyre can tell what presence
       they're sensing. However, this can be deceived by skilled
       opponents, sometimes things might not appear correctly if the
       user can't sense the opponent's full power or use powers that
       fool this sense. There are also skills that hide one's presence
       so those with this sense can't sense them, or some opponents can
       suppress their presence so they're not fully able to be sensed.
       While this isn't always the best judge of someone's abilities,
       it can provide a slight insight to help the user as to what they
       face or what's around them.
       - Supernatural Telepathy: This ability lets a werepyre
       communicate telepathically with anyone they can connect to,
       similar to werewolves and vampires. Typically this power lets
       them reach out with their mind, 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 whom they can connect to. However, the user has to
       know where the person is to use this since they have to know
       where to send their thoughts. However, this doesn't apply to
       those who establish permanent connections, such as connecting to
       other family members or allies that can be done through special
       connections. This lets them 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 (only those with permanent connections). Those
       who are set up with permanent connections have to accept the
       connection, and even then, they can sever it if they choose to.
       This is typically not something that is used in combat, since
       it's just for communication. Kaidon currently has a special twin
       connection with his brother, in which he and Kiren are able to
       sense each other at any time, and can tell when one is in
       trouble. They have a way of knowing what the other is thinking
       thanks to this special connection, and the two utilize this to
       communicate without speaking. Though they are not usually far
       from each other, they can use this to tell when the other is in
       trouble if they are separated, as they can sense when something
       is wrong with each other.
       - Demon Blood Communication Network/Demon Telepathy: Similar to
       angel radio, demons have their own methods of communication. For
       the most part, many demons communicate with each other by
       telepathy, similar to the angels who use telepathy to interact
       with each other and hear prayers. However, demons are more just
       simple telepathy where they use it to communicate with one
       another, rather than having a "network" like angels do. Demon
       telepathy doesn't work through prayers like one would think,
       since demons don't get prayers typically and demons tend to rely
       more on summoning and magic spells to communicate rather than
       using telepathy, since their telepathy usually has to know where
       someone is to use it. However, demons can communicate and summon
       each other through a specific blood spell that they use to send
       messages to each other, essentially letting them phone each
       other through this spell. This spell can also be used to summon
       demons using blood, and works usually alongside a chant and a
       blood offering, which is often used even by those that aren't
       demons who try to summon Lucifer and Satan or other demons
       depending on the demon they're trying to communicate with. This
       can be set up as a private communication or to groups of demons
       depending on what the demon wants to do. Unlike angel radio,
       which others have managed to tune to with certain spells, demon
       blood communication is essentially a private communication, but
       the downside to this is that the demon blood communication
       cannot be used except through preparation or spells to focus on
       who they want to talk to, meaning this cannot be used in battle
       to call for help usually like angel radio can be used to call
       for allies.
       - 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. Kaidon learned this from Sirion, and later during his
       official Darkfire training after he found his father.
       - 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.
       - Werepyre and Combat Trained Enhanced Physical Stats:
       Werepyres, as one might guess, have highly enhanced physical
       stats, which they not only have from their werepyre heritage,
       but through any combat training that they might go through in
       order to learn to fight opponents. Because werepyres have to
       fight vampires, werewolves and hunters, werepyres have to
       develop their combat abilities or risk being killed. Many
       werepyres are known for their mix of vampire combat disciplines
       and their werewolf gifts, in which many werepyres have highly
       powerful physical stats that make them among some of the more
       powerful creatures. While human form werepyres are rare, human
       form werepyres usually have enhanced strength and speed, being
       able to outclass many types of supernaturals when used with
       their vampire and werewolf combat abilities. Those that don't
       have human form normally are often known for defense and
       strength, with most werepyres being large, bulky and very
       difficult to overpower or take down. However, the stats are
       usually dependent on the werepyre, as every werepyre will have
       different combinations of physical stats depending on their
       heritage, abilities and training. Because of this, it's hard to
       specify exactly how to fight each werepyre, though just like
       most fighters, most werepyres still have the same weaknesses as
       other fighters, specifically that most fighters that specialize
       in one or two stats usually have one stat that suffers.
       Werepyres are known for having the best of both werewolves and
       vampires, which means that strength, speed, defense, durability,
       agility, and even stamina are highly enhanced. As such,
       typically werepyres are known for being tough combatants. Thanks
       to Kaidon's long history of training with those like Sirion,
       Wolfwing, and even Qrow, Kaidon is a very skilled fighter, and
       is a pretty balanced fighter. He does have advantages, such as
       his Nightmare Trail semblance power that boosts his speed, or he
       does have strength advantages due to his werepyre strength, but
       overall, all his stats are equally high due to his abilities.
       This means that Kaidon is a particularly dangerous opponent that
       can keep up even with specialty fighters (like ones that focus
       on speed or ones that focus on strength only), even if his stats
       might not reach some higher level combatants. And due to his
       intelligence and his knowledge, he is even good at coming up
       with strategies to take out stronger opponents (usually through
       trickery and other strategies).
       Transformations:
       - Full Werepyre Darkfire Release Form: Hakai Kemono (Beast of
       Destruction): This form is Kaidon's transformed state, using his
       Darkfire release power, which is also combined with his wolf
       demon form, alchemic magic enhancement form, and his Become the
       Beast werepyre form. This creates an extremely powerful werepyre
       form where Kaidon can change into this form in battle. When in
       this form, Kaidon's spirit destruction comes to it's full power,
       in which his aura is enhanced and releases what appeared to be a
       mix of his annihilation energy and his spirit destruction
       advanced alchemist training. When in this form, his aura is able
       to dispel energy and he is far stronger in aura as he takes a
       werepyre like demon form. In this form, he can still be hurt by
       organic beings, but energy of almost all types is almost useless
       on him. He can also use this to fire blasts of destruction
       energy, in which Kaidon can utilize his werepyre skill Spirit
       Destruction God Fist technique to fire off waves of this energy.
       While this doesn't destroy spirits unless Kaidon combines it
       with his spirit destruction god fist technique, it does allow
       Kaidon to destroy most enemies energy attacks. In this form, his
       spirit destruction and his annihilation energy spells are much
       stronger, and are much harder to overpower. When in this form,
       Kaidon loses access to his other skills with exception of his
       semblance power, Nightmare Trail, which changes it's dark flame
       trail Kaidon leaves behind to a flame-like version of the
       annihilation energy Kaidon uses in this form, but his ability to
       fire off annihilation energy is his only supernatural attack
       energy he can use other than his physical combat abilities. In
       this form, Kaidon also has enhanced physical stats, in which he
       is able to not only destroy objects with his energy, but gains
       enhanced combat stats (which makes him even more dangerous). The
       only downside to this form (besides it being a temporary
       powerup) is that the annihilation energy is clearly visible, and
       doesn't work on anything organic (as in nothing organic like
       people, animals or even plants can be affected this energy).
       This energy can also be overpowered by stronger concentrated
       energies, though the strength of Kaidon's energy is strong
       enough that it is worth dodging rather than trying to block.
       Kaidon's energy can more easily pierce opponents when used, but
       other than doing things like making piercing beams of
       annihilation energy, or creating slashing waves of energy,
       Kaidon cannot use this to deconstruct or annihilate anything
       organic (but they can still take damage from the physical force
       of attacks using this energy). This form also only lasts for a
       limited time, and once Kaidon runs out of energy, Kaidon will be
       forced out of the form just like any other enhanced form.
       Personal Weaknesses and Werepyre Race Weaknesses:
       - Kaidon has one of the biggest egos one will ever see, and he
       isn't afraid to show off just how prideful he is. This version
       of Kaidon is basically a version of the London version of
       Kindron, but without having ever been taught to be humble or
       taught not to let his pride control him. Kaidon's ego was
       inflated even more after he became the new Wolfwing, and the
       fact that he's "never lost" a fight (which is not as spotless a
       record as he claims). Because of this pride and ego, Kaidon will
       often play around with his opponents, even to the point that he
       might get reckless against opponents for fun to make his fights
       more interesting. While Kaidon does know when it's time to get
       serious, this ego is one of his biggest weaknesses because
       opponents can easily take advantage of this problem Kaidon has.
       Because of his ego, Kaidon often plays around with his
       opponents. This has also made Kaidon a little bit careless at
       times, as he will often play with opponents he thinks are weaker
       than him. People who play on this could convince Kaidon that
       Kaidon has them beat and hide their true strength, unleashing it
       at the right moment when Kaidon's guard is down. However, one
       has to be careful about how they use this, because if they take
       advantage of this and hurt Kaidon to the point that he figures
       out he needs to take a fight seriously, an opponent may lose
       that particular advantage. While he does have pride and ego,
       Kaidon does usually figure out when he should take things
       seriously, so opponents have to be very careful how they play
       against Kaidon's pride and ego in battle. It is also possible to
       take advantage of his pride as Wolfwing XIV, as some can
       challenge his pride in order to keep Kaidon engaged in a battle
       because sometimes Kaidon will fight hard battles if he feels his
       title of Wolfwing is on the line, which is the only time he will
       really take on tougher battles.
       - While impressive that he has never lost a fight as he brags
       (which, as mentioned, isn't as spotless a record as he'd have
       people believe), he actually avoids fights he knows he can't win
       and will find ways to kill people he can't beat subtly or with
       cheap tricks, such as when he poisoned his uncle, Sirion, or how
       he has beaten some opponents through assassination rather than
       fighting them head on. Kaidon is a very careful person, and only
       plays around with people he knows he can win against. If he is
       up against someone he considers dangerous to him, he will not
       hesitate to go all out. And as mentioned, Kaidon doesn't have
       such a spotless record in fights, so this has led to him
       over-blowing his no-loss record. There are many opponents he
       would not be able to beat in a fight, and even Kaidon knows
       there are some enemies he cannot take on by himself. If Kaidon
       feels that he is in danger, he won't hesitate to call his
       brother into battles, even if his fights are supposed to be one
       on one. Another major aspect of this is the fact that because
       Kaidon always wins and doesn't really fight battles that he
       might lose, it's getting more and more rare for Kaidon to be
       pushed in combat to the point that he can improve as a warrior.
       After he became Wolfwing XIV, even his brother can't beat him in
       training matches, and it's gotten to a point where most
       supernatural hunters and most supernaturals have trouble against
       him, since Kaidon has even fought archangels and demon princes
       at times (though always in the living world, since he probably
       wouldn't beat certain archangels or demon princes in Heaven or
       Hell, especially those like Sariel and Lucifer who restrain
       their full power on earth). This usually means that  doesn't
       really challenge himself too much with his fights anymore, and
       his brother actually has become better at adapting to fights
       than Kaidon (even though his brother has a ways to go before he
       can beat Kaidon in combat).
       - For the most part, Kaidon is pretty careful about winning his
       fights, so he tends to put his record of no losses before his
       growth as a warrior unlike his brother. Since his brother
       doesn't mind losing fights as long as he isn't killed, his
       brother actually grows more as a warrior with fights and could
       one day reach Kaidon's level. This also means that Kaidon
       doesn't grow too much and doesn't change his combat style too
       much other than honing it through training since no one he's
       fought has really been a challenge to him. Because he often
       avoids fights he doesn't think he can win, he tends to rob
       himself of some fights he could use to become a better warrior
       because Kaidon is very strict about his no-loss record in
       combat. If Kaidon ever did lose a fight, it would probably lead
       to him actually overcoming some of his most major shortcomings
       (assuming he didn't find a way to justify it as not being a real
       fight, or as he won the true fight, or something else he could
       use to justify it like he does about training matches not being
       real fights), but because he never has, he is able to be as
       prideful as he desires. This is something that he has to be
       careful with, especially when it comes to taking on certain
       enemies because Kaidon doesn't want to lose his "spotless"
       records. Kaidon will not hesitate to fight dirty against many
       opponents that he feels are a threat to his spotless record. As
       mentioned earlier, his record isn't as spotless as he leads
       others to believe, and since he hasn't found a training partner
       able to give him a challenge, it means that Kaidon is slowly
       losing some of his natural combat adaptability since he doesn't
       really have to adapt or change since he almost never loses.
       Unlike those like Sirion or Wolfwing XIII,  Kaidon would rather
       be undefeated in battle than grow as a warrior at this point,
       which does hurt him as a warrior. Over time, it is very well
       possible that one could surpass him since he doesn't change much
       in combat to adapt anymore without anyone to force him to adapt.
       - In terms of being a werepyre, having the powers of a vampire
       and werewolf may sound great, this also means that werepyres
       have twice as many weaknesses due to having two races powers.
       Just as the werepyre power comes with great ability, so too does
       it come with weaknesses. The most common one is silver, as both
       most vampires and werewolves are vulnerable to silver. Usually,
       werepyres are also vulnerable to holy power as well, due to
       their dark natures and their usually corrupted natures. Another
       power that works well is light abilities. While werepyres aren't
       too bothered by light usually, light abilities can still do
       damage to them due to their dark natures, with holy light
       working especially well on werepyres (usually). Typically, any
       power that kills a werewolf or vampire will work on a werepyre,
       though silver is usually the best thing to use if one doesn't
       have holy power. While killing werepyres is difficult, it is
       possible to kill them, usually if one is prepared enough. Most
       werepyres have dark natures, and those that don't usually just
       have holy natures that change their weaknesses from silver and
       holy power to gold and unholy powers. Werepyres are strong
       creatures, but they are still just as vulnerable as werewolves
       or vampires even if their bodies are stronger. In Kaidon's case,
       silver still hurts him, but in order to kill him, one has to
       kill him with a demon killing weapon, such as an angel blade or
       a specifically tuned weapon. Thanks to his demon regeneration,
       Kaidon is able to regenerate from silver, though his
       regeneration is still somewhat slow when taking damage from
       silver. This means that without a demon killing weapon, Kaidon
       cannot be killed, and can regenerate even if his heart and brain
       are destroyed (and as long as there is something left of him
       even if it's only a few cells of his body). Of course, demon
       killing weapons or weapons that interrupt regeneration do still
       work on Kaidon as long as they work on other demons.
       - Werepyres typically have the weakness of whatever training
       they have. Specifically, if they are trained in a vampire clan
       or a werewolf tribe, they will have both the strengths and
       weaknesses of the clan or tribe. For example, a werepyre who is
       trained in a specific clan will have the same weaknesses as
       other clan members, such as the Lasombra who are more vulnerable
       to light abilities due to their darkness manipulation. This
       depends on the werepyre, and typically this applies to any clan
       or tribe they have the powers of. This means that while they are
       able to gain more abilities and training, they also gain more
       weaknesses to go with those strengths. For example, a Lasombra
       and Get of Fenris werepyre would have the weaknesses of both the
       Lasombra vampire clan and the Get of Fenris werewolf tribes.
       Every clan and tribe weakness cannot be listed due to the long
       list, and most werepyres aren't always limited to vampire clans
       and werewolf tribes, as some may have heritages in other aspects
       as well. For example, a werepyre that has magic will have the
       weaknesses of a magic user. This just depends on the werepyre,
       and their abilities/training, since each werepyre is unique.
       However, some werepyres may lose certain weaknesses depending on
       how their powers combine, such as certain vampires immunity to
       silver might make a werepyre immune to silver and vulnerable to
       something else instead. Typically, this is rare though, and
       depends on the combination of powers the werepyre has. In
       Kaidon's case, he has the Darkfires, Alchemists and demonic
       weaknesses as well which does add just as many weaknesses as
       abilities, such as his alchemic magic being cancelled out by
       magic negation, or him being weak to demonic weaknesses (like
       being trapped by demon traps or being more vulnerable to holy
       powers).
       - No one how werepyres became so hated, whether it was a
       werepyre's ability to twist dark nature and nature connections
       that drove fear into vampires and werewolves or the werewolf and
       vampire's rejection of werepyres that drove them to twist their
       natures to survive against both vampires and werewolves. However
       regardless of what came first, werepyres are typically rejected
       by anyone who knows about them, whether it's a human, vampire or
       werewolf. Vampires often hunt werepyres down because of how
       werepyres often pose a threat to the vampires superiority in
       dark natures, werewolves often hunt werepyres down because of
       how werepyres twist their nature connections and use their
       ability to absorb the life energy of the world itself when they
       desire to, and humans often hunt werepyres because werepyres
       typically are threats to humans since werepyres are seen as
       human eaters just like vampires and werewolves even if they
       don't eat humans. Because of this, there is usually no place for
       werepyres in the world, and most have to become solitary in
       order to survive. Ones that find places in groups or
       organizations are usually quite lucky, but working solo is
       usually a very difficult thing to do, especially when being
       hunted by groups of vampires, werewolves and even humans. As
       such, werepyres are typically very untrusting of people who try
       to befriend them, and they usually don't work well with others
       despite their group empowerment ability that lets them gain
       power from being part of groups. In terms of Kaidon and his
       brother, they were basically driven out of Hellsing in their
       universe, and basically have become hunted interdimensional
       criminals. At one time, Kaidon tried becoming the head of a
       Nightshade group in another universe, but found it boring, and
       annoying since everyone wanted to kill him and take his
       position. As such, Kaidon and his brother are often only loyal
       to each other, and to a select few that they've met and
       considered allies, since they have met a few people in other
       universes they didn't mind so much (though it was usually very
       rare, and the number of people they consider allies doesn't even
       come up to ten people total).
       Alchemist Weaknesses:
       - The alchemists, just like the vampire ninjas, are extremely
       prideful. Almost all alchemists are prideful to some degree, but
       balancing that pride is a double edged sword. This is part of
       the reason why the vampire ninjas and alchemists don't get
       along, since both races are very prideful and neither is willing
       to back down when facing the other. Most alchemists are prideful
       in their abilities, though some are more prideful than others.
       Proper alchemists are prideful, but know the limits of their
       power. However, most alchemists are prideful enough that they
       never ask for help, and don't like people getting involved and
       telling them how to fight. As such, this causes a lot of
       problems, and is a major weakness. Some more prideful alchemists
       have even gotten to a point where they think themselves above
       the rules, and some more prideful alchemists can never admit
       when they do something wrong. As a weapon, pride helps keep the
       alchemists confident in their abilities, but should never go
       beyond helping them grow as warriors. The point where an
       alchemist can no longer acknowledge other warriors as equals is
       usually the point where someone like Sirion and Kain will step
       in, and try to talk the alchemist down. This is a big problem
       among many alchemists, though Sirion and Kain have tried to
       control that pride to a degree so it doesn't get out of control
       since they are among the top alchemists, but even Sirion and
       Kain also have a lot of pride themselves. Because of this, this
       is one of the major weaknesses of the alchemists specifically,
       and no alchemist is without pride. Most alchemists can be taken
       advantage of in this, in that not only will they usually never
       back down from a challenge, but most will usually make mistakes
       in their more prideful moments (such as letting an opponent go
       if they can provide a good enough challenge). As one would
       probably guess from Kaidon's personal weaknesses, Kaidon has
       never lost any of his alchemist pride (quite the opposite
       actually, in that Kaidon's pride has only gotten worse over the
       years). Since Kaidon's pride has grown to high levels, his pride
       can be a major weakness in battle, especially after his ego got
       inflated even more after gaining the Wolfwing title after
       killing Wolfwing in combat.
       - The vampire ninjas, as the alchemists' main enemies, have many
       ways specifically to kill alchemists. Because the vampire ninjas
       and alchemists have been at war for so long, both have specific
       power used to fight each other. Both sides have been in a
       stalemate for a long time, and neither can overcome the other,
       but vampire ninjas have a slew of techniques that they can use
       to kill alchemists. The main danger is the vampire ninja's
       spirit destruction abilities, which utilize a power that can
       even destroy an alchemist's soul if used properly when killing
       an alchemist. As such, the alchemists have tried to prevent
       their souls from being destroyed, but the closest they have come
       is using spirit destruction for the Dawnguard to counter this
       spirit destruction. Overall, the vampire ninjas, and certain
       other groups that might specifically target them can figure out
       ways to specifically fight them. The vampire ninjas are not the
       only enemies though, as dark spirits have also sought to kill
       alchemists and vampire ninjas specifically as their enemies, and
       certain werecreature tribes have even sought to destroy the
       alchemists since they view the alchemists as outcasts and many
       werecreature tribes see the alchemists as overconfident and
       prideful to the point that most hate the alchemists for their
       pride and confidence in their tribe. While the alchemists are
       less prepared for his Darkfire abilities, the vampire ninja
       spirit destruction ninjutsu abilities could be used to counter
       Kaidon's alchemy more easily since the vampire ninjas are better
       trained to take on alchemists, and they may even be able to
       counter Kaidon's annihilation energy to a degree using spirit
       destruction ninjutsu. And since vampire ninjas are elemental in
       nature, vampire ninjas might be better for fighting Kaidon's
       elemental abilities as well (such as ice or wind ninjas might be
       better suited to counter Kaidon's plasma abilities).
       - The alchemists are victims of normal magic weaknesses since
       their alchemy is specifically magic based (though it's spirit
       based magic, it's still magic). As such, using this means that
       the alchemists are vulnerable to anything that counters magic.
       The first thing are magic resistances and magic immunities,
       which are a major danger of magic users. Resistances usually
       depend on the creature and what kind of magic they are resistant
       to, like the alchemists typically are resistant to normal forms
       of magic due to them being more spiritual in nature with their
       magic. However, magic immunities are a problem to alchemists, as
       an alchemist may have to rely on physical combat if the user is
       immune to magic. However, even bigger problems lie in magic
       negation and anti-magic. Magic negation is a skill that negates
       all magic in an area, and may hinder an alchemist's ability to
       use magic. As for anti-magic, anti-magic is specifically
       effective against magic users, as it essentially can act like
       the opposite of magic itself and is the major opposing force to
       magic. It is also worth noting that there are plenty of powers
       that can counter magic, such as other energy users that can use
       certain defenses to defend against magic. Depending on the
       magic, any magic can be countered by something, such as
       elemental magic can be countered by counter elements (like fire
       magic could be countered with ice powers (not just magic)). Mana
       negation will also negate any alchemist magic used, since mana
       powers an alchemist's magic. While Kaidon's annihilation energy
       can still disassemble those with magic resistance or immunity do
       to what the magic does to cells, magic negation can still
       prevent him from using his alchemic magic, including his spells.
       If Kaidon's magic is negated, he loses a major aspect of his
       abilities, since he often defaults to his spells against
       opponents since his spells work on almost anyone.
       - Breaking the taboos usually results in imprisonment, or some
       more extreme cases may result in execution. While this isn't
       something the alchemists like to do, it is important to enforce
       the taboos. The only taboo that aren't really too enforced are
       the money creation taboo (since everyone has had to use it at
       some point) and the darkness taboo (because no one can agree on
       when it becomes taboo and agree when it's hurting the life
       around them). However, there is certain forgiveness for the
       taboos if they are not intentionally broken or are broken for
       the purpose of the tribe. Usually, the alchemists are very fair
       about judging people who break the taboos, as usually they will
       allow the user to make a case before Sirion, the clan heads, and
       the Dawnguard, but if they determine that the alchemist has been
       breaking that taboos without a good reason, they may be
       imprisoned. There are certain taboos like soul manipulation that
       even might result in exile as well, as some taboo breakers are
       exiled from the alchemists if they feel that execution is harsh,
       but imprisonment won't teach them anything. Overall, the
       alchemists do understand that sometimes exceptions need to be
       made, but one must have a good reason for committing a taboo or
       else they could face judgement and action from the heads of the
       clans. Usually, it is rare to jump straight to execution, as
       that's usually saved for extreme cases like an alchemist killing
       other alchemists for no reason, or alchemists who purposefully
       break taboos over and over without a good reason. Overall, this
       is a case by case bases, and those that break taboos even by
       accident are usually monitored by the other alchemists to make
       sure the alchemist doesn't break the taboos again. Because of
       the fact Kaidon and Kiren both broke taboos of the alchemists,
       both are usually hunted down. Both Kaidon and Kiren have
       committed individual taboos (like Kiren turning to the Black and
       Kaidon turning against the Bright), but they have committed some
       general rule breaks as well like twisting spirits to their side
       (which is a big taboo), turning on family (in which Kaidon and
       Kiren poisoned and killed their Uncle Sirion as their biggest
       threat in their world), gone against the tribe by misusing their
       spirit destruction powers (As Kaidon and Kiren didn't follow the
       rules on how Kain Silverfang dictates the elites use their
       spirit destruction abilities and still don't), and Kiren and
       Kaidon have even eaten moglins in place humans at times because
       eating forest moglins or moglins beneficial to their elements
       can grant them alchemic magic boosts using their werepyre
       monster stomach passive ability. Kaidon and Kiren not only have
       to deal with vampire ninjas, but every universe with the
       werewolf alchemists will also consider Kaidon and Kiren enemies
       since they have both broken almost every taboo there is among
       alchemists by this point.
       - Alchemy magic is usually close range magic, unless it has to
       do with a projectile attack. With the exception of the elite
       alchemy, users of alchemy are usually limited to close combat
       with their alchemy since most alchemy is done at close range.
       The only exceptions to this are projectile attacks (which are
       still generated within a certain distance of the alchemist), or
       unique alchemies that might be able to be generated a certain
       distance away (like a lightning strike spell from above might
       not require close range). It is also worth noting that an
       alchemy's effectiveness is also only as effective as the user
       who utilizes the alchemy. Depending on the knowledge of the
       alchemists, they may not be able to utilize alchemy as
       effectively as certain others. Typically, each alchemist has
       their own talents and affinities, and they usually have to stick
       to these affinities as other alchemies will usually not be as
       effective. While it is possible to learn as much as one can
       about alchemy, they are often limited by their knowledge. For
       example, most alchemists may know a little science, but most
       don't know as much science as those raised in human society, so
       there are certain things they might not know that certain other
       alchemists will know, but those who are raised in the alchemist
       society may know more about spirits and nature than those raised
       in human society and might have more effective spirit
       purification and nature connections. This depends on the
       alchemist, and what they can learn, as all alchemists have
       limits on what they can do and what they can learn. For the most
       part, Kaidon's alchemist magic is among the most dangerous at
       close range, but he does have projectile attacks he can use.
       However, the best way to avoid his deconstruction magic is to
       avoid physical contact, or use other destruction abilities to
       counter the destruction. Not many know how Kaidon's annihilation
       energy works, but avoiding it is usually the key to surviving
       Kaidon (that and not touching his annihilation energy since it
       can disassemble 99% of objects and energies). Of course, his
       normal alchemist magics still have normal weaknesses, such as
       his ability to change objects is limited by distance, and his
       elemental alchemy has the same general weaknesses as any other
       elemental power.
       - Those alchemists that do become Dawnguard and learn the elite
       abilities are closely monitored by clan heads and by Siron and
       Kain for proper use of the elite skills. Because of the fact
       that elites are often using powers that would normally be taboo
       (but are accepted due to the alchemists needing powerful skills
       to fight the vampire ninja elite teams that the Dawnguard often
       faces in battle), the heads of the clans are constantly watching
       them to make sure that they are using their skills effectively.
       Sirion and Kain, the two people who usually recommend and
       approve people for the Dawnguard, usually rule out anyone they
       feel might be opting for the elite skills, as many alchemists
       have opted for them in hopes they could figure out a way to make
       them no longer taboo. If someone does have ill intent and wants
       the elite skills for their own gain, Sirion and Kain will
       outright refuse to let them become Dawnguard, as even Kain has
       prevented own niece from becoming a Dawnguard because her only
       goal is to gain the power of the elites to surpass everyone
       else. And those that don't use the elite powers properly are
       typically cast out of the Dawnguard, and might even be
       imprisoned if they are willingly breaking taboos. As such, using
       the elite skills comes with a lot of risk, as the heads of the
       clans and both Sirion and Kain will always be watching and call
       out any time the powers are not used properly. There is some
       forgiveness in this for fighting groups like the vampire ninjas
       and dark spirits, however, there are certain situations where
       using the powers is not acceptable, though Sirion and Kain
       always make these instances clear to the elite when they are
       trained. Overall, the elite skills may be great alchemy skills,
       but overall, elites cannot use them whenever they desire, and
       they usually can only use them in specific circumstances (Like
       spirit destruction is only allowed against vampire ninja's to
       counter their spirit destruction or against dark spirits that
       cannot be beaten with spirit purification). Kaidon and Kiren
       basically have no restraint at this point, and it will cause
       them to be hunted down by alchemists in any universes the
       alchemists exist in. They will not hesitate to misuse the
       Dawnguard skills which draws unnecessary attention to them at
       times. Since they made enemies out of the Alchemists in their
       universe, almost every universe's alchemists figure out pretty
       quickly that Kaidon and Kiren are not their allies due to the
       fact they have no restraint and willingly break taboos
       willingly. However, Kiren and Kaidon DO have to be careful using
       their spirit destruction Dawnguard skills around their own
       enslaved spirits for fear of destroying them by accident.
       - The Parliament powers may not be taboo, the forces that
       control them are very strict with how they are used. This is
       another instance of the user is limited in what circumstances
       they can use this. Users of Parliament powers are expected to
       act on behalf of the force they represent, and sometimes the
       forces may require a user to go against allies and friends
       depending on certain situations if the allies and friends go
       against a certain force. For example, the Red has disliked
       werecreatures in the past for eating animals despite the fact
       that werecreatures can eat humans instead and sometimes had
       their werecreature avatars going against fellow allies and
       friends among werecreatures. Among the alchemists, this is
       usually easily forgivable for one simple reason: The Parliaments
       often expect loyalty to their force first over their loyalty to
       the alchemists, and the alchemists know that these forces see a
       scope of balance beyond what the alchemists themselves can see.
       For the most part, the alchemists have settled most of their
       disagreements with the Parliaments though, so going against the
       alchemists is not really necessary, especially after Sirion
       became an emissary of the Gray, a force that connects all life
       and now acts as the intermediary between the alchemists and the
       Parliaments since the Gray is like a governing body of all the
       other Parliament forces. However, the Parliaments are very
       strict with avatars of their powers, and the Parliaments will
       only allow their powers to be used in certain ways to maintain
       balance. Users that break that balance or that utilize their
       power for their own gain are not just cast out of the
       Parliaments, but they are ordered killed as the Parliaments have
       no patience for those that break their rules. As such, becoming
       a member of the Parliaments becomes its own risk, since most
       avatars never live to die of old age as they eventually break
       the rules at least once or twice and then are no longer
       acknowledged as avatars. As such, accepting becoming an avatar
       is usually a risk unto itself, and most users have to weigh
       whether or not they want immense responsibility on them. Kaidon
       is an ex-Bright avatar, and no matter what universe he goes to,
       all of the Parliament Forces will immediately take action to
       take Kaidon out (and his brother since his brother is an avatar
       of the Black, but his brother would have allies in the Black).
       As such, Kaidon is a huge target, and the Parliaments will take
       almost any action to take down Kaidon, including Parliament
       forces working together and warning each other of Kaidon's
       appearance. While Kaidon is used to this, this does paint a
       target on him no matter where he goes, and any Parliament force
       user can sense Kaidon as a user of the Bright and how the forces
       will want him gone since Kaidon is a threat to the balance of
       the forces.
       Darkfire Weaknesses:
       - As vampires with dark natures, the Darkfires are vulnerable to
       a lot of normal vampire weaknesses. The biggest one is that
       Darkfires cannot regenerate their heart or their brain under
       normal circumstances unless they have special regenerative
       abilities (such as those with demonic or angelic power could use
       demonic or angelic regeneration to regenerate their hearts and
       brains unless killed be a demon killing weapon). By utilizing
       regeneration, Darkfires can regenerate a lot of damage, with
       some even being able to regenerate their limbs, but their hearts
       and brains are usually not able to be affected. The Darkfires
       regenerative abilities can be interrupted by holy silver, as
       well as vampire killing weapons which are designed to interrupt
       their supernatural powers. Since Darkfires are dark in nature,
       they take more damage to things designed to fight that dark
       nature, including being vulnerable to light abilities (while
       they don't take damage being in sunlight, they do still take
       damage from light abilities). Another major vampire weakness
       that kills Darkfires is cutting off their heads, in which
       Darkfires are not able to regenerate if their head is cut off
       just like many supernatural creatures. For Darkfires, most have
       natural combat talent as well as powerful elemental abilities,
       but overall, it is regeneration that is their greatest strength.
       If one takes that away, the Darkfires are just as easy to take
       out as any other vampire. And while most might not guess right
       away, the Darkfires regeneration can be interrupted by holy
       abilities and holy weaknesses (holy silver and vampire weapons
       specifically can prevent Darkfires from regenerating
       temporarily). This also means that regeneration negation
       abilities and items also work against the Darkfires pretty well,
       such as certain metals like varanium and carbonadium that can
       negate regeneration. Regeneration negation usually makes
       fighting the Darkfires much easier, since negating their
       regeneration takes one of the most dangerous skills out of the
       equation in a fight. While the Darkfires have elemental
       abilities, their regeneration is their most dangerous ability,
       and using regeneration negation can mean that opponents don't
       specifically have to go for the heart or brain, as some other
       fatal wounds can kill a Darkfire even though the Darkfires would
       normally regenerate certain fatal injuries (for example,
       regeneration negation might make piercing a Darkfire's lungs a
       fatal blow to them that can kill them).
       - In terms of other vampire weaknesses, there are also two types
       of water that can also be used against the Darkfires, which is
       holy water and purified water. Holy water is water with a holy
       element added to it (whether by supernatural holy energy or by
       special concoctions of the church to create holy water), and
       purified water, which is water without any other elements in it
       (purified water is just pure H2O, having been purified of all
       impurities). Using either water can burn a Darkfire just to
       touch, where the water will dissolve their skin when in contact
       with it and it can prevent regeneration for a time, making it a
       good weapon to use against them. Another major vampire weakness
       is that the Darkfires, like some vampires, can also be bound to
       a coffin through certain tricks and rituals used by supernatural
       hunters, which are designed to keep vampires contained (such as
       using certain weapons that knock out a vampire, and using a
       binding agent to keep them in hibernation while the coffin is
       closed). While Darkfires don't sleep in coffins like some
       vampires do, they can still be bound to them like many races of
       vampires can (even if it is unnatural for them in terms of
       supernatural rules and statues). In terms of coffins, there are
       some ways some can even bind a Darkfire to them as servants
       using certain occult knowledge. While not a Darkfire, one such
       example of this is how the Hellsing family bound the vampire,
       Alucard, to serve the Hellsing family. For the most part, Kaidon
       is immune to the first few weaknesses, in that he has demonic
       regeneration that lets him regenerate his head and brain, and he
       can come back from having his head cut off. While silver and
       vampire killing weapons do slow his regeneration, they don't
       stop it completely, and a demon killing weapon must be used.
       Holy water and purified water do still work though, and binding
       him to a coffin could theoretically work if they could get
       Kaidon into a coffin and bind it (though it would be very
       difficult to do so since Kaidon is very familiar with arts that
       do this after his time with Hellsing).
       - As vampires, Darkfires have to feed on blood in order to keep
       their strength up. There are two major options for feeding.
       Darkfires can feed on human blood (which is usually what most
       vampires in general do), or they can feed on animal blood. Human
       blood is usually better for the Darkfires just like most
       vampires, but the major problem is that hunting humans will
       usually put Darkfires on the map for supernatural hunters to
       come after them if they kill humans. Darkfires usually get
       around this by only killing criminals and those that are
       sentenced to death by the government, as a means to only go
       after those that would only be executed anyway. Since the
       Darkfires have special connections to the governments of the
       countries they live in, they will usually use this to find
       people the government will allow them to feed on, or get
       resources from the government such as bags of blood that they
       can feed on. The other option is feeding on animal blood, which
       is more of a substitute for human blood. Some vampires uniquely
       choose this option because feeding on animals makes them less
       likely to be targeted by those like supernatural hunters and
       rival vampire clans. By feeding on animals, Darkfires can
       usually keep a lower profile when not in their home territory.
       The only problem with feeding on animals is that animal blood
       isn't as satisfying and often requires the Darkfire to
       consciously control their hunger as they will be more likely to
       go into blood rages if they sense human blood. No matter the
       option though, Darkfires have to maintain their power through
       some method, with these two being the most common. There are a
       few other methods, that are relatively unknown. The first is
       through synthetic means, where some have found ways to create
       synthetic blood with all the same nutrients as blood, but is
       made synthetically to prevent vampires from having to kill
       humans. So far, few have tracked down sources of this, but there
       are a few that make synthetic blood, usually from animal blood
       or from certain mixes of nutrients. The other options is that
       some Darkfires can learn to maintain themselves on supernatural
       blood, which normally would grant new abilities. Normally,
       supernatural blood doesn't sustain power, but grant new power,
       but some Darkfires can actually train themselves to maintain
       their power on supernatural blood. However, by doing this, a
       Darkfire will lose the ability to gain new powers through
       drinking supernatural blood. Darkfires have to maintain their
       power through blood in some form, and without it, will grow
       weaker until they die. And as they use their power, they will
       require sustenance faster than if they don't utilize their
       abilities (since using abilities requires energy). In Kaidon and
       Kiren's case, they both survive on humans, and they are not
       afraid of what attention that gains them.
       - The Darkfires are almost all unholy creatures, and take far
       more damage from holy effects and holy abilities (unless they
       are a specific type of hybrid like a holy vampire). Holy
       abilities are usually the best thing to have when facing the
       Darkfires, and holy abilities can usually be used to more easily
       counter the Darkfire's abilities. For example, holy weapons
       designed to kill vampires can interrupt a Darkfire's
       regeneration (unless they are immune to holy effects for some
       reason), or holy powers can do more damage to Darkfires due to
       their unholy nature. While those of holy natures may take more
       damage from Darkfires, users of holy power will find that the
       Darkfires take far more damage from holy energy, in which holy
       powers can burn their skin and destroy their bodies if used
       effectively against them. This doesn't just apply to holy powers
       though, but also applies to holy locations, such as sacred
       grounds (except cemeteries) or blessed locations (Like
       churches). When in these locations, Darkfires will take holy
       damage, with their bodies disintegrating slowly as the Darkfires
       remain in these locations (unless Darkfires have unique
       abilities or hybrid race aspects to survive holy locations, such
       as holy vampires). The only way around this is for the owner or
       the priest of said locations to grant the Darkfires permission
       to be there, in which granting permission can allow a Darkfire
       to enter the location. When it comes to holy effects, most
       Darkfires are weak to the effects of holy power (exceptions must
       be stated). There are many ways to utilize this, such as hiding
       from Darkfires on sacred or blessed grounds, or using holy power
       to more easily damage Darkfires. Holy powers are among the best
       powers to have against the Darkfires, whether assassin Darkfires
       or samurai Darkfires, since all Darkfires except a select few
       are vulnerable to holy effects. This includes holy weapons and
       holy items also doing more damage against Darkfires as well. The
       only way around this is if Darkfires have special skillsets or
       race aspects that make them immune (like Father Hei who has holy
       vampire power and is empowered by holy effects). In the case of
       Kaidon and Kiren, they are both highly vulnerable to holy
       effects, so holy power is a great thing to have against them.
       - Because Darkfires are true daywalker vampires, most nighttime
       based vampires will hunt them down in order to take their blood
       and gain their abilities. Darkfires are one of the few known
       true daywalker vampires who are able to be out in the day and
       not take damage. The Darkfires are often hunted down for this,
       and their blood is like a rare resource for vampires seeking the
       ability to not have to live in the night. Because vampires are
       often known to be weak to the light, true daywalker vampires are
       much harder to find and take down because they are able to blend
       in to normal life so much more easily. Vampires will seek the
       blood of those like Darkfires, so that they can drink their
       blood and gain their ability to survive in the daylight. This
       makes the Darkfires a target among many vampire clans that know
       about their abilities as daywalkers, and vampires will seek to
       take their blood in order to steal their daywalker abilities. Of
       course, that isn't the only reason to take the Darkfire's blood,
       as some vampires will also take the Darkfire's blood in order to
       gain their elemental abilities, since the Darkfires are among
       the strongest elemental users among the vampire clans. This
       means that the Darkfires are usually targets of many vampire
       clans, and might even be targeted by ally clans, such as how
       they used to be targeted by the Hazeldine clan despite the two
       clans living in peace (this isn't a problem anymore, but used to
       be and led to a few conflicts between the Darkfires and
       Hazeldines). Because of this, many Darkfires have a hard time
       trusting other vampires, and will often seek to only work with
       other family members, as well as working with the Hazeldines
       after the Hazeldines stopped trying to take the Darkfire's power
       (since they developed their own ways to go out in the day time).
       Of course, this is not even taking into account other aspects of
       why the other vampire clans go after the Darkfires, and this is
       not the only reason why the Darkfires are usually targeted. In
       the case of Kaidon and Kiren, they are werepyres, so it's
       unlikely they'd be targeted by vampires for their daywalker
       abilities, but they would be more targeted to be killed rather
       than have their blood stolen since vampires and werewolves will
       rarely drink or devour werepyres for fear of turning into
       something that will be hunted by werewolves and vampires alike.
       - The Darkfires are somewhat unique in that the clan has two
       separate codes the clan lives by in order to make sure they
       don't misuse their power against the humans they live alongside
       that serve them (in Japan, the humans unknowningly serve the
       Hazeldines and Darkfires who rule the country's government, and
       even in London, Black Sun territory is ruled by the Darkfires
       and Hazeldines as well). The first is that of the samurai based
       Darkfires, mostly ones who survived the Meiji revolution (which
       was one of the previous Hazeldine vs Darkfire wars). The samurai
       based Darkfires live by Bushido, the swordsman code of conduct
       which they live by in order to prevent themselves from
       committing certain atrocities that some swordsman would commit.
       For example, the Darkfires who live by the samurai code believe
       in not killing unless absolutely necessary, as well as using
       their power only to protect others and not oppress. Because of
       this, most samurai Darkfires live fairly humble lives, and are
       careful to only use their skills how their codes dictate. The
       second is the assassin Darkfire code, in which the assassin
       Darkfires live by their own code. While the assassin Darkfires
       live in the dark and kill threats, they live by a specific code
       dictating who they can kill and who they protect, in which the
       assassin Darkfires will usually only kill those that they feel
       deserve to die (such as criminals and those that are a threat to
       the humans who serve them). If they ever do go against their
       codes, they will be imprisoned by the family and sometimes
       hunted down and executed if they misuse their powers. Because
       the Darkfires are very strict with being fair rulers over
       humanity, the Darkfires are quite strict with how their powers
       should be used. This even includes the Hazeldines, in which the
       Darkfires and Hazeldines have agreements on how they should
       operate, and the two clans even work together to make sure the
       other clan follows the rules the clans set forth. Darkfires that
       break the codes they live could be exiled from the clan or worse
       depending on how bad they become, despite the Darkfires never
       wanting to hurt their own family (but sometimes feel that it is
       necessary in certain cases to prevent Darkfires from becoming
       corrupt from their own power). Because of these codes, it is
       often easier for Darkfires to fall into states where they will
       misuse their powers, and this makes the family very cautious as
       the family walks a fine line as it is between good and evil. For
       Kaidon and Kiren, one can probably guess that they don't follow
       the codes the Darkfires do, and for this the Darkfires of any
       universe they go to will hunt them down if they find them, and
       both Kaidon and Kiren will both be treated as enemies of the
       Darkfire family.
       - While they are much more unified than most other clans due to
       them having rules and codes almost all the clan agrees with, the
       Darkfires are often hated by other vampire clans for their
       middle of the road views that don't side with any one side when
       it comes to major vampire issues. The Darkfires are much more
       open-minded than most clans, and they have considered issues in
       different views than the Sabbat and Camarilla have. In the
       Sabbat and Camarilla, both sects hate the Darkfires for their
       middle of the road views on living with humanity. The Darkfires
       agree with the Sabbat that vampires should rule over humans, but
       seek to do so in secret so that humans won't know they are being
       ruled over and are less likely to rise up against vampires. The
       Darkfires also don't believe in becoming tyrannical rulers like
       many Sabbat members do, as the Darkfires live by a much more
       humble code of conduct than most Sabbat sects would. Due to
       this, the Sabbat sees the Darkfires as weak and not willing to
       commit to ruling, as well criticizing the Darkfires for wanting
       to stay hidden in the shadows. For the Camarilla, the Darkfires
       agree with the Sabbat that humans and vampires cannot live
       together, but agree that vampires should rule over humans. This
       leads to the Camarilla thinking the Darkfires are just wannabe
       rulers that want to take over humanity like the Sabbat, even if
       the Darkfires are not as extreme. While some Camarilla
       understand the Darkfire's views, most also view the Darkfires as
       kills all the same, as the Camarilla criticize the Darkfires for
       some being assassins and some being samurai who kill their
       enemies and are not hesitant in killing anyone they perceive as
       a threat. There are almost no clans that identify with the
       Darkfires, save the Hazeldine clan. The Hazeldines are among the
       only clan that agree with the Darkfires since the Hazeldines
       believe the same thing, and after the two clans made peace, the
       two clans became allies. As such, when Darkfires are promoted in
       the other sects or when they appear, both the Camarilla and the
       Sabbat will reject them. One such example is when Hei Darkfire
       and Alice Rynn took control of the Sabbat in London, and many of
       the Sabbat members left to form the Sabbat Traditionalists
       because they didn't like the Darkfires being in charge and felt
       the Darkfires muddied their views. This has led to the Darkfires
       being considered one of the more disregarded clans in the world,
       and most clans refuse to follow the Darkfires, which has led to
       them often having to recruit other supernaturals to their cause
       to build organizations, which leads to even more hatred from
       vampire clans.
       - Almost any vampire has to worry about supernatural hunters at
       some point, and the Darkfires are no different. Even though the
       Darkfires usually avoid trying to draw supernatural hunters
       attention by avoiding killing innocent humans, the Darkfires are
       still vampires that supernatural hunters will hunt down. Even
       though the Darkfires are usually much more peaceful towards
       others than other vampire clans, that doesn't mean that
       supernatural hunters will just ignore them. Supernatural hunters
       familiar with vampire clans may know of the Darkfires if they
       know enough about the vampire clans of the world (specifically
       if they know the vampire clans of Japan), and supernatural
       hunters that have operated in Japan definitely know the
       Darkfires as one of the two main vampire families that control
       the government of Japan. Supernatural hunters who know the
       Darkfires know how dangerous the Darkfires are, and can usually
       prepare if they know they will be facing a Darkfire vampire.
       While Darkfires are skilled fighters and known for having high
       levels of combat talent, supernatural hunters who are prepared
       enough can counter all the Darkfires can do. For example, most
       supernatural hunters will have some form of supernatural hunter
       weapon, such as a holy weapon or some weapon they can use to
       kill creatures like vampires and werewolves. And as for a
       Darkfire's elemental abilities, most supernatural hunters are
       prepared for elemental abilities in some fashion, since
       elemental manipulation is among the most common supernatural
       abilities among supernatural creatures. There are a number of
       supernatural hunter clans in Japan that have tangled with the
       Darkfires and Hazeldines before, so there is no shortage of
       supernatural hunters that know the Darkfires for supernatural
       hunters to ask about the Darkfires if they don't know about the
       clan and what they can do.
       - For the Darkfires, the Darkfires have a major rival in the
       Hazeldine clan. While other vampire clans will often attack
       them, no clan has competed with them as much as the Hazeldines
       have. Wars in Japan's history had been used by the Darkfires and
       Hazeldines to fight each other, with the past of the two clans
       often competing for who would rule Japan. Over the years, the
       Hazeldines have trained specifically to fight the Darkfires,
       just as the Darkfires have trained to fight them. Besides
       supernatural hunters, the Hazeldines are the biggest rivals to
       the Darkfires. Luckily, the Hazeldines and Darkfires have become
       allies thanks to Alice Hazeldine and Hei Darkfire negotiating
       peace between the two clans. Thanks to this, the Hazeldines and
       Darkfires don't kill each other on sight like in wars past.
       However, the Hazeldines and Darkfires do sometimes still
       disagree on certain things, and there are plenty of Hazeldines
       out there that don't follow the rules of the clan (some have
       been known to attack the Darkfires even though there is relative
       peace). While rules in place forbid conflict between the two
       clans, individual conflicts still arise from time to time which
       can result in fights between members of both clans. However, the
       most common fights for a Darkfire will involve Hazeldines
       looking for training rivals. The Hazeldines and Darkfires now
       have a system where they are friendly rivals, and almost all
       Hazeldines will look for a Darkfire that matches their skills to
       battle as a rival. For example, Qrow Darkfire and Dovelthain
       Hazeldine were considered rivals (before Dovelthain died), and
       most Hazeldines will find a Darkfire to train against as a
       rival. Normally, this training rivalry isn't deadly, and is more
       to train so that both the Darkfire and Hazeldine can train and
       grow as fighters. Overall, the Hazeldines are the ones that know
       the Darkfires best, and the Hazeldines train specifically to
       counter the Darkfires. Whether it's friendly rivalry, war
       between the clans, or rogue Darkfires or Hazeldines, the
       Hazeldines are usually the biggest counters to the Darkfires.
       - For the Darkfires elemental powers, each elemental power has
       ways to counter it depending on the element used. For the most
       part, most elements can be used to counter others depending on
       one's knowledge and how they use them. Since elemental abilities
       are quite common, there are many ways out there to counter
       elemental powers. For example, there are creative ways people
       have to counter elements, such as some wind users who counter
       water manipulation by separating water into its base elements of
       hydrogen and oxygen. For the most part, countering elements
       simply requires one to know enough about the element they want
       to counter. Almost every element can be used to counter another
       one, even unlikely ones can counter each other like fire and
       lightning being used to counter each other. However, it's not
       just elementals that can be used to counter each other, but
       energy users can also counter elemental manipulations. While
       Darkfires elementals could have special properties (such as
       certain lightnings being able to use other energies as
       conductors like dark lightning being able to use shadows as
       conductors), all elementals are still countered like normal
       elements as long as one accounts for any special effects of the
       elemental. In general, there are common counters such as earth
       and wind countering each other, water countering lightning and
       fire, and fire countering ice and earth. In terms of energy
       manipulation, using energy can be used to counter, such as aura
       defense could be used to block a wind slash wave. For the most
       part, the elemental powers are only as good as the user's
       knowledge, and the same can be said for countering the elemental
       powers as an opponent can find ways to counter an elemental if
       they are skilled enough. For the most part, this just depends on
       how creative the user and the opponent get with their abilities,
       as the Darkfires aren't the only ones that get creative with
       their abilities.
       - Because controlling their powers and controlling their
       instincts takes so much mental focus, Darkfires must train
       heavily in controlling their mind. Darkfires must learn to be
       able to use disciplined mind training in order to control their
       minds through focus, as it is absolutely necessary for them to
       control themselves or it could affect their abilities. Trauma is
       one of the biggest dangers for a Darkfire, as trauma or forms of
       mental incapacity could affect their elemental abilities. The
       most known one is mental trauma affecting their regeneration
       abilities. Some Darkfires, if they suffer a trauma, will
       associate that trauma with injuries caused during the trauma and
       the injuries might not regenerate if that trauma takes a mental
       toll on the Darkfire. When this happens, trauma based injuries
       won't regenerate until the Darkfire has overcome the trauma
       completely. However, this isn't the only way to affect a
       Darkfire's power. Among other examples, if a Darkfire is
       suffering emotionally, their powers might run out of control, or
       might not work at all depending on the Darkfire and the trauma
       they are suffering. This can lead to major problems, as
       Darkfires who are suffering traumas won't be able to use their
       powers effectively, and at some point may lose access to certain
       powers completely if they don't overcome that trauma. While
       Darkfires can overcome trauma with time depending on their
       mentality, trauma is one of the biggest ways to mess up a
       Darkfire's power. This has even led to some Darkfires becoming
       corrupted by trauma, in which their powers may change as a
       result of it, such as in the Apocalypse timeline where Hei's
       powers became pure demonic (where he lost access to his positive
       elemental abilities and his elements became purely demonic) and
       then his elementals became soulless variations after Hei was
       revived as a Dark Lord. Trauma almost never has good effects on
       the Darkfires, and has led to some even losing their ability to
       manipulate elements. Because of this, it is always essential for
       Darkfires to continuously train their mental states, and train
       their disciplined mind to try and avoid this. Trauma is not
       something Darkfires can suppress even with their disciplined
       mind training, so it is important for Darkfires to not let
       trauma affect them in the first place or it can be a problem no
       matter how strong the Darkfire.
       Demonic Weaknesses:
       - Not many know this, but a human turned demon can be killed by
       burning their bones with salt and fire, essentially the same way
       as getting rid of a vengeful spirit. This is something that not
       many people know, and only smarter demon hunters have figured
       out. By burning their bones, it sends them back to the afterlife
       permanently (Usually sending them to wherever the demon will go
       after death), and works on killing the demon connected to the
       bones. Every human form demon created is connected to one set of
       bones that belonged to their human form or some item with their
       DNA on it. Once the bones/items are burned, the human form demon
       will burst into flames and disappear, not able to return to
       earth ever again. Any human form demon knows how dangerous this
       is after finding out about this from a demon who saw it happen,
       and knows that their old human names and graves are the biggest
       weakness they have due to being a great way to kill them without
       having to get close to the demon directly. If the person knows
       where the bones are to a human form demon, they can use that to
       their advantage. Due to that, a human turned demon usually has
       to hide their bones and whatever ties them to their existence.
       One such example is Crowley, who almost was destroyed by the
       Winchesters after they found his original bones. This makes a
       human-turned demon's real name one of their most closely guarded
       secrets that they have, and makes them able to be killed without
       having to use normal demon weaknesses. Since Kaidon is still
       living, Kaidon actually doesn't have this weakness. If he were
       to die and become a demon, then this would apply to him (but it
       doesn't at the moment since he's still a living mortal being
       unlike most demons).
       - Just as holy opponents take more damage from demonic energy,
       so too do all demons take increased damage from holy abilities
       (unless they have specific holy abilities such as angel
       abilities). For the most part, demons are able to be killed
       depending on their demonic regeneration, with demon killer
       weapons being able to bypass their regeneration and halt their
       demonic regeneration for a short time. The two main things are
       demon killer knives, which are made with special runes (though
       demon killer knives don't permanently kill demon princes and
       hell knights), and angel blades, which are designed to kill
       demons (These also may not kill hell knights or demon princes on
       their own). Other demon killing weapons exist, with many having
       their own methods for killing demons. Other things like death
       scythes, varanium weapons, or other weapons designed for killing
       a variety of creatures often also work if they are also tuned to
       killing demons. Though weapons like death scythes or varanium
       weapons don't have to be tuned since they work on most
       supernatural creatures. Typically, holy weapons are the most
       effect items to use on demons since demons typically take more
       damage from holy abilities. This applies to Kaidon as well, in
       which he is able to be more easily countered with holy power.
       While Kaidon has ways to counter holy power, so too can holy
       power be used to counter a good majority of what Kaidon has the
       ability to do. The only trouble one might have using holy power
       is blocking his destruction alchemy, which can destroy holy
       energy as easily as most energies.
       - Burning holy oil, holy water and salt works against demons as
       well, doing extra damage. Burning holy oil does extra damage to
       them just as it does to angels, though it doesn't have the same
       casting effect it does on angels when they are engulfed in it.
       Instead, the burning holy oil just does heavy holy damage to
       their bodies, even if they are fire users due to the immense
       holy power of holy oil that can even stop angels in their
       tracks. Some weaker demons can even be completely incinerated by
       burning holy oil if they are not careful. Holy water also works,
       with it being something that can stop or slow a demon pretty
       effectively. Holy water does extra damage, and weapons coated in
       holy water can stun a demon if they are hit with it. Salt also
       works, being a way to counter demons as a spirit. Usually, salt
       works the same way as holy water, where weapons coated in it or
       salt itself can do extra damage to a demon, or even stun it.
       Blessed salt works even better and does more damage if one has
       it, but normal pure salt will work as well. Some demons can even
       be trapped in a salt ring if it makes a ring around them. Holy
       water works fairly well against Kaidon due to him also being a
       werepyre and a Darkfire (who are weak to holy water as well).
       Holy oil also works against Kaidon since Kaidon's demonic power
       does also give him demonic weaknesses. For the most part, the
       only danger is if one uses holy oil fire, because holy oil fire
       can be absorbed and converted by Kaidon into dark flames or
       demonic flames he can use against opponents since Kaidon can
       take control of most types of fire.
       - Demon wards, and demon traps are specific abilities designed
       to counter demons. Demonic wards are able to keep demons out of
       an area until they find a way to break the wards, often allowing
       time to prepare a counter attack. Wards can also be used to cast
       out demons, such as paper wards that can send a demon somewhere
       random. There are also demon traps, which need only be drawn on
       the ground in order to trap a demon once they step into the
       circle. As long as the demon doesn't break out of, such as Hell
       Knights being able to shake the ground to break the ground, the
       spell circle will hold until the demon finds a way to get rid of
       the trap circle. These trap circles have to maintain their shape
       and form though, as the circle won't be effective once it is
       broken. In addition to this there are other wards and traps that
       can be used depending on the lore or origin, as many have
       contended with demons over the years and developed their own
       methods. This is a problem that Kaidon has, in which demon wards
       and traps do work on him just as easily as other demons. While
       Kaidon can overcome wards and traps eventually (where he will
       either overcome them with raw demon energy or use his alchemy to
       break wards and traps), he can still be trapped or restricted by
       them, even temporarily.
       - Another way to counter demons are Enochian chants and exorcism
       spells. There are a number of Enochian chants and spells that
       can send a demon back to hell for a time, usually for up to a
       week before they are able to return. These chants are all based
       on the spoken words, which exorcise the demon, being able to
       cast them out of an area. These exorcisms work fairly well, with
       the only real downside being that the demon is easily able to
       return to the living world after a time usually up to a week.
       Usually this is best used for those that defy the rulers of hell
       to send them back to the rulers of hell, usually for punishment.
       These exorcisms also work better when accompanied by salt or
       holy water, which weaken the demon's resistance to the chant.
       However, some spoken exorcisms are quite lengthy, and if the
       demon realizes what's going on, the demon needs only keep
       someone from talking to prevent the chant since this doesn't
       interrupt their powers. Typically demons who possess people are
       more vulnerable to exorcisms than those that shapeshift. While
       Kaidon doesn't possess people using demonic power, he can be
       cast out  of an area if one uses a full incantation of an
       demonic exorcism. If they do it, Kaidon will be cast out of an
       area temporarily. Kaidon is skilled enough to escape hell if he
       gets transferred there, as long as he avoids Lucifer or the
       other demon princes that might be a problem to him.
       Personality: As one might be able to guess by this point, Kaidon
       is a very confident and proud person. He is very confident in
       himself and his abilities, and is not afraid to let people know
       it. Kaidon is usually very calm and collected, usually able to
       keep his cool in almost any situation. Kaidon is someone who
       will not hesitate to say what's on his mind, and doesn't try to
       hide the fact that he's an evil person. Kaidon is also a very
       careful person, who is very cautious about approaching
       situations, but will usually approach any situation he's certain
       he can overcome. Kaidon is only loyal to himself and his
       brother, Kiren, and almost anyone else he will consider an enemy
       except in rare circumstances. Kaidon is someone who hates people
       who say one thing and do another, such as people who say they
       fight for justice and then do evil things. For the most part,
       people who don't match their words is a big pet peeve of
       Kaidon's, and he will usually take out people like that if he
       encounters them. Kaidon and his brother make no effort to
       conceal the fact that they are dark and evil people, and Kaidon
       often expects the same courtesy from others. Kaidon is also
       someone who rarely ever lies, as he isn't afraid to tell people
       the blunt truth. Kaidon only lives by one rule, and that is that
       anyone who is not with him and his brother is against them.
       Kaidon and Kiren also do not live by any rules by their own, and
       don't care about the laws or rules of any universe they happen
       to be in. When it comes to the survival of himself and his
       brother, Kaidon will not hesitate to do whatever it takes for
       them to survive, even if it means he has to pull underhanded
       tricks on people.
       In battle, Kaidon can either be a very strategic and smart
       opponent, or he can be an opponent who is just overly brutal and
       brute forces his opponents. Usually, he analyzes an opponent
       during a fight and determines if they are worth fighting, and
       adjusts his demeanor in battle accordingly. If he's certain he
       can beat an opponent, he will toy around and brutally torture
       opponents for fun, usually beating them down till they can't
       fight anymore before killing them. Against opponents he can
       beat, Kaidon will show his overconfidence and pride in battle,
       and will often not worry about strategy. However, if he faces
       someone he considers a real threat, he knows when to take fights
       seriously, and if he gets serious, he will bring his full force
       down on someone while also using strategy and mind games to try
       and take out his opponents. If he has a chance to take out a
       real threat outside of battle, Kaidon will usually do so,
       usually through trickery or through assassination techniques
       since Kaidon prefers to not have to fight more dangerous people
       directly. Kaidon can get careless at times, since he often plays
       around in his fights, but this is usually against opponents he
       knows he can beat. If he is strategic, Kaidon is smart enough to
       overcome most opponents using his high IQ, with him having very
       high intelligence. Kaidon is someone who can not only strategize
       better than most opponents, but he also notices things most
       people miss, and can see weaknesses in techniques thanks to his
       scientific knowledge.
       Bio: Kaidon and Kiren Darkfire are alternate versions of the
       London universe Kindron Darkfire, born as twin brothers. Kaidon
       and Kiren were born to Kina Darkwolf and Qrow Darkfire, being
       twins who were born instead of Kindron in their world. In this
       universe, the Darkfire vs Darkwolf war happened much like it did
       in the London universe, resulting in the death of Kina Darkwolf
       as well as much of the Darkwolf clan being wiped out. However,
       the major difference is that Kaidon and Kiren were saved by the
       alchemists, in which Sirion Darkwolf and Kain Silverfang managed
       to save Kaidon and Kiren from being killed by Kirnan (Kina's
       ex-husband). This resulted in a different beginning for Kaidon
       and Kiren during the incident, compared to universes like the
       London universe where Kindron would be saved by a supernatural
       hunter who would raise him. Instead, Kaidon and Kiren were
       raised by the alchemists, in which Sirion took them in and
       raised Kaidon and Kiren after the war with the Darkfires ended.
       This led to a very different life for Kiren and Kaidon, as they
       would grow up being trained by Sirion and Kain who would take it
       upon themselves to train the two of them. Even from a young age,
       Kaidon and Kiren held a lot of promise as alchemists, and were
       far smarter than most alchemists due to their enhanced
       intelligence and their creative minds on how to better utilize
       their skills. Kaidon and Kiren would seem to have a natural
       talent for not only combat, but for their supernatural power
       thanks to being born with not only the alchemists natural
       talents but with Qrow's natural combat talents.
       While Kaidon and Kiren weren't too well liked by most of the
       alchemists for being werepyres, they would come to accept Kaidon
       and Kiren as members of the alchemist tribe and try to teach
       them how to properly use their talents since Kaidon and Kiren
       were family. However, from a young age, Kiren and Kaidon felt
       that the alchemists never truly accepted them, and felt like
       they were going to be betrayed at any time. This led to Kaidon
       and Kiren secretly planning for the day the alchemists would
       betray them, and the two started plotting in secret. Even though
       the alchemists appeared to have accepted them, Kaidon and Kiren
       could tell the alchemists didn't trust them, and this led to the
       two brothers making plans for if the alchemists were to turn on
       them, as the two never told the alchemists that a group of
       alchemists had tried to kill them during the Darkfire/Darkwolf
       conflict, and the two had killed the group in self defense
       (which happened before Kirnan found them and was taken down by
       Sirion and Kain). Kaidon and Kiren played along with the
       alchemists traditions, never letting the alchemists know that
       Kaidon and Kiren were actually conspiring and were prepared for
       the alchemists to betray them, even deceiving Kain Silverfang
       and Sirion Darkwolf into believing that Kaidon and Kiren weren't
       planning anything. The two brothers were training and gathering
       information on how best to take on the alchemists, and prepared
       for the day they were going to turn on the alchemists (which in
       their view was going to be when they turned on the two
       brothers). The only two that seemed to truly accept Kaidon and
       Kiren without caring what they were appeared to be Sirion and
       Kain, though Kaidon and Kiren were suspicious of them as well
       since all the other alchemists were so cautious around them.
       Kaidon and Kiren would advance quickly, and both would even
       surpass their half-sister, Kierra Darkwolf. Kaidon and Kiren
       would even come to be trained as elite alchemists under Kain
       Silverfang, as Kaidon and Kiren would become members of the
       Dawnguard, as Kain still hadn't caught on to Kaidon and Kiren
       having secret plans to turn against the alchemists eventually,
       so they joined the Dawnguard to learn the skills of the
       Dawnguard so they could beat them in battle when the day came
       that Kaidon and Kiren turned on the alchemists. As they grew,
       they fought enemies of the alchemists, even taking on the
       vampire ninjas. Kaidon and Kiren would eventually go on to
       become supernatural hunters, fighting new enemies and living
       among humans as they would travel Europe in order to train
       themselves in combat. This would lead to Kaidon and Kiren
       gaining even more battle experience and even them learning about
       other tribes and vampire clans, including finding out about the
       Darkfires and the abilities the Darkfires had thanks to hearing
       about the Darkfires during their travels. Kaidon and Kiren would
       fight for years protecting humans, and living among the
       alchemists, even though no one would really accept them upon
       finding out they were werepyres. Kaidon would even become an
       avatar of the Bright, being granted powerful plasma manipulation
       as part of his training in the Bright, while Kiren would learn
       the dark arts in order to learn his own method of using his
       darkness and magic abilities (Which he kept secret from the
       other alchemists). Kaidon and Kiren would continue their
       training and supernatural hunting as they traveled through
       Europe.
       Eventually, Kaidon and Kiren would meet Wolfwing XII, who had
       taken their supernatural hunter friend, Erimus Shephard to turn
       him into a werepyre. Unlike the London version of Kindron who
       never beat Wolfwing XII, Kaidon and Kiren would eventually find
       Erimus and Wolfwing XII before Erimus would beat him. With Kiren
       and Kaidon helping fight Wolfwing XII, Erimus would kill
       Wolfwing XII and become the new Wolfwing just as he did in the
       London universe after developing his final technique
       "Conjuration of Decimation." This led to Erimus, Kaidon and
       Kiren training together after Wolfwing XII was killed by the
       group, with Erimus training Kaidon and Kiren to become the new
       Wolfwing. During this training, Kaidon and Kiren would become
       stronger, and start to learn the werepyre skills that were
       passed down among Wolfwings and other werepyres, finally being
       able to learn the werepyre skills and maximize their werepyre
       natures. Kaidon was the one who benefited most, as Kaidon even
       learned some of Erimus's unique skills he had developed, like
       the dark chaos drive skill, or Kaidon learning Erimus's training
       to control his body's state to utilize certain skills requiring
       things like rage. Before long, Kaidon had surpassed Erimus and
       developed a few of his own werepyre skills, and defeated Erimus
       in combat. After Kaidon killed Erimus, Kaidon would become
       Wolfwing XIV, much to the horror of the alchemists who were not
       fond of what the title meant, and the skills that Kaidon and
       Kiren had learned from Wolfwing.
       While Kaidon and Kiren were still living by the alchemists
       rules, their training with Wolfwing had made the alchemists even
       more cautious around them, who had started to watch Kaidon and
       Kiren much more closely since the two had learned werepyre
       skills that the alchemists were concerned would be used against
       the spirits and would break the rules of the clan. Kaidon and
       Kiren could see that the alchemists were no longer as accepting
       of them as they had been before, and noticed the alchemists were
       much more actively showing disdain towards the two. This led to
       Kaidon and Kiren having to avoid the alchemists, as they were
       trying to avoid being watched by the alchemists. It was at this
       point that Sirion and Kain became suspicious of Kaidon and
       Kiren, as they quickly realized that Kaidon and Kiren seemed to
       have something to hide. In addition, Kaidon and Kiren had
       started to bend the rules of the clan, using the rules to their
       own ends as they had started to actively go against the rules of
       the clan. However, it was one of the battles against the vampire
       ninjas that pushed things too far and gave Sirion and Kain
       reason to finally act, as during the fight, Kiren was nearly
       killed by Kyle Mue during a conflict with the vampire ninjas
       while Kindron was fighting Kazu Shinke. During Kiren's fight
       with Kyle Mue, Kiren would tap into the Black, using it as a
       last resort to fight Kyle as Kyle was about to kill him. Once
       using the Black, Kiren gained new power once he had accepted the
       power of the Black, and as an avatar of the Black, Kiren was
       able to overcome Kyle Mue's power. And using his spirit
       enslavement, Kiren was able to trap some of Kyle's dark spirits
       and enslave them himself before killing Kyle in combat. Of
       course, this would be one of the bigger taboos among the
       alchemists, as the Black was seen as a purely destructive force
       and using that power was a big rule break.
       Once back with the alchemists though, Kiren's use of the Black
       had not gone unnoticed as Kiren was immediately put into the
       Alchemist underground prison for his crime of tapping into the
       Black. As Kaidon would plead with Sirion and Kain to make them
       understand Kiren had only acted in self defense, Kaidon would
       soon find that Sirion and Kain were not willing to let Kiren off
       lightly for what he had done. It was at this point that Kaidon
       had come to a conclusion about Sirion (wrongly): It was obvious
       to Kaidon that Sirion had been looking for reasons to jail Kiren
       and/or Kaidon for a long time, and was planning against them
       just as the other alchemists were. Kaidon's confrontation with
       Sirion had led Kaidon to believe that Sirion had only put Kiren
       in jail because Sirion was against him and his brother and was
       going to use that opportunity to separate them. While Sirion
       tried to convince Kaidon  that Kaidon had become short-sided and
       was not seeing the full picture (as Sirion was just following
       the rules of the tribe), Kaidon would not listen to Sirion,
       sticking to his belief that Sirion had been conspiring against
       Kaidon and Kiren since they were born. Kaidon, not willing to
       let his brother be put into prison for defending himself, came
       up with his own plan after pretending to agree with Sirion and
       deceiving him into believing Kaidon had seen things his way.
       Kaidon then took the opportunity to poison Sirion when Sirion
       wasn't expecting it (as Kaidon wasn't really willing to fight
       Sirion in a serious fight). Once Sirion had been poisoned and
       was barely alive due to the potency of the poison Kaidon used,
       Kaidon killed Sirion so Sirion couldn't use his spells against
       Kaidon, and then freed Kiren from the alchemist prison. Before
       they could leave however, Kain Silverfang would appear alongside
       Kierra Darkwolf, and the two went up against Kaidon and Kiren to
       attempt to capture them after finding out about the death of
       Sirion. However, it wouldn't take long for Kaidon to kill Kain
       Silverfang (as Kaidon had studied Kain and knew how to get
       around all of his skills), and Kiren soon was able to kill
       Kierra Darkwolf in combat since Kierra was not as skilled a
       combatant as the brothers (as the brothers had surpassed her in
       combat and alchemy ability long ago).
       This would lead to a major battle among the alchemists, where
       Kaidon and Kiren would surprise attack the alchemists with the
       help of dark spirits, whom Kiren had allied with as Kiren made a
       deal with Phantom in order to gain new power so that the
       alchemists would not be able to trap him again. It didn't take
       long before Kaidon and Kiren had wiped out most of the
       alchemists since the alchemists didn't have Kain Silverfang or
       Sirion to defend them, and most of the higher level members were
       killed by Kiren or Kaidon. The war would end with most of the
       alchemists dead, and Kaidon and Kiren would leave the alchemists
       to travel again, now free from the alchemists rules as the two
       would no longer have to answer to the alchemists. Loyal only to
       each other, the two would fight for years against other threats,
       taking down enemies and fighting anyone that came against them.
       Kaidon and Kiren would hunt down supernaturals, continuing their
       job as supernatural hunters. Kaidon and Kiren would even hunt
       down and kill Safiria as revenge for what she had done to their
       family. Kaidon and Kiren would fight a number of people, and
       tried to build their own group by rebuilding the Order of the
       Dragon into a supernatural hunting group using members they
       found willing to join them, including Kaidon's own apprentice,
       Nightbane Shiraki. However, those that know the London story of
       Nightbane won't be surprised to find that Nightbane tried to
       betray Kaidon and Kiren after becoming a dracopyre, and tried to
       cast Kaidon and Kiren out of the organization. However,
       Nightbane and his group's attempt did not go well, as Kaidon and
       Kiren would slaughter the entirety of the group for turning
       against them, even killing Nightbane during the battle (unlike
       the London universe where Kindron would be beaten by Nightbane).
       After finding out that the Scarlet Sisters were behind Nightbane
       attacking him, Kaidon and Kiren would go after them to kill them
       for their actions of turning the group against them. This would
       lead them to London, where they would meet Hellsing after the
       Scarlet Sisters started working with Servius Lucretius and the
       Sabbat. Soon, Kaidon and Kiren would befriend Hellsing, and join
       the group as supernatural hunters. During this time, Kaidon
       would befriend Integra Hellsing, while Kiren would befriend and
       train with Danae Levesque in order to learn voodoo magic as a
       means to utilize his dark arts (as Danae was trying to help him
       learn a way to utilize his power without Kiren becoming a dark
       spirit or hosting dark spirit power since Kiren had made a deal
       with Phantom in the past and was using dark arts). Of course,
       with Hellsing's help, the Scarlet Sisters, as well as Servius,
       would all be killed in battle, and the Sabbat would be taken
       over by Hei Darkfire and Alice Rynn. However, during the battle
       with the Scarlet Sisters, Integra Hellsing would be killed by
       Servius before Servius had been killed by Kaidon. After the
       death of Integra, the organization would be left to Kaidon, who
       had become Integra's second in command during the years he and
       Kiren had been with Hellsing (since Kaidon had run his own group
       before and helped Integra run Hellsing as well as plan
       missions). This would lead to Kaidon becoming the new leader of
       Hellsing, which the other members of Hellsing refused to accept
       as many people in Hellsing only put up with Kaidon and Kiren
       because Kaidon and Integra were friends. However, what no one
       realized was that Kaidon had not let Integra's soul go to the
       afterlife, and had actually turned her soul into a holy armor
       familiar because he didn't want to let one of his best friends
       leave him (thus enslaving Integra's soul into his familiar armor
       he named, Integra the Bold).
       However, Hellsing's hatred of Kaidon and Kiren would end up
       being justified, as Kaidon would prove to be a very brutal
       leader, using the members of Hellsing like chess pieces. While
       Kaidon's strategies would beat their enemies much more easily
       than previous battles, Kaidon's sacrifice of Hellsing's people
       to achieve that goal would lead the group to secretly turning
       against the two brothers, as they no longer trusted Kaidon to
       run the organization after how he had sent many Hellsing members
       to their deaths in order to take out their enemies. Kaidon and
       Kiren soon began to realize Hellsing was plotting against them,
       and tried to talk to the Hellsing members. It was at this point
       that the Hellsing members started to openly go against against
       Kaidon, as Kaidon had admitted to sending Hellsing members to
       their death as "necessary sacrifices" in order to take out their
       enemies. This led to the group no longer listening to Kaidon.
       However, since no one would listen to Kaidon, Kaidon decided to
       take drastic action. Kaidon would end up killing Alucard and
       Raven for leading the plan to remove Kaidon and Kiren from
       Hellsing, as a means to force the group into submission as
       Alucard and Raven were also their most powerful members besides
       Kaidon and Kiren. This would lead to most of the lower members
       of Hellsing serving Kaidon in fear of being killed if they did
       try to go against him again, while some of the members went to
       the Sabbat for help. Edgardo Del Salvador, who had been helping
       advice Hei and Alice on how to run the Sabbat, chose to help
       take out Kaidon and Kiren, knowing how dangerous werepyres were
       and how bad it was that they were in charge of Hellsing. This
       led to Kaidon and Kiren taking on the Sabbat using Hellsing in
       order to take out those that were conspiring against them. Using
       Hellsing, Kaidon and Kiren would take out the Sabbat, ending
       with Kaidon and Kiren killing Hei and Alice as a result of the
       battle, and even Hellsing killed Edgardo Del Salvador.
       However, after the war, not much was left of Hellsing, and both
       Kiren and Kaidon were forced to leave Hellsing behind as they
       couldn't rebuild the group with most of its members dead. Soon,
       Kaidon and Kiren would be hunted down by Qrow Darkfire and Cain
       himself, as Kaidon and Kiren had become known to the Darkfires
       that they were alive (as Qrow had thought them dead previously).
       Thanks to Qrow, the Darkfires and Hazeldines started hunting
       down Kaidon and Kiren, after finding out from Qrow that Kaidon
       and Kiren had killed the alchemists and gotten most of Hellsing
       killed. Kaidon and Kiren would fight off the Darkfires and
       Hazeldines, as well as a few other clans and tribes that would
       come after them over the next few years. Kaidon and Kiren would
       even take on lists of supernatural hunters who would come after
       them. No matter where they went, Kaidon and Kiren were hunted by
       some kind of group, whether it was human, werewolf, vampire or
       even other supernaturals who saw Kaidon and Kiren as monsters
       among monsters due to their werepyre heritage. And because
       Kaidon had been rejected by the Bright (becoming an ex-avatar
       after Kaidon had stopped following the rules), Kaidon would be
       hunted down by avatars of the Parliament forces just as Kiren
       was (since Kiren was an avatar of the Black and all Parliament
       forces would seek to eliminate avatars of the Black). Kaidon and
       Kiren would kill anyone that came after them, with Kaidon and
       Kiren even working together and killing Qrow Darkfire in battle,
       which led to Kaidon and Kiren being listed as serial killers
       among the governments of the world as among some of the most
       dangerous killers in history. Kaidon and Kiren, realizing that
       nowhere in their world was safe for them as they had to be
       constantly on the run, used their scientific knowledge to use
       their elemental teleportation to teleport to another world,
       hoping that another world would be more accepting of them.
       After moving to another universe that didn't know who they were,
       Kaidon and Kiren would enjoy some peaceful time in another
       London as they tried to stay secret and not get too involved
       with other groups. They would even try to keep their parliament
       powers secret from the Parliament forces to avoid drawing their
       attention, as they wouldn't use those powers even in fights so
       that the Parliament forces wouldn't find out about them.
       However, due to Kaidon and Kiren being inter-dimensional
       travelers, they would catch the attention of the old Exiles ream
       (Jon Talbain and Johnny Cage's team before the current Exiles
       group) as they traveled. After a few members were sent to take
       Kaidon and Kiren back home, Kaidon and Kiren killed the Exiles
       members who came after them as they refused to go home. After
       that, supernatural hunters were alerted to Kaidon and Kiren's
       presence in their universe, and soon groups like Hellsing and
       the Sabbat went after Kaidon and Kiren. This led to Kaidon and
       Kiren once again hopping dimensions after defending themselves
       against Hellsing and the Sabbat members. However, as they would
       hop dimensions, they would find the Exiles eventually coming
       after them again, with Kaidon and Kiren eventually getting
       noticed by supernatural hunters again. Kaidon and Kiren would
       soon continue hopping dimensions, trying to outrun the Exiles,
       and avoid supernatural hunters in the worlds they would go to.
       However, it wasn't just supernatural hunters, but avatars of the
       Parliament forces who would hunt down Kaidon as an ex-Bright
       avatar (since he broke the rules of the Bright), and Kiren as a
       member of the Black (and someone who made a deal with Phantom to
       gain dark arts abilities) whenever they would appear in their
       world as even the Parliament forces had started to catch on to
       Kaidon and Kiren hopping worlds. It was through traveling
       dimensions that Kaidon and Kiren came to realize that they would
       likely not be able to go anywhere without the Parliament forces
       at least wanting to kill them, as well as supernatural hunters
       and other creatures would hunt them no matter what universe they
       were in.
       As Kaidon and Kiren would come to trust almost no one, they
       would become known as a pair of inter-dimensional serial
       killers, wanted by the Exiles as Kaidon and Kiren would continue
       moving from dimension to dimension trying to find a place they
       could call home. Kaidon and Kiren would try a few different
       things in different universes in terms of lifestyles, like in
       one universe where they would become crime lords and take over a
       universe's version of Nightshade before getting bored and
       leaving that universe. The two even tried to join one universe's
       version of the Order of the Dragon, but were betrayed by the
       leader (who was not Nightbane or Kindron) and the leader was
       then killed by Kaidon and Kiren. Kaidon and Kiren would even go
       to a few planets controlled by the Order of the Dragon, but the
       group wouldn't even let them join as they felt Kaidon and Kiren
       were too dangerous to let them into the group since Kaidon and
       Kiren would only be loyal to each other, and not to the Order.
       There were even a few worlds where the Order tried to torch
       Kaidon and Kiren using space bombardments by Wraith Hive ships,
       in which the Wraith would soon come to recognize Kaidon and
       Kiren as enemies, which led them to avoid Order controlled
       worlds. No matter where they would go though, they would be
       hunted by just about everything. Some worlds would even have
       Wolfwings hunting down Kaidon and Kiren, to which Kaidon would
       defeat multiple Wolfwings. Kaidon and Kiren would also have to
       avoid most universes Darkfires and werewolf alchemists, as
       Kaidon and Kiren would be hunted by them once they were found
       due to Kaidon and Kiren not following the rules of the clans.
       Kaidon and Kiren would travel dimensions until they would find
       their way to the London universe by accident, being teleported
       to London on their way to another universe. As a result, Kaidon
       and Kiren would be stuck in the London universe until they could
       find a way to bypass the dimensional distortion, resulting in
       them having to avoid any threat that could kill them.
       Normal Theme: Fear (
  HTML https://www.youtube.com/watch?v=BbF9yBIIU1c<br
       />)
       Battle Theme: Reminded (
  HTML https://www.youtube.com/watch?v=G8z0gbJLufc
       )
       Kaidon and Kiren Theme: Tear Away (
  HTML https://youtu.be/_2hURcrRPpQ<br
       />)
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