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       #Post#: 14501--------------------------------------------------
       London RP Profile: Dufort Tolodora-Darkfire (Crow Mercenaries Ve
       rsion)
       By: Zorbak the Ebil Moglin Date: July 5, 2022, 9:31 pm
       ---------------------------------------------------------
       "You're not very smart, are you?" - Dufort Tolodora-Darkfire
       "Don't try and get friendly with me. I can read your mind, so I
       can easily see that you're just trying to get on my good side so
       you can use me to your advantage."
       "You shouldn't play around. We might lose if we're not careful."
       - Dufort Tolodora-Darkfire to an ally
       "I like animals... They don't mind the fact I can read their
       minds and they don't try to hide their thoughts from me. They're
       also very straight-forward when they want something from me." -
       Dufort while caring for an animal that was injured.
       "When I grew up... Everyone hated me. And as much as I tried not
       to, eventually it was difficult not to hate them back. But I can
       guarantee that my hatred... It far outweighed the others." -
       Dufort talking about his past
       "I wonder. Why would my father give you his sword, Takahashi? If
       anyone should have gotten it, it should have been me... You're
       just lucky I don't need a sword or I'd take it from you." -
       Dufort about how his father gave Shinso to Takahashi and not to
       him.
       "When I was three years old... I did my first quantum mechanics
       problem on a blackboard that a Celestian professor wrote on at
       our school that he was trying to figure out. I didn't know what
       it was, and thought it was a homework assignment, so I solved it
       and gave him the solved problem. And by five years old, I was
       predicting quantum events that baffled even most of the time
       lords. I've only gotten smarter as time went on. For better or
       worse, people started to notice and wanted to use my knowledge
       for their own ends." - Dufort talking about his past
       "That jerk (Gammon) left this area so unnaturally altered... The
       flow of life is damaged. He says as he leans down to a rabbit in
       a patch of dirt that was dying. I know you're suffering... Let
       me help heal you and this land. Dufort says as he uses his
       alchemy and psychokinesis energy to try and fix the damage to
       the land, showing his soft spot for wild life. As he does, life
       starts to return, with the grass and plants growing back, and
       the rabbit's life being restored as it gets up and goes over to
       Dufort, rubbing against him in thanks for healing it. Dufort
       just pets the rabbit softly. Don't worry. I'll make sure this
       land survives." - Dufort after a fight with Gammon that left the
       forest mostly devoid of life.
       "Celestians can't understand magic... But if a Celestian can use
       magic, they will learn to instinctively adjust to magic. But
       it's not something they can do without having used magic
       themselves, and most cannot use magic unless they are
       specifically born with an affinity and an ability to use it." -
       Dufort about Celestian abilities to use magic
       "I never joined the Crow Mercenaries out of some sense of
       'nobility' or something... I joined them instead of the Order
       during my time of desperation for one simple reason. The
       Mercenaries found me first. If Kindron Blackfire had found me
       before they did, I would have been just as willing to join the
       Order. Blackfire's 'grow strong enough to crush opposition'
       persona was something I admired, and I came close a few times to
       wanting to leave the Mercenaries to learn from him. I could tell
       he suffered trauma in the past, but he responded by getting
       strong enough to crush anyone in his path so he wouldn't let
       that trauma hold him back anymore. I am not foolish enough to
       think that I joined the Crow Mercenaries for the whole 'family
       matters first' thing or for some stupid sense of duty for our
       world. As far as I was concerned, the world could burn for all I
       cared at that time. But the Mercenaries found me first, and
       pulled me out of a place of hopelessness. So I joined them, and
       made a place with them." - Dufort on why he joined the Crow
       Mercenaries.
       During a time travel match with the Order's Gammon Tepes, an
       alternate kid of Alucard and Zelpharia.
       Gammon: Smiles. Finally. Someone as smart as me. And you're half
       vampire too. This should be fun.
       Dufort: No one said you're my equal... Don't get full of
       yourself. The only thing you have on me is being a dishonorable
       piece of sh*t who weasels his way out of any situation.
       During a fight.
       Dufort makes eye contact with an opponent, using his Hatred
       Overload power to send a torrent of his suppressed angry and
       hateful thoughts into the opponent as his eyes glow green.
       The opponent screams in mental pain as the thoughts overload
       their mind as they fall to their knees.
       Opponent: How... How can anyone contain that much anger? He
       says, trying to recover.
       Opponent 2 looks over at Dufort, avoiding his gaze. Opponent 2:
       Don't make eye contact! He has some psychic power that overloads
       your mind!
       Dufort looks over to opponent 2, and uses his telekinesis to
       grab the opponent's neck, choking Opponent 2.
       Dufort: I can do far more than that. He says as he uses his
       telekinesis to choke the life out of Opponent 2.
       During a talk with London Kindron.
       Kindron: You know... I could help you with your psychic problem.
       Dufort, reading Kindron's mind, looks to him curious. Dufort: A
       device? Would that work?
       Kindron: It should. I can make it so that you can adjust how
       much psychic intensity you want, and then you won't have to
       focus so much on control all the time. It would be beneficial in
       a few ways.
       Dufort looks to Kindron. Dufort: If you think you can, then do
       it. I tried once, but my psychic power overwhelmed it and
       destroy it.
       Kindron smiles cheerfully and pats Dufort's head softly.
       Kindron: Don't worry, kiddo... I'll figure something out.
       Dufort shakes his head a bit to make Kindron stop patting his
       head, and then fixes his hair. Dufort: I don't know why you feel
       the need to do that. He says sarcastically.
       During a moment when an ally and Dufort were trapped in the
       past, waiting for Wykoth to return to pick them up from the
       desert they were stranded in.
       Ally: Damn... We only have one bottle of water. He says, pulling
       out the water.
       Dufort looks to him. Dufort: We do have one? Great. Give it to
       me. He says holding his hands out.
       The ally moves their hand with the water bottle away in
       surprise.
       Ally: Seriously?! You think you can just drink it yourself?!
       What, are you entitled to it, you little twat?! He says angrily
       to Dufort.
       Dufort: You're not very smart, are you? That's not what I was
       going to do.
       The ally looks at Dufort with an annoyed look. Ally: Seriously?
       Now you're insulting me.
       Dufort uses his time-space apport power to steal the water
       bottle from the ally. When the ally realized what happened he
       looks at Dufort angrily.
       Ally: What the hell?! We need to split that if we're going to
       survive. He says to Dufort.
       Dufort: Shut up and watch, idiot. I have a plan that will work
       for both of us. He says taking out the food he had with him. He
       then uses his time-space item duplication to create three copies
       of the food and the water bottle. He takes two of the water
       bottles and food, and hands them to the ally, who looks at
       Dufort confused.
       Dufort just looks at him, with a slightly annoyed look. Dufort:
       I can duplicate space-time. I have the original item, so I can
       create as many duplicates as we need. We'll never run out of
       water and food as long as I have at least one item to duplicate.
       That's why I don't have to spend much money on food, because I
       can duplicate everything.
       The ally sighs and looks at Dufort. Ally: I forgot that was an
       option... Who knew item dupers could do that in real life? Now I
       feel stupid.
       Dufort: Well, you kinda are. He says sarcastically.
       Ally: You know... This is why you don't have any friends,
       Dufort. He says, annoyed again.
       During a fight with an earth enemy.
       Enemy: Lets see how you stand up to my strongest attack! Uses
       chains to pull up large rocks, which he gets ready to use to
       crush Dufort.
       Dufort: Looks at attack and uses his first spell. Zaker. The
       spell strategically blasts through one of the rocks, making it
       hit the others and all the rocks fall to the ground harmlessly,
       breaking the chains under the strain.
       Enemy: Is confused as all of his giant rocks fall harmlessly
       around Dufort. What?! He did that with his most basic attack?!
       When Dufort was talking to someone who liked animals.
       Dufort: I like animals. Their thoughts are so simple compared to
       humans.
       Person: I like animals too... Animals aren't as evil as humans.
       James Anthony Froude once said "Wild animals never kill for
       sport. Man is the only one to whom the torture and death of his
       fellow creatures is amusing in itself."
       Dufort: You know that saying is wrong, right? There are a lot of
       animals that kill for fun.
       Person: Name one animal that doesn't kill for food, mates, or
       over territory. The person says, annoyed, crossing their arms.
       Dufort: Dolphins. They kill for no reason other than its fun.
       It's not about hunting or territory. They'll tail slap things
       into the air to splatter when they hit the ground just to watch
       them die. And then there's honey badgers. They pick fights with
       predators for no reason even though they should know they can't
       win. They will pick fights, lose, and then go back and fight
       again. And there's elephants who kill just to take their
       frustrations out on others when they aren't chosen as a partner
       for a female, to the point where they **** rhinos in anger. You
       want more? I can talk about lions killing doves for fun, how
       housecats hunt and kill for fun just to kill something and play
       with the corpse, or how some animals kill for no reason and just
       leave the corpse. That's not even talking about the ones that
       bully each other for no reason at all.
       Person: You're making this up. The person says, not believing
       Dufort.
       Dufort: Look it up. There's plenty of documented information
       that shows I'm right. He says, crossing his arms in annoyance. I
       like animals, but many are just as violent as humans. If that's
       the only reason you like animals, then you should just stop now.
       "Listen, kid... You want to be better than them? Don't let them
       provoke you. They think you're a freak or a monster? Don't get
       angry with them. If you let yourself get provoked, you just
       prove that they're right. You can do more productive things with
       that anger and hatred you feel. Instead... Don't react. Don't
       lower yourself to their level. And not only will you prove
       you're better than them, but THEY will be the ones that react
       irrationally. Then they will lose any respect they might have
       from others around them. It's far more satisfying to break them
       down that way than to just beat them up." - Dufort's mentor,
       Wykokth, when he started training Dufort.
       "He has a hatred in him that I don't think will ever truly go
       away... I hope it will someday. I hope he makes true friends and
       connections someday. He has the potential to do a lot of good.
       But that hatred he has. It's like a noose around his neck, and
       he knows it. I know that hatred first hand. I suffered it
       firsthand for a long time. But hopefully the kid learns to
       overcome his hatred. I suspect there will come a day when he
       does overcome it... But it won't be during his time with me." -
       Wykoth about Dufort to an ally
       "I sense you have a strong mind, and you can allude danger. You
       have excellent judgement and keen strategies that let you take
       down any opponent. But what about you is the most frightening of
       all... is that despite whatever kind of danger comes your way,
       you face it head-on. You're heart doesn't waver under that cold
       expression you carry. I can only imagine the tremendous amount
       of hatred you hide..." - An enemy to Dufort about his abilities
       and personality
       "That Zaker spell. It's the same as Kindron Darkfire's. Looks at
       the destruction the spell causes. No, wait, it's not the same...
       It's more powerful!" - An enemy analyzing Dufort's basic
       lightning spell
       Name: Dufort Tolodora-Darkfire
       Celestian Title: The Lightning Emperor
       Age: Unknown
       Species: Vampire/Celestian Hybrid
       Gender: Male
       Hunter Group/Team:
       - Primary Group: Crow Mercenaries (Blademaster Raven's Team)
       - Secondary Group: Torchwood
       - Secondary Group: London Police Force
       - Secondary Group: Hellsing
       Family:
       - Mother: Zelpharia Tolodora (Alternate Dimension/Timeline
       Version) (Missing)
       - Father: Kindron Darkfire (Alternate Dimension Vampire Version)
       (Dead)
       - Cousins: Blademaster Raven and Takahashi Diablo-Darkfire
       (Alternate Dimension Versions)
       - First Mentor: Wykoth (Alternate Dimension Version) (Missing)
       - Second Mentor: Kina Darkwolf (Alternate Dimension Version)
       (Dead)
       Weapons:
       - None
       Celestian Race Abilities:
       - Celestian Physiology: Celestians are a race that have been
       around for a long time, and many have evolved to a level beyond
       that of normal humans. The celestians are a race that have
       existed since before time began alongside races like the
       The'Galin and the dark spirits. Due to this, the Celestians are
       far more advanced than humans, and are native to planet Celestia
       these days. The Celestians are natural born psychics, and are
       known for their advanced minds. Celestians are also one of the
       few races that can become time lords, alongside the Gallifreyian
       people. The Celestians have a number of differences between them
       and humans, even though they tend to look human. One of the main
       differences is the Celestians are all born with psychic ability
       due to how advanced their intelligence is, and the second is
       that all Celestians have two hearts, which helps them in a
       number of aspects. Many see Celestians as supernaturals, but
       they are actually more of a natural evolution of creatures that
       existed before time. In addition, Celestians also have their own
       social structures based on a society that is a bit different as
       Celestians are more of a military-type race and scientists than
       supernaturals, as evidenced by the fact that Celestians have
       analyzed most supernatural abilities, save magic. Because of
       this, this is one of the main weaknesses of the Celestians, as
       they specifically cannot analyze magic as they see it as an
       unpredictable nature. While they can still be hurt, they have a
       lot of resistance to supernatural abilities thanks to their
       natural evolutions that have granted them specific counters to
       certain natural and supernatural phenomena. Celestians have even
       evolved to a point where they can travel through time after
       becoming time lords. Of course, while it is difficult to kill a
       Celestian, one can kill them by destroying both of their hearts
       or their brain as they can be killed like most other beings if
       one understands the differences in their physiology compared to
       races on Earth. For Dufort, he is a rare case of knowing how to
       use magic and how to counter it, since he is a magic user
       himself thanks to his vampire heritage. Unlike other Celestians
       in his mother's family, Dufort never became a time lord, and
       stayed a normal Celestian even though he could evolve further,
       but just doesn't want to become part of the time lord groups
       since he doesn't like the Celestians or the Time Lords.
       - Natural Born Psychics: As mentioned, all Celestians are born
       psychics. Because the race has evolved to a level where this has
       become natural to them, all Celestians are born with some kind
       of psychic potential, with some having more potential than
       others. While some may focus more on intelligence than psychic
       ability, there are some that focus more on psychic abilities
       than intelligence. While this is in part due to their natural
       affinities, this can also be focused through mental training to
       try and train their psychic potential. Much like training their
       bodies through physical training or training their minds through
       mental exercise, training their psychic abilities requires
       psychic training, which the Celestian race has had a long time
       to find the best ways to train their psychic abilities. Some may
       possess only simple abilities like telekinesis, telepathy or
       psychic element manipulation, but some may possess more advanced
       psychic abilities, with the most advanced even sometimes being
       able to learn new psychic abilities over time by seeing how
       other psychics focus their psychic power. For the most part, the
       power depends on how the person's mind focuses their psychic
       power which makes each Celestian unique in psychic potential,
       and is also partially influenced by genetics (for example, some
       psychic abilities are passed down, while some are gained through
       exposure to certain situations). Genetics, different focuses in
       the mind, and different situational manifestations of psychic
       potential will make the psychic potential and abilities they can
       learn different in every Celestian as a result. Celestians have
       also developed psychic arts that they can use to teach other
       Celestians, due to them having had many years honing psychic
       abilities which can help Celestians learn what psychic potential
       they have. Typically, this is balanced with their intelligence
       and mental capacities, with psychic potential usually being
       related to their intellectual capacity in some way. This means
       that while still more intelligent than most humans and
       supernaturals, normally those with more psychic potential lose a
       little of their intelligence potential as a result, or those
       with more mental capacity may not have as much psychic
       potential. Of course, all of these psychic abilities all still
       have weaknesses, and can usually be countered somehow. Another
       thing to note is that the more psychic potential one has, the
       harder it can be to control their psychic abilities at times,
       usually being affected by emotions. In Dufort's case, Dufort is
       a rare case of having both potential in mental capacity and
       having immense psychic potential, as he gained his father's
       natural talent in mind focus and manipulation, combined with his
       mother's natural talent for psychic and intellectual capacity.
       This makes Dufort one of the smartest, as well as one of the
       most powerful psychics the Celestians have seen, even without
       him being a Time Lord. However, he does have a major weakness in
       controlling his psychic powers, as without his disciplined mind
       training, he would have lost his mind long ago with all the
       information being bombarded into his brain.
       - Psychic Energy and Psychic Arts: Also referred to as psionic
       energy, Celestians are able to manipulate psychic energy for
       different arts, which fuels their psychic abilities. In their
       bodies, their advanced minds naturally manipulate psychic energy
       and can use it for a number of different purposes. Among some of
       the more simple methods are telepathy (mind to mind
       communication and reading), telekinesis (Using psychic energy to
       influence the movement of organisms or objects), and
       pyschokinesis (using psychic energy to outright attack
       opponents). Depending on the psychic potential of the Celestian,
       all Celestians are able to manipulate this energy, and this
       energy powers all of their psychic abilities. Much like how mana
       users use mana, or spirit users use spirit energy, Celestians
       are psychics that utilize psychic energy. Not only do Celestians
       have unique psychic potential between every Celestian, but
       Celestians also have some psychic arts they can teach other
       Celestians with similar abilities due to having had many years
       to try and perfect certain abilities. For example, Celestians
       have telekinetic arts for those that use simple telekinesis, or
       they also have psychokinesis energy manipulation attack arts for
       those that use psychokinesis. While some more unique abilities
       might be harder to develop arts for, most of the arts that are
       seen commonly have plenty of arts developed by the Celestians,
       including some Celestian families that might have unique arts
       that are passed down in their family, as some Celestians have
       managed to figure out some psychic potential abilities by
       analyzing their genetics. This goes back to the natural psychic
       ability of the Celestians, and this usually is what powers those
       psychic abilities. This energy can be harnessed on its own, but
       overall, this energy is mostly used in psychic abilities. Of
       course, as one might expect, this energy is countered like most
       other energies (usually with other energies), and each art
       usually has specific strengths and weaknesses. When it comes to
       Dufort, he has a long list of psychic abilities (see psychic
       abilities). Among his more unique abilities include Wykoth's
       darkness distortion energy, a silver version of his mother's
       gold distortion energy, and his own unique rare ability called
       the answer-talker ability. Dufort also has the ability to learn
       a lot of new psychic abilities, including knowing most normal
       psychic abilities.
       - Celestian Psychic Dark Spirit Purification/Destruction Tech
       and Knowledge: Originally, Celestians had to evolve and be born
       with psychic spirit purification or spirit destruction in order
       to counter dark spirits (an enemy even Celestians had to deal
       with). Unlike the death wraiths who gained soul-bound weapons
       specifically designed to fight them, Celestians utilized psychic
       power to fight them. Early Celestians were born with spirit
       purification or spirit destruction abilities, and those were
       used until the Celestians had evolved to the point that they
       eventually developed technology that could be used to purify or
       destroy dark spirits. After the Celestians reached this point,
       Celestians relied less on psychic abilities to the point that
       the trait became very rare over time as Celestians relied more
       on technology rather than psychic power. While they do still use
       psychic abilities to some degree to counter them (which
       Celestians did retain some natural psychic ways of countering
       dark spirit powers), destroying them is usually left to
       technology. Among them are the Celestian energy guns which can
       be equipped with a spirit purification or spirit destruction
       energy modifier to their weapons designed to fight dark spirits.
       While they don't organize against the dark spirits like the
       death wraiths do, they do have ways to fight off dark spirits.
       Normally, spirit purification is used on dark spirits, with many
       Celestian bases and their homeworld having environment
       generators that use spirit purification to make their world or
       bases almost unable to be travelled by dark spirits, as well as
       using it to boost the natural spirits that influence nature and
       the worlds themselves. Because of how dangerous spirit
       destruction can be if misused, the only time it is authorized is
       against dark spirits that are immune to normal spirit
       purification, or if the higher level Celestians authorize it. As
       such, techology is usually the best weapon the Celestians have
       against dark spirits. However, just like any other technology,
       the downside to this is that dark spirits may destroy the tech,
       which would be a problem. While strong, technology is something
       that even dark spirits are learning to control or travel through
       due to rising technology across the universe. There are also
       certain radiations that can interrupt technology (though
       Celestians have much more advanced technology, so dark spirits
       have to compensate for that). Dufort also has this knowledge,
       and even though he hasn't fully finished building spirit
       purification barriers for groups like Hellsing, he does work on
       them whenever he can. Dufort also has knowledge of time lord
       technology, having analyzed it even though he's not a time lord
       in order to counter certain time lord threats that might try to
       use him.
       - Celestian Superhuman Intelligence: Due to differences in
       physiology than most beings, a Celestian's brain is far larger
       and more advanced than a normal human or supernatural mind. And
       due to this, most Celestians have much higher IQs than humans do
       as a result. Usually, this is balanced alongside their psychic
       abilities, in which those with less psychic abilities are
       smarter as a result. Due to having larger brain sizes and also
       being more advanced as a species, the Celestians are much
       smarter to the point that most are far smarter than most other
       races in the world, even those with supernatural intelligence.
       This not only enhances their knowledge capacity to understand
       and analyze, but this also works to them being smart as
       tacticians as well. The Celestians are a very smart race, having
       become not only smart enough to unlock the uses of more of their
       brains than most beings for critical thinking and analyzing, but
       also thanks to how advanced they've become as a species. The
       Celestians are not just a few years more advanced than humans,
       but are millions of years more advanced. Some are even able to
       use their psychic abilities when using their intelligence, as
       some have psychic abilities that might allow them to enhance
       their critical thinking. When it comes to Celestians, their
       biggest strengths tend to rely on their unique physiology and
       their psychic abilities, as well as how advanced the species has
       become over the years. As mentioned before, this aspect is
       usually balanced with their psychic abilities, where more mental
       capacity usually means less psychic ability and vice versa. For
       the most part, while smarter than most beings, there are a few
       beings that do rise to match them in intelligence, and most do
       usually have to specialize their intelligence (For example, a
       Celestian may be technology based in knowledge, or one might
       choose to focus completely on becoming a good tactician).
       Typically, this is also determined by how well they train and
       choose to learn, as most Celestians, just like humans and
       supernaturals, have certain affinities, while other areas they
       might not do so well in. Dufort has this intelligence as well as
       immense psychic ability, being a very rare case of having almost
       unmatched natural talent. It is believed that his mother's
       natural talent and his father's natural talent have combined to
       give him a natural talent that surpasses most Celestians.
       - Celestian Superhuman Reflexes and Movement: Celestians are
       very good at combat, and the race has evolved in combat to the
       point that they have amazing reflexes and movement. Their
       nervous system is almost as advanced as their minds, where their
       nerves are able to send signals much faster than that of humans
       or most supernaturals. For the most part, this means that
       Celestians have amazing reflexes, and can use these reflexes to
       their advantage. Usually, Celestians best maximize this in their
       hand to hand combat training, where they will learn to fight and
       utilize their physiology to its full advantage. These reflexes
       are fast enough that some Celestians are able to react to gun
       fire before a gun is fired. While the body isn't always able to
       keep up, Celestians are good enough to react and see things in a
       way that most cannot. This also extends to their movement, where
       they are able to move using precise movement, and through honing
       their combat, are able to utilize their precise movement to
       their advantage as well. This leads to excellent hand-eye
       coordination, as well as having a great dexterity with weapons
       and combat. While not all Celestians are natural warriors, even
       those not fully trained in combat still have reflexes and
       movement precision that can put many trained martial artists to
       shame. Those that do train this skill are often extremely
       dangerous opponents, as their reflexes and movement are usually
       on a level that can even battle some of the toughest
       supernaturals. This is an ability that typically does depend on
       the Celestian, as not all are born with the best reflexes, but
       almost all have some form of highly enhanced reflexes due to the
       advanced nature of their species. The only downside to this is
       that this can be a bit of a problem as sometimes the mind may
       react to fast for the Celestian's body to keep up with. While
       they can still move with precision, their reflexes and movement
       may not always be enough to counter more skilled combatants,
       especially higher level supernaturals who have trained their own
       combat talent to a mastery level. For Dufort, not only does he
       have natural combat talent, but he has his father's natural
       talent for combat growth. Dufort trains his physical abilities
       constantly, to a point that he can keep up with even
       master-level combatants due to his advanced combat ability and
       his psychic abilities.
       - Celestian Master of Self: All Celestians have the unique
       ability to actually suppress any of their resistances or
       abilities at will, and can control aspects of their bodies that
       most beings cannot, partially thanks to their psychic abilities
       and mental abilities. There are a number of ways this can be
       used, in which this is an advanced method of allowing the
       Celestian to suppress or control aspects of their body. Among
       things they can do include things like suppressing certain
       hormones from being released in their bodies if they can predict
       it, they can do things like suppressing stomach acid or
       suppressing the release of other fluids in the body temporarily.
       Another thing they can do is suppress any of their resistances
       as will, which can allow them to control their resistances to a
       degree. Normally, changing their resistances doesn't do too much
       unless there's a specific reason they need to reduce a
       resistance, such as some might reduce their resistances to blend
       into a crowd. This also includes them being able to control
       their minds to a degree, in which they can utilize this to
       suppress certain things in the mind like suppressing pain
       receptors, certain emotional abilities, or certain thought
       processes. This is useful in that a Celestian can use this to
       focus on what they want to focus on, such as a Celestian might
       focus their mind on tactically overcoming a problem and shut out
       all other distractions. This can also be used to counter dark
       spirits, in which Celestians may suppress certain things that
       dark spirits may try to take advantage of, like a Celestian
       might shut down their emotional abilities against dark spirits
       that feed on certain emotions. This can be used pretty
       creatively depending on the situation, though it is worth noting
       that sometimes this can cause problems in the body depending on
       what is suppressed and why it is suppressed (For example,
       suppressing stomach acid could cause problems if the Celestian
       eats food and cannot digest it properly). Overall, Celestians
       have to be careful about how they use this, but they can use
       this in many ways depending on how creative they are with this
       ability. Dufort is not only a master of this ability thanks to
       his Celestian training, but also has his father's Disciplined
       Mind training to amplify this mastery of self. As such, Dufort
       is a complete master of himself to the point that it is very
       rare for him to not be in total control of his own mind and
       body, and this means that many psychic abilities that affect his
       body can be countered by Dufort.
       - Celestian Enhanced Recovery: While Celestians don't have
       regeneration like most supernaturals, they do heal far faster
       than normal thanks to their psychic ability and their master of
       self abilities. Celestians have evolved to the point where
       injuries heal much faster naturally than many other races (save
       those with supernatural regeneration), and can allow them to
       recover from injuries much faster than most. For example, a
       small cut to the body could heal within an hour, or a broken
       bone could fully heal in a few days time. Depending on the
       injury, all Celestians have enhanced recovery which they can use
       to essentially heal from most minor injuries really easily.
       While they can't do things like regrow limbs or organs, most
       Celestians can recover from injuries that even humans cannot
       recover from. For example, a stab would could recover on its own
       (assume the Celestian doesn't bleed to death) if it is given
       enough time, or an organ failing could recover as long as the
       body can stay alive. This allows Celestians to recover from far
       more afflictions and injuries than humans can, and allows them
       to recover more quickly. This doesn't just apply to physical
       injury, but Celestians also recover stamina faster than humans,
       and rest rejuvenates them faster than humans. This makes
       Celestians able to do far more than most beings, as their
       enhanced bodies let them push themselves further than most
       beings, and there is less chance of a Celestian overstraining
       themselves since their recovery helps them avoid the affects of
       straining themselves (for example, a muscle getting ready to
       tear would take longer to become unusable due to the natural
       healing letting the muscle recover little by little. However,
       while this is useful, this does have limits, as this healing
       cannot regrow limbs or organs, and some injuries might not heal
       without proper treatment. And due to the fact that Celestians
       heal fast, this can also be a problem when trying to treat their
       wounds, as sometimes while treating a wound, the Celestians may
       actually have to manually keep the wound open in order to keep
       treating it due to it healing fast. For example, if a broken
       bone starts healing before being set, the recovery could go
       wrong and the bone could heal enough that the bone has to be
       rebroken to set properly. For Dufort, he has his vampire
       regeneration and his Darkfire regeneration, so he can heal far
       more than any Celestian normally can save his hearts and his
       brain, and Dufort can regrow limbs and some organs.
       - Celestian Healing Coma: Celestians who take too much damage
       and are severely injured have a method of healing themselves
       thanks to their master of self power, combined with their
       psychic potential. If a Celestian takes too much damage, or is
       fatally wounded, they can slip into a healing coma, where they
       will devote all their energy, both physical and psychic, to
       their recovery. Thanks to this, as long as a Celestian goes into
       sleep before they die, they can recover as long as they stay in
       this healing coma. It is possible to come out of the coma early
       if someone finds them and heals them, but overall, this is
       mostly used when Celestians are alone and not likely to have
       help recovering from their injuries. The length of time is
       dependent on the injuries, and how bad the injuries are (The
       worse the injuries or the closer to death, the longer the
       recovery takes unless thee Celestian is found and treated/healed
       from their injuries). Since most Celestians don't have natural
       regeneration (though they do heal much faster than normal), this
       can be very useful to healing near death injuries, similar to
       how many species of dragons or certain types of vampires can go
       into a healing hibernation to recover from injuries. Typically,
       the body will appear near death to others, with many's life
       signs barely registering to others. When in this state, the
       Celestian has no ability to wake themselves until they are fully
       healed, and cannot respond to danger if danger should find them
       in this state. As such, Celestians who do this must take care to
       stay in a healing coma where they will not be attacked, because
       a Celestian can be killed while in this state just like they
       normally could. This ability is solely used for recovery, and
       usually to save one from death so this ability is only used as a
       last resort if no other method of recovery can be used. Those
       Celestians that have time lord regeneration will often not use
       this, and instead go into time lord regeneration instead (though
       not all Celestians have that, so many do still use this).
       - Celestian Twin Hearts and Enhanced Circulatory System: One of
       the biggest differences between Celestians and humans is the
       fact that Celestians have evolved and have two hearts. There are
       a number of advantages this gives Celestians, as having two
       hearts helps their bodies circulatory system. The first
       advantage is more efficient flow of blood, in which the blood
       flow allows more oxygen to pass through the body. As a result,
       not only does the two hearts make for more efficient and oxygen
       rich blood, but this also increases stamina and recovery due to
       the efficiency of the circulatory system. And due to the
       enhanced circulatory system, this also helps Celestians with
       stamina, as Celestians are not very quick to run out of breath,
       or have a lack of oxygen in their body due to this. Even if one
       heart stops, or suffers some sort of affliction, the other heart
       can keep the blood flowing without one of the hearts (But this
       does come with negative side effects). If one heart stops, the
       heart can recover if the body is allowed to heal properly (which
       is best done with a healing coma since the heart is a vital
       organ that often doesn't heal on its own without outside help).
       This also helps with recovery and healing, as the body is able
       to transport platelets which clot wounds far more effectively
       using the more efficient blood flow (which helps wounds heal
       more quickly and prevent the body from losing blood as quickly
       as most beings probably would without some form of
       regeneration). And due to the enhanced efficiency of the
       circulatory system, this also helps with Celestian immune
       systems (more in the next power). In order to kill them by
       stopping their heart, both hearts must be stopped or destroyed,
       as they can operate on one heart for extended amounts of time.
       However, this does also give opponents to spots to aim for as
       having two hearts means two more vitals that opponents can
       target. However, opponents do have to take into account that the
       hearts are positioned differently than a human heart, so if a
       person attacks where a human heart is, they will likely miss a
       Celestian's heart. And while a Celestian can operate on one
       heart, doing so long enough will shorten their life due to the
       strain it causes. Luckily, thanks to Dufort's vampire
       regeneration, he can suffer the effects of only having one heart
       till his heart is able to start working, though his vampire
       regeneration cannot regenerate either heart (which is worth
       noting because most vampires don't have two hearts and most
       don't know that Dufort has two hearts like normal Celestians
       since many think he takes more after his vampire heritage).
       - Celestian Superhuman Health: As mentioned, a Celestian having
       twin hearts also helps their immune system. Because of the
       efficiency of their circulatory system, their twin hearts, and
       how advanced their race is, the Celestians have among the
       strongest immune systems among races, surpassing a lot of alien
       races. It is very rare for a Celestian to get sick with
       sicknesses, and even if they get sick, they usually recover
       quickly from any sickness. This also applies to poisons, as
       Celestians also seem to be able to develop immunity to poisons
       very easily. Upon the first exposure, a Celestian can get sick
       with new illnesses, but once recovered (which usually happens
       quite quickly) Celestians can quickly adapt and overcome those
       illnesses or poisons. This can also apply to poisoning based on
       minerals, such as certain metals like lead and mercury, where as
       long as the material is removed from their blood, they can
       recover from it almost instantly. This also includes them being
       able to overcome supernatural based minerals like varanium and
       stilled silver (though usually this requires repeated exposure
       to the material). Many believe this is because of their twin
       hearts, but this is also because of how the species has adapted
       and advanced over time, as well as their circulatory system
       efficiency also making their white blood cells far more
       efficient as well.  The only sicknesses and dangers to their
       immune system come from Celestia (The Celestian home world) or
       Gallifrey (The Gallifreyian home world). Because sicknesses
       there evolved specifically to target Celestians and Gallifreyian
       people (specifically targeting their enhanced immune systems),
       illnesses and afflictions from these worlds are the biggest
       danger to a Celestian, and if these sicknesses were to reach
       Earth, even supernaturals wouldn't be able to overcome them due
       to how efficiently they attack the immune system's response and
       resist the white blood cells (as they evolved specifically to
       target the enhanced immune systems). And while they can adapt to
       most substances, some substances are very difficult to adapt to,
       specifically those of a random nature (like magic based minerals
       or materials that change their energy signature randomly). This
       also doesn't always apply to acidic poisons, since acid can
       still affect them like humans (Though the effect is slightly
       less effectice due to their chemical resistance). For Dufort, he
       not only has this, but also vampire regeneration, so he is even
       less likely to succumb since he also has supernatural
       regeneration to enhance this aspect of physiology.
       - Celestian Resilience and Durability: Despite not being
       supernatural in nature (unless one counts their psychic
       abilities as such), Celestians are extremely tough and
       resilient. An average Celestian is often superior to most humans
       and even a lot of normal supernaturals, due to the fact that
       they have evolved to be extremely tough beings. In their prime,
       a Celestian can take falls that would break the bones of normal
       humans without taking any damage, or some also have skin that is
       very difficult to cut without enhanced strength. Celestians are
       able to take far more damage than most humans can, and have
       better resistance to being injured than most beings, possibly
       due in part to their advanced nature. There are many Celestians
       that can even temporarily survive the vaccuum of space, in which
       some have actually been able to withstand it for a short time
       before suffering the effects. While Celestians cannot completely
       withstand every instance of injury or damage, they are a lot
       tougher than most races, and when combined with their
       physiology, many are able to withstand injuries that would kill
       most humans. And with their twin hearts and advanced circulatory
       system, they are able to handle far more strain on their bodies
       than most other types of beings. While they can still be hurt,
       it takes far more to hurt them than most beings, and their
       defense and resilience is able to rival that of even dragons. Of
       course, this doesn't mean that Celestians don't take damage, as
       they do still take damage just like a human or supernatural
       would. The only difference is that Celestians can take more
       strain and damage than most creatures. As such, if Celestians do
       suffer enough damage or strain, the effects on them are the same
       as they would be on a human or supernatural. Just like most
       beings, their resilience and durability can only go so far.
       There are no known major ways to more easily cut or damage
       Celestians in combat, other than just simply using more
       strength, or just inflicting enough damage that they do get
       overwhelmed. In Dufort's case, since he has combat training and
       supernatural stats to build his durability  and Darkfire
       regeneration, he is even harder to keep down.
       - Celestian Adaptability: Due to Celestians traveling the
       universe and how advanced their race is, most Celestians are
       highly adaptable. Between Celestians having a strong immune
       response to poisons, minerals and illnesses, as well as
       Celestians having stronger and more advanced bodies, Celestians
       are highly adaptable to not only environments, but able to adapt
       to conditions most mortals wouldn't be able to adapt to. This
       includes being able to adapt to difficult environments, where
       Celestians can adapt to many different planets environments
       despite some having different environments. For example,
       Celestians have occupied planets that had more gravity than
       their home world, and adapted over time to the effects of worlds
       with more gravity than their world. This also applies to their
       battle tactics, where Celestians have picked up certain
       resistances to certain abilities. Celestians are very adaptable,
       and this helps them a lot in and out of battle. Celestians have
       developed a number of resistances over the years, which have
       been passed on through the race genetically. Among some of the
       resistances they've developed are rapid temperature changes,
       minor changes in gravity (major changes in gravity may still
       cause problems, but minor changes in gravity they are able to
       adapt to quite easily), and certain other aspects like gaining
       resistance to darkness abilities due to them having gained
       resistance after being constantly attacked by dark spirits early
       in their evolution. Celestians are still developing resistances
       to a lot of things, and continued exposure to different things
       can cause them to develop new resistances. However, this does
       work against them, as certain helpful conditions may also be
       countered by resistances in the Celestian body (For example,
       treatments for illnesses might not work as well due to a
       Celestian resistance to chemicals and minerals). Of course,
       there are certain things they cannot really adapt to, such as
       the fact they cannot adapt to suddenly take no damage. While
       they do gain resistances easily, they don't gain immunities to
       most of these adaptions.
       - Celestian Temperature Resistance: Due to staying on planets
       with rapid temperature changes, Celestians have a high
       resistance to extreme heat, and extreme cold, even being able to
       handle rapid changes in temperatures. Celestians are affected
       far less by heat or cold, to which they are also able to resist
       the effects of fire and ice as well. Celestians are much harder
       to burn, requiring stronger/higher temperature flames to burn
       them, or requiring stronger ice/lower temperature freezing.
       Celestians are able to survive in fires far longer than humans,
       and exposure that might cause second degree burns on a human
       would likely barely phase a Celestian. This works with freezing
       as well, where Celestians do not suffer things like frostbite or
       their bodies freezing as easily as humans, and have to get their
       skin and body to a much lower temperature to freeze them.
       Because their bodies have adapted to compensate for temperature,
       their bodies are able to more easily change temperature to
       counter the environment, and this change does little to hinder a
       Celestian. This comes in handy when it comes to rapid changes in
       temperature, where Celestians have lived on planets where it can
       go from over a hundred and fifteen degrees down to fifteen
       degrees in only a minute. This has led them to be able to adapt
       their body temperature far more easily than humans, as their
       bodies can counter almost any temperature save the most extreme
       temperatures. This also applies to battles, where fire and ice
       abilities do about fifty percent less damage to them, and lesser
       fire and ice abilities may not even do more than superficial
       damage. Of course, while Celestians have this resistance, they
       are not immune, so lower temperatures or higher temperatures
       than what they can handle will still affect them. For example,
       hellfire and dark flames which burn much hotter than normal
       flames can still burn them, or ice that gets as close to
       absolute zero as possible can still affect them. For Dufort, he
       has immunity to heat and flames, due to his Darkfire flames,
       though he can be hurt more easily than some Celestians by ice
       since it is the counter to one of his main elementals though he
       does still have some resistance to it.
       - Celestian Electricity and Magnetic Resistance: Due to the
       number of planets they've lived on, and the conditions
       Celestians have lived through, Celestians have gained a
       resistance to electricty and magnetic field effects over their
       years travelling the stars. For example, if using electricity to
       disable a Celestian, it takes far more voltage to affect a
       Celestian than it does a human. This allows Celestians to handle
       electrical currents, and some are able to resist even bolts of
       lightning from storms. And when it comes to the harmful effects
       of magnetic fields and magnetic radiation, Celestians are able
       to resist this to a large degree. Most mortals never notice the
       effects of magnetic fields, but magnetic fields can have effects
       on people that Celestians have resistance to. For example, some
       magnetic fields can affect biological processes, or some
       magnetic fields can mess with one's senses. Celestians are not
       as affected by any effects of magnetic fields, and this includes
       things like microwave and other froms of magnetic radiation.
       When it comes to supernatural uses of magnetism and electrical
       powers, Celestians take far less damage, and have high
       resistance to things like lightning manipulation and magnetic
       manipulation. In order to damage a Celestian with electricity or
       magnetic power, it takes far more powerful electricity and
       magnetic energy to affect a Celestian. However, should enough
       energy be used for a strong enough electrical or magnetic power,
       a Celestian can still be hurt by lightning or be affected by
       magnetic fields, in which if they are affected, they will be
       affected similarly to how mortals would be. Like most
       resistances, this resistance only goes so far, and most
       Celestians are not immune to electricity or magnetic fields.
       This ability is meant more to be a basic defense against
       environmental hazards than supernatural uses, but this does
       grant Celestians resistance to supernatural lightnings, and
       depending on the lightning, Celestians might have resistance to
       certain special lightnings (like Celestians resistance to
       lightning and temperatures mean that heat lightning and freezing
       lightning would not do much damage to them due to their natural
       resistance). For Dufort, he has complete immunity to all
       lightning except corrupted lightning, energy form lightning
       (like spirit lightning), and any lightnings that bypass immunity
       due to his Darkfire training. And since he can influence
       magnetic fields, he is also immune to the effects of magnetic
       fields as well.
       - Celestian Resistance to Dark Arts/Darkness Abilities: Because
       Celestians fought dark spirits for years, and lived alongside
       death wraiths and dark spirits before the creation of the
       universes, Celestians have a strong resistance to dark arts used
       by dark spirits, since dark spirits have used dark arts on
       Celestians for years trying to take their souls, or even trying
       to possess them. Dark arts do far less damage to Celestians, and
       only the higher level dark spirits can do damage to a Celestian,
       or if they are using piercing attacks. While dark arts attacks
       can still hurt Celestians, they are able to resist the effects
       far more than most opponents. And this doesn't stop at dark
       arts, as Celestians have resistances to death wraith techniques
       as well as many other primordial shadow creature techniques.
       This includes resistances to deathly darkness, purifying
       darkness, and even Whispering Darkness (produced by Xeles). The
       Celestians are one of the only known races (besides those that
       use it) to develop resistance to Whispering Darkness. While
       Celestians still can't traverse Xeles's territory, they can
       resist the use of it in battle against dark spirits. For the
       most part, many Celestians have developed resistances against a
       number of darkness types, and some even develop resistances to
       the gravitational effects of darkness if they become a Time
       Lord. Thanks to this resistance, most darkness opponents do less
       damage, and thanks to the technology the Celestians have, they
       usually also have ways to counter darkness users. However, there
       are certain darkness abilities they might not have resistance
       for, such as black hole darkness and some concentrated darkness
       abilities (Though they do take reduced damage thanks to the
       darkness resistance). As such, darkness isn't the best thing to
       use on a Celestian, though it can still hurt them if one uses
       the darkness powers right, or use a darkness that the Celestians
       have not been exposed to, with dark magic being a great way to
       bypass their darkness resistance since magic in general is
       something Celestians have trouble adapting to.
       - Celestian Temporal/Spacial Radiation Resistance: Celestians
       have not only travelled the stars, but most have also pushed
       toward the fourth dimension beyond space and time. Those few who
       have succeeded have gone on to become Time Lords or other beings
       that transcend normal space and time in other ways, but those
       that have not have still gained an exposure to space and time
       energies that make them very resistant to temporal and spacial
       energies. In addition, due to planet Celestia being at the
       center of the universe, Celestians have learned to adapt to
       intense spacial and temporal energies that are given off near
       their planet. Some Celestians, like Zelphari and Wykoth, have
       even absorbed enough spacial and temporal energies to
       essentially allow them to develop special energies of space and
       time, which allows some Celestians to develop unique abilities
       if they are able to learn to either absorb space and time
       energies or learn to manipulate them. This resistance not only
       helps protect them against spacial and temporal energies, but
       also helps them defend against enemies that can manipulate these
       energies. Even Celestians without special spacial/temporal
       manipulation have high resistance to attacks using spacial and
       temporal energies and can usually counter such techniques
       depending on how they are able to use this resistance. Those
       with manipulation of spacial and temporal energies are even able
       to use their power to protect themselves from denser levels of
       energy. It has been calculated by many Celestians that most
       Celestians have about an 80% resistance to these energies, which
       means that in order to use these against a Celestian, one has to
       use highly dense levels of energy to have the same effect they
       would have on most other races. This resistance is very useful,
       as not many have specific resistances to these kinds of
       energies, and among the ones that do are races like the Time
       Lords. However, while resistant, they are not completely immune,
       and there are some creatures beyond space and time that can
       still do damage, such as time wraiths who drain the temporal
       energy from others (though at a much slower rate for Celestians
       due to this resistance).
       - Celestian Fatigue Resistance: Celestians, as a race, are a
       race that needs far less sleep than humans, and are much more
       resistant to fatigue, as their bodies are designed to operate
       much longer and require less time to recover. It is believed
       that due to the efficiency of their enhanced circulatory system
       and their twin hearts, Celestians are able to make better use of
       the nutrients in their blood compared to other species, in which
       their circulatory system works far more efficiently in how it
       transfers nutrients to the muscles and bones for staying in
       optimal health. Celestians are able to  Celestians can make do
       with as little as one hour of sleep due to Celestians taking far
       longer to fatigue, and only need at max up to 3 hours of sleep
       (the average Celestian only needs about two hours of sleep per
       night) due to Celestians as a race not fatiguing quickly enough
       to need sleep as much as most creatures do. They are also able
       to go without sleep much longer than humans, in which some
       Celestians can go for at least a week without sleep if needed
       before they are impaired by sleep deprivation. This also means
       that when exerting themselves, Celestians can push themselves
       far longer than most races can, due to their bodies being
       resistant to the effects of fatigue. This also applies to
       battle, where Celestians can push their stamina farther in
       battle than most races can due to their resistance to fatigue.
       In battle, Celestians can not only fight far longer than some
       races (only really being matched by races with enhanced stamina
       due to regeneration abilities) but also have a high resistance
       to any attacks designed to drain their stamina and cause
       fatigue. Celestians have a high resistance to drained stamina,
       but this does come with its fair share of dangers. The biggest
       danger to this resistance is that some Celestians can push
       themselves too far, as the resistance to fatigue can reduce
       their ability to recognize the condition of their bodies until
       their bodies take damage from the exertion, such as torn muscles
       or broken bones that come from overexertion. Most Celestians
       have to be careful not to push their bodies too far, or some
       Celestians can push their bodies to a point where they do
       permanent damage to their bodies that they can't fix with
       recovery alone. Dufort's Darkfire regeneration mostly counters
       the effects of overexertion in his body, though Dufort can
       overexert himself and if he runs out of energy, he may need time
       to recover from the damage of overexertion if he cannot use his
       vampire regeneration.
       - Celestian Chemical and Mineral Resistance: Celestians have a
       very strong biochemistry, which not only works under the
       subconscious, but can be controlled by the conscious mind with
       enough mental focus. In doing this, Celestians have gained a
       resistance to chemicals and minerals in which their bodies are
       able to counter far more chemicals and minerals than most other
       races can. For the most part, chemicals that are absorbed into
       the Celestian body that are deemed poisonous or hurtful are
       usally countered by the Celestians immune system, which doesn't
       just break down harmful substances, but can convert certain
       substances into harmless substances. For example, one Celestian
       countered the effects of Psilocybin by modifying the chemicals
       into harmless substances until the substances was rendered
       ineffective. This even includes alcohol, in which Celestians
       cannot get drunk very easily (for better or worse) on most types
       unless they use Celestian made alcoholic drinks that are far
       more concentrated (or they consciously hold back their
       resistances). However, the Celestians don't just gain
       resistances to chemicals in the body, but how certain minerals
       affect their body. Among the most well known is how Celestians
       can counter metals like varanium with enough exposure to it, by
       using their bodies to adapt to certain materials. For example,
       in the Apocalypse timeline, Wykoth was able to counter the
       effects of stilled silver by allowing his body constant exposure
       to it to the point he developed a resistance. This has even led
       to certain metal poisonings being countered by the body when the
       body learns to convert the metal in the body into something that
       isn't harmful, such as iron poisoning being able to be countered
       by turning the iron into something that doesn't hurt the body
       (usually by converting it into another substance). However, this
       resistance isn't perfect, and certain materials cannot be
       changed or resisted depending on the material. The most known
       materials that Celestians cannot adapt to are ones that shift
       and change randomly, like magic minerals (like mithril ore) or
       other minerals that have a constantly changing signature (like
       ultra varanium in the Apocalypse timeline). It is also worth
       noting that using magic based substances like potions with heavy
       magic energy can also affect Celestians, since they are
       susceptible to magic based items and minerals. Dufort, having
       magic and understanding it, is able to develop resistance to
       magic based items and minerals, though he is still vulnerable to
       those that change constantly and randomly depending on the
       mineral or chemical.
       Telepathic, Telekinetic, Hypnosis and Psychometry Abilities:
       - Telepathic Mind Reading: Like many might expect, This is often
       one of the major powers of a telepath psychic. One of the main
       abilities using telepathy a pyshic user has is that they can
       read the minds of others. This is usually a passive ability that
       telepathic psychics can have, and can read people's conscious
       and unconscious thoughts. Depending on the strength of the
       psychic power of the user, some are able to use this more
       strongly than others, and depending on the art, some don't
       actually turn this on or off, but it remains active all the
       time. This is usually something that comes along telepathy
       (speaking to other minds), though this can be a power on its
       own. And depending on the psychic, some may even have unique
       abilities using telepathic mind reading or may have their own
       variations of normal mind reading. However, there are certain
       abilities that do prevent a psychic ability user from reading
       them, such as those with psychic training to avoid mind readers,
       or those with special items that block telepathic communication.
       There are many arts to allow one to resist psychic abilities,
       and certain stronger willed people may resist mind reading
       abilities depending on the person. For those with resistance to
       things like mind reading, often what is read is only what the
       person allows to be read by the psychic. In addition, more
       powerful psychics can actually counter a psychic's mind reading
       abilities, where if a psychic is on or around the same level,
       they can protect their minds from this with their own psychic
       ability. This also doesn't do any physical damage to an opponent
       (Usually), and is just a passive reading of the mind. Also,
       another thing to note is that many who use this cannot turn this
       ability off, and reading someone's mind completely has major
       downsides due to the fact psychics can read things in the mind
       that they may not want to read, which can lead to problems with
       certain people. And some people can even use certain kinds of
       thoughts to throw a mind reader off if they can bring out
       thoughts that are strange enough that the user may not be
       prepared for.
       - Telepathic Overpowering Mind Reading: Like many might expect,
       Dufort is a telepath. One of the main abilities using telepathy
       he has is that he can read the minds of others. Dufort can read
       people's thoughts around him passively, and can read people's
       conscious and unconscious thoughts. With his advanced telepathy,
       Dufort is often able to read more of the minds of others than
       the person normally is able to, as Dufort can see things in the
       subconscious that most people wouldn't normally be able to
       consciously know some of their subconscious mind's thoughts. Due
       to this, Dufort is a powerful telepath, and in addition with his
       vampire telepathy to communicate with minds, this is a powerful
       ability that he possesses. However, the second part to this
       power is that Dufort is able to often overpower other psychics,
       where he can read the minds of psychics that try to shield their
       minds from him. Dufort's telepathy is often able to adapt and
       overpower psychic shields, or abilities that let a user shield
       from mind reading abilities. While Dufort can still be
       overpowered and forced out of people's minds, he has a natural
       talent for reading even the minds of psychics. However, there
       are certain abilities that do prevent Dufort from reading them,
       such as the Darkfire Disciplined Mind art, which doesn't just
       suppress certain emotions, but can suppress certain parts of the
       brain from both the subconscious and conscious minds. Because of
       this, those with this kind of training cannot be read by Dufort,
       and Dufort can only read what the person lets through. In
       addition, more powerful psychics can actually counter Dufort's
       mind reading abilities, where if a psychic is on or around
       Dufort's level, they can protect their minds from this. This
       also doesn't do any physical damage to an opponent, and is just
       a passive reading of the mind. Also, another thing to note is
       that Dufort cannot turn this ability off, and reading someone's
       mind completely has major downsides due to the fact he can read
       things in their mind that he doesn't want to read, which often
       leads to Dufort reading things that he really shouldn't. This
       can cause Dufort to read things that he really doesn't want to,
       and the disgust or distaste he feels for the thoughts he senses
       could distract him in battle if used properly.
       - Telepathic Connections/Shared Telepathy: With this, Dufort is
       able to create and maintain telepathic connections with people.
       This is a pretty standard power for vampires, where they can use
       telepathy to communicate with others. In this ability Dufort is
       able to telepathically connect to someone's mind, and can
       communicate with them. However, Dufort's ability doesn't stop at
       just himself being able to communicate with others, but he is
       able to use his telepathic power in a unique way in order to
       telepathically bridge two minds together using his psychic power
       like a conduit for the people's thoughts. By using his own mind
       as a central connection point, Dufort can bridge any two minds
       together, granted he knows which two minds he wants to bridge
       together and knows where they are so that he can use this power
       on them. He doesn't require physical contact like some psychics,
       and can actually do this without needing permission of a person
       or for the person to accept the psychic link. However, if
       someone resists this, the connection can be unstable if Dufort
       doesn't concentrate on it. Usually, the telepathic method of
       sharing thoughts and memories tends to work better when Dufort
       uses physical contact, as the shared telepathy gains a more
       stable connection to the mind if Dufort is in physical contact.
       However, this ability is best used when Dufort touches the
       forehead of the person or persons he wants to affect (depending
       on if he wants to bridge two minds together or just bridge his
       mind to another mind), which creates the most stable connection
       since Dufort can directly use his Disciplined Mind to go into
       the mind and then use his psychic power as a bridge much more
       easily. Typically, this is a power that doesn't do any damage to
       enemies, and is only really a means to either share memories, or
       Dufort will sometimes use this to bridge to people's minds
       together in order to make them share their thoughts with each
       other. However, it should be noted that this can be resisted
       against if someone doesn't want to be bridged if they fight
       against it with a strong enough will. Though this doesn't do any
       real damage, so it usually isn't a threat to people unless they
       want to keep their thoughts to themselves.
       - Telepathic Sense: Pattern Recognition: This ability allows
       Dufort to recognize patterns and manipulate them. Patterns, in
       this case, are series of events that lead to a specific outcome.
       By seeing how a chain of events will play out in relation to a
       specific event, Dufort is able to recognize and set up events
       depending on patterns he sees and can seem to caculate with
       little effort. For example, he once moved a pencil on a desk,
       and it led to a series events that led to his cousin tripping
       over the desk itself two days later. This ability can predict
       patterns leading to results, and Dufort is able to not only
       predict how these will play out, but he can also make changes to
       the patterns. Dufort uses his telepathic sense in order to
       recognize these patterns, where he will analyze them on a
       space-time level using advanced quantum mechanics calculations.
       With this skill, Dufort can set a number of events into motion
       to lead to a specific outcome he wants, assuming that everything
       plays out as it is supposed to. These patterns are usually a
       chain of small events, usually leading to some big event at the
       end of the chain of events. The patterns Dufort can see may take
       days, weeks or even a few years depending on the patterns.
       However, these patterns are usually not harmful to exploit,
       unless they lead to a specific outcome that could lead to
       someone getting hurt as a consequence of one of the pattern
       events. However, that is assuming that the patterns are not
       changed by someone else, as some people who can recognize these
       chains of events may be able to also recognize and change the
       patterns. Some can even change the patterns without realizing
       it, especially if something happens in the chain of events
       Dufort doesn't predict (which can happen as choices could always
       lead to different outcomes and not all choices are quantifiable
       and absolutely predictable). Another thing to note, is that
       while Dufort can recognize these patterns and manipulate them,
       the longer it takes a pattern to lead to an event, the more
       chances there are to change the final event. For the most part,
       this isn't a battle power, but more something used outside of
       battle. Dufort also cannot see patterns too far out, such as
       trying to see patterns many years apart. Typically, he can only
       predict patterns up to two years (sometimes three if they're
       easy patterns), but the longer he tries to predict them, the
       less likely they're going to be to happen as he predicts.
       - Telepathic Psychometry: Item Reading: This power utilizes
       Dufort's telepathic powers. However, instead of reading minds or
       reading patterns, this ability lets Dufort use his telepathic
       senses to sense objects. Through physical touch, Dufort can read
       objects with his psychic power and can read the memories of
       those who are connected to the object. For example, if touching
       a book, he can see the thoughts of the author that were put into
       writing the book, the printing process of the book, and even the
       words printed into the book. This ability can read almost any
       object, and works on reading many memories connected to objects.
       There are many ways of using this, where Dufort can use this for
       different purposes. One use of this is how Dufort is able to
       read books more easily, as he can read the printing press and
       utilize this sense in order to read almost an entire book at
       once. Almost any object in the world has some sort of memory
       attached to it, from interacting with other objects, to animal
       interaction, or even human interaction with objects. This can
       read an object almost down to its very creation, which works
       even on supernatural objects, such as Dufort could read a magic
       item and read the memories of the item to see what the magician
       was thinking when they made the item. This is a very useful
       object for getting information about people, as Dufort can use
       this to learn about people, and learn what thoughts they put
       into objects, both good and bad. However, this power is one that
       Dufort cannot control, and is always active. Because of that, he
       has to be careful not to be overwhelmed by this sense. In order
       to avoid always using this sense, Dufort overcomes this by
       wearing thin transparent gloves over his hands that go down his
       wrist, designed by him to keep the power from affecting other
       objects (as the power is focused on the gloves). Because of
       this, Dufort is very careful about people who touch him,
       specifically when people touch his face (as it is an area that
       isn't protected by anything and can use the psychometry power
       freely). In order to use this with his hands, he does have to
       take the gloves off though, and he is careful when using clothes
       that he uses clothes that he has already read the memories of.
       This power doesn't do any damage to anyone, and isn't a battle
       power, and can be a weakness to Dufort if used properly.
       - Telepathic Psychometry: Sensory/Memory Sharing: This is
       another psychometry power that Dufort has. When using this power
       on another living being through physical contact, Dufort is able
       to read the memories of others, as well as being able to take on
       the senses of another person. There are two main aspects to this
       particular power. The first is memory sharing, where he can read
       the memories of those he touches through physical contact. By
       doing this, he can read the memories, and can even use his
       telepathic senses to play back memories he sees, whether it's to
       himself or someone else. This first power is useful for a
       certain aspects, as he can read the memories of others to
       attempt to see into their past, or see how they think. The
       second power of this ability is the ability of shared senses.
       When using this aspect of the power, Dufort takes on the senses
       of those he touches, including any supernatural senses they may
       have. For example, Dufort could use this on a dragon, and
       temporarly would gain the dragon's senses including their rhythm
       sense. This ability can be useful, as Dufort can use someone
       else's senses, and when combined with reading memories, Dufort
       is able to see the world as the person he is interacting with
       does. This ability doesn't hurt the person Dufort uses it on,
       and the person doesn't lose anything (as in they don't lose any
       ability to use their senses, or lose their memories). Also,
       Dufort does have to use this through physical touch, and it has
       to be with another living person, whether it's a person, an
       animal or even a plant. And as mentioned before, Dufort wears
       thin transparent gloves specifically to block this power from
       him accidentally touching someone with his hands. This power
       also is one that is always active, and no matter what Dufort
       does, he cannot suppress this power. This power also interrupts
       Dufort's own senses, such as temporarily shutting down some of
       his psychic senses while his senses are like those he interacts
       with. He also can only hold on to these senses while in physical
       contact, and up to a minute after the physical contact ends
       (meaning he cannot keep these senses long-term).
       - Telepathic/Psychometry Ability: Hatred Overload: This was a
       power that Wykoth in his world and Dufort worked on together,
       and both managed to utilize. By using their telepathic power as
       a conduit, Dufort is able to project thoughts into others,
       similar to his shared telepathy ability. However, instead of
       bridging two minds together, he instead sends a torrent of
       thoughts into someone. For Dufort, he uses his suppressed anger
       and hatred, in which he has two main uses for this. The first is
       that he can interrupt someone's thoughts, in which he can
       project his torrent of thoughts in a way that make it very
       difficult to concentrate or even think straight due to the
       amount of thoughts that flood in. This is designed to unbalance
       and cause hesitation in others, and can act as a way to show
       others just how much anger and hatred is in Dufort's mind from
       his past that he suppresses. This method is useful for not
       causing too much mental strain to others, and is more about
       interrupting thoughts than causing any real damage. The second
       method to using this is that he can use this to overload a mind,
       where he uses this to actively attack the mind. In this method,
       Dufort uses his anger and hateful torrent of thoughts to
       overload the mind, which can cause mental strain, and even
       overload some people's emotional centers of their mind. Usually,
       the strain can be bad enough that one can even pass out from the
       mental strain if affected by this. This ability is a very
       dangerous ability, designed to overwhelm opponents. In order to
       use either method, Dufort simply has to make eye contact with
       someone, although this works best when Dufort can use his
       physical touch to apply his psychometry power on someone
       (bypassing their mental defenses if he uses it through physical
       contact). However, using this through eye contact is usually
       still affective, though those with strong wills can usually
       resist the torrent of thoughts more easily if they have strong
       enough mental training. In order to avoid this, one just needs
       to avoid physical contact, and avoid Dufort's gaze (as using eye
       contact is required for the first method). This is also a power
       that has to be consciously used, and cannot be used passively.
       - Telepathic Sense: Technokinesis: This is a basic psychic sense
       that is able to be used, in which those that use it are able to
       control and manipualte technology. This power is a basic power
       that allows one to take control of technology with psychic
       power, such as computers, robots and even vehicles. Depending on
       the user, there are many ways to use this, where users can take
       control of many forms of technological constructs. For example,
       some may use this to control drones or other mechancial devices,
       or some may use this to take control of technology systems, like
       taking over a computer. This can lead to a psychic user not only
       learning to control technology, but they can learn how to
       control both technological hardware and software, even being
       able to modify programming and other aspects of technology
       depending on the psychic ability. Most that use this in a
       general sense though, only use it to hack and take control of
       technology, in which this works best when used on computers.
       However, psychic users can also use this to take control of
       things like AIs or robots, depending on the user. Typically, the
       level of technokinesis depends on the user's own special
       abilities and how well they understand technology. For example,
       more advanced technology users may find ways to control a
       network through a modem or router, or some may control a
       computer system that controls other technology to control that
       technology. This is a basic power, and mostly works as long as
       the user can take control. However, almost any technology these
       days has security defenses against those that try to take
       control, and taking over certain systems is very difficult if
       the system  has specific protections. For example, there are
       many robots and cybernetic beings that have specific protection
       against technokinesis powers, or some computers may have an AI
       that can force out unwanted access. Depending on how this is
       used, technology can put up just as much resistance as a human
       mind does to psychic mind control, and some technology can
       overcome this power. For Dufort, he is fairly skilled with this
       power, though he doesn't use it too often since he usually
       prefers to write and program technology himself rather than take
       control of someone else's technology.
       - Telepathic Sense: Animal Communication: This is another of
       Dufort's unique abilities, where Dufort is able to read the
       minds of animals. This power allows Dufort to communicate with
       animals, where he uses his telepathic powers to connect to an
       animal's mind and can read the animal's mind, even converting
       the animals thoughts into words that Dufort can understand. For
       example, if a cat comes to him for food, Dufort would understand
       that, and be able to read what the cat wants, as well as even
       hear the cat ask him for food. This is a power that works
       subconsciously once it's active, as long as Dufort activates it
       consciously first. Once active, Dufort can send his own thoughts
       to the animal in thoughts the animal is able to understand, such
       as telling an animal he is not a threat, or warning a predator
       animal not to mess with him. Depending on the animal, almost any
       animal has thoughts that Dufort can read, no matter how simple
       the animal may seem. The only exception to this is that Dufort
       cannot read insect minds, or any creature with similar minds
       like arachnids. This power is a very useful power, as Dufort can
       communicate and even befriend animals. Unlike people, Dufort
       actually befriends animals more easily, since most animals don't
       have the capacity to betray him the way many other people have.
       As such, Dufort tends to use this power more often than some of
       his other powers, due to it being something he can use to
       interact with animals in a way most others cannot. However,
       while this does allow Dufort to communicate with almost any
       animal, this works like talking to people, in which not all
       animals will interact well with Dufort. Dufort does also have to
       keep his communication simple, as animal minds are simpler than
       human minds and Dufort cannot communicate certain things. For
       example, Dufort wouldn't be able to communicate complicated
       concepts like quantum mechanics to animals, no matter how smart
       the animal may seem, as it would involve concepts animals don't
       understand. As such, Dufort has to keep his communication
       simple, usually only using short sentences relating to what he
       knows animals can understand, such as simply saying things like
       "I'm not a threat" or other simple short sentences that can be
       easily translated to something the animal will understand.
       - Telepathic Sense: Clairvoyance: This power is one that Dufort
       can use which also uses his telepathic sense. Unlike many of his
       powers, this one is one that can be activated and deactivated at
       will. When used, this power allows Dufort to see other areas by
       focusing his vision where he wants to see. When using this, he
       only needs to close one eye, and use that closed eye to see what
       he wants to see. For example, if Dufort wanted to see a specific
       place, he could close one eye and use this sense to see that
       place. Dufort has been able to use this to spy on enemies, by
       focusing his senses into areas that have no defense against
       psychics. Typically, Dufort will close one eye and hold his hand
       over his eye to keep it shut and block light from hitting his
       eyelid, and will then use this power. There is little limit to
       what Dufort can see depending on how he uses this power, as he
       can take his senses anywhere he desires to, as long as he knows
       where he wants to see. He can even move his senses around as
       though he were moving, such as he could start using this one
       area and slowly move his senses to another area. This ability is
       very useful, and can be used for scouting very effectively. When
       using this, Dufort needs only to guide his senses to another
       area. However, this is an ability that requires Dufort to
       actively know where he wants to focus his senses, specifically
       focusing his senses in a specific area. This means that Dufort
       cannot just attempt to focus his senses based on an object or
       person unless he knows where that object or person is. Since
       this sense is tied to places and not to objects or people,
       Dufort has to know where his senses have to be focused to focus
       on an area. If he doesn't know where his senses are meant to go,
       he may send his senses into a random area, or this power may not
       activate at all. It is also possible to ward areas with
       protections against psychics, depending on the person, thus
       protecting an area from Dufort's ability. Another thing to note
       is that this power doesn't do any physical damage, so there is
       no bad consequences of being seen with this sense, and it serves
       almost entirely just to see other areas (meaning this isn't
       really a battle power).
       - Telepathic/Supernatural Psychic Sense: X-Ray Vision: This
       ability allows Dufort to see through objects using a power akin
       to that of x-rays. Just as x-rays can image something and see
       through things, Dufort's vision does much of the same thing.
       When used, this power lets Dufort see through things like walls,
       objects, and even through people. Because of this, Dufort is
       able to see through a lot of things around him, and can use this
       sense very effectively. This is a power that is always on, where
       Dufort uses this passively, so Dufort uses it all the time. When
       used, there is no damage done to anything Dufort looks at, as
       Dufort's vision is not true x-ray vision, but a psychic
       telepathic reading of the environment that works similarly to
       x-rays. Because of this, not only can Dufort see through people,
       but he can even see things like when people have weapons on
       them, or he can see through walls in order to see what's on the
       other side. This can be very useful under the right
       circumstances, as one might guess. When Dufort combines this
       with his Darkfire elemental senses of electromagnetic senses and
       his thermal senses, he is able to image the world around him
       thanks to his combination of senses. However, it is worth noting
       that while this is a useful power in certain situations, Dufort
       cannot turn this power off, and he cannot control how much he
       sees through people. Due to this, this power can be
       disadvantageous to Dufort at times, where this ability can make
       him see through things too well, and he cannot suppress or turn
       off this ability. Also, there are certain substances that Dufort
       cannot see through, with some including lead and other materials
       that would block x-rays (since Dufort's power works similarly
       enough it has the same weaknesses). Depending on the material,
       some materials can block Dufort's vision. When using this on
       people, Dufort can only see their skeleton and general outline
       (but can see things like if they have metallic objects on them
       or things that would show up on xray scans), so he cannot
       actually see people in the traditional sense, even if he can
       sense where people are and what is around him thanks to his
       other supernatural senses. Because of this, this sense ends up
       being both helpful and an inconvenience for Dufort. The only way
       this gets shut off is temporarily when he uses his psychometry
       to copy someone else's senses.
       - Psychic Ability/Sense: Thoughtography/Item Tracking: This
       ability combines Dufort's psychic abilities with his ability to
       psychically manipulate objects. When using this ability, Dufort
       converts an image in his mind onto a piece of paper, and then
       creates an image on the paper of whatever he was thinking of.
       For example, when he was first with the police explaining the
       Stormstar incident, he used this to show a picture of the CEO
       and of Kuroshi to show the police what he and his friends had
       seen. This ability is a fairly basic ability that can't really
       help in a fight, but Dufort can use this outside of fights to
       create pictures as he desires. With this, Dufort can use this
       power in a few ways, such as he could use paint on a canvas to
       create a painting of an image, or he could use this on just a
       normal sheet of paper to create an image. However, there is
       another way he can use this. This power can be used to track
       items, where Dufort can create images of an item that he has a
       clear mental image of, and he can instantly create a picture of
       where it is. For example, he could use this to track a stolen
       item, using thoughtography to image where the item is, usually
       showing what's around the item as well in the picture. For the
       most part, Dufort only needs to focus on the main central focus
       of the item, and then this power can image the area where the
       item is once Dufort's psychic power tracks the item with this
       power. Unlike his Clairvoyance power, Dufort can use this even
       if he doesn't know where the item is, as long as he has a clear
       mental image of the item. However, as mentioned, Dufort does
       have to have a clear mental picture of the item or of what he
       wants to create, and disrupting his concentration can cause him
       to create images he doesn't mean to. For example, he might
       accidentally create an image of something else entirely if he
       doesn't focus properly, which can happen if someone interrupts
       his concentration while he's using this power. This is another
       ability that isn't really useful in battle, but is more of a
       convenience power he can use to make certain things easier in
       his life, specifically if he needs to create images to help in
       explanations.
       - Telepathic Precognition: While Dufort doesn't have a time
       lord's ability to see all possible outcomes on a temporal level,
       Dufort's ability to see the future is very limited. Instead of
       seeing multiple outcomes, Dufort can only see one outcome at a
       time with his precognition when using the power. When activated,
       this power shows Dufort a specific outcome, usually as a vision
       he will have that shows him the event's outcome. However, while
       one would normally see multiple outcomes and have no idea which
       one is the one that will happen, Dufort's singular visions are
       usually a result of his subconscious mind calculating the most
       likely scenarios, combined with his space/time senses to show
       him situations that are going to affect him. So while his
       precognition is not one that shows multiple outcomes, it does
       show the most likely outcome, so it is typically more accurate
       than many people who can sense a multitude of outcomes. This
       could show any kind of event outcome, to the point that even
       Dufort himself sometimes cannot tell what event is playing out
       when he recieves a precognition power vision. Typically, these
       most often come in the form of dreams, though sometimes he will
       get them when he's awake as well depending on the situation.
       Typically, these dreams are warnings of events that might affect
       Dufort. Typically, if Dufort can understand what causes the
       event, he can either allow it to happen, or change it depending
       on what he wants to do. For example, he could prevent certain
       events by taking action to prevent the event. However,
       precognition is a tricky thing to anyone, Dufort included. If
       Dufort is not careful in understanding the event, he could cause
       it to come to pass if he acts too hastily. Another thing to note
       is that Dufort doesn't usually see the events leading up to his
       vision, so he usually only has a vision of the final result of
       events. This makes it hard to tell what he has to do in order to
       protect or change the event. Another thing to note about this is
       that when Dufort gets these visions, they are always accompanied
       by a migraine, which causes pain to Dufort for a short while
       after the vision. This means that while this power is useful, it
       comes with it's own price.
       - Telekinetic Manipulation: This is a basic psychic ability that
       can be learned by some psychics. When using this skill, a user
       can manipulate objects psychically, or they can use this on
       people as well. When used, the telekinesis controls an object or
       person, focused by how the user wants to use this. Many know
       uses of this such as being able to throw objects at people, or
       using it to stop people who are attacking them. When using
       telekinesis, a user needs only focus their psychic power on
       something they want to affect, and they can manipulate an
       object. Simple users of this will often use this on objects to
       control objects or affect people, but more advanced users can
       often come up with better ways to use this. For example, some
       users can use this on themselves to fly using telekinetic
       flight, or some can even use this to create blasts of energy by
       manipulating the air, or some can even telekinetically affect
       gravity when  using telekinesis on the area around them. Other
       advanced users of this can do things like stopping projectiles,
       with some even being able to reflect projectiles once they catch
       them with telekinesis. Some users may even be able to reshape
       objects, such as crushing an object with telekinesis (if they
       have strong enough power to do so). This power allows a user to
       do a variety of things, depending on how creative the user gets.
       Those that are familiar with this power know how dangerous it
       can be, and how hard it can be to avoid. However, there are a
       few ways to avoid this. For example, fast enough opponents can
       avoid getting grabbed by this completely if they move faster
       than the user's telekinesis, or some users can protect
       themselves with certain wards and energy abilities. Energy
       defense is a good way to protect oneself, as it can act like a
       barrier that the user will have to break first before they can
       affect the person. Another thing to note is that even if one
       doesn't have energy, strong enough opponents can resist
       telekinetic manipulation if they are strong enough to overpower
       the telekinesis (requiring raw strength and force of will). As
       for objects, the telekinesis used on objects to throw or reflect
       them can still be dodged or blocked as normal. Dufort is a very
       advanced telekinesis user, and can use this to freeze and
       reflect projectiles, as well as he can use it to crush objects
       (assuming the object isn't stronger than his telekinesis).
       - Telekinetic Flight: This is an ability that allows a user to
       utilize psychic telekinetic power to fly. This is an advanced
       telekinetic ability, requiring not only a knowledge of
       telekinesis, but how to apply it properly. There are many
       factors in flying that arise, more than just managing to lifting
       oneself off the ground. When using this, a user first has to use
       telekinesis on themselves, using their psychic power to
       essentially move their body into the air. When advanced users
       utilize this, they have to use their power to move their body,
       and once applied properly, a user can move their body around.
       One has to not only account for their mind's ability to use
       telekinesis, but also has to adjust for the motion of their
       bodies and where to apply their powers. With enough training
       though, advanced users can learn to instinctively use this to a
       point where they can fly without needing to concentrate too hard
       on doing so. This works even better with users that also have
       psychokinesis (basic energy manipulation using psychic power)
       abilities, as using energy to project a shield on oneself can
       also benefit in this process as well (and sometimes makes it
       easier to move around with since not as much telekinetic energy
       has to be used if used with psychokinesis). The next thing a
       flight user has to do is just as important as the first, even
       though it is easier to do than the initial telekinesis. For the
       next part, a telekinesis user has to use their telekinesis to
       allow at least some air in and out of their telekinetic hold on
       themselves. A user has to create a barrier of air around them
       using telekinesis to hold the air in a sort of air pocket,
       mostly so that they can keep the wind from affecting them when
       flying (and reduce air resistance). However, a user also has to
       do this in order to breathe, as not doing this could have the
       air moving at a speed while flying that could cause the person
       to not be able to breathe. That's why many will often use
       psychokinesis to create a barrier around themselves when doing
       this. This ability is not really a combat ability, though it can
       be used as one. This art is harder to use than one might think,
       and does require training before one can use it instinctively.
       This also requires a constant use of telekinetic power, so if
       the user loses focus, this power will stop working and the
       person will likely fall from their flight.
       - Psychic Hypnosis: Senses Control: Through eye contact, Dufort
       is able to use the power of hypnosis on people when he activates
       this power. When using this aspect of the power, Dufort can
       affect the senses of an opponent, making them process whatever
       he desires. For example, he could trick an opponent's senses,
       such as making them see things that are there through
       hallucinations, or he could make the person's senses pick up
       things that aren't there. He can even affect certain senses such
       as pain reception, or even someone's equilibrium if he affects
       their senses that control their balance. Typically, this power
       is very useful in battle, where Dufort can apply this to others
       and affect their senses. If it takes control of their senses,
       Dufort can essentially use this to trick opponents to processing
       only what he wants them to process, often fooling people with
       things like illusions, auditory hallucinations or even using
       smells to try and affect people. In battle, this can be used to
       trick or confuse opponents, and depending on how it's used,
       Dufort may even be able to overwhelm some opponents if he
       applies the right kind of control. For example, if Dufort tricks
       an enhanced sense of smell into smelling something that
       overwhelms the sense of smell, this can overwhelm the user. In
       doing this, Dufort can do a variety of things to someone,
       temporarily affecting their senses. When used, Dufort only has
       to make eye contact, and then this power can be applied for up
       to 3 minutes before he has to renew it through eye contact
       again. This can affect most minds, and works even better if
       Dufort uses his psychometry to share senses and use it through
       physical contact rather than just eye contact. The major
       weakness to this power though is that those with strong wills
       can resist this, and those that train their minds strongly
       enough may not be affected at all if they have protections on
       their senses from psychic powers (Such as the Darkfire
       disciplined mind ability can often see through manipulations
       like this). If an opponent knows this power is being used, they
       can often try to also use mental recalibration (with the easiest
       method being a hit to the head that anyone can do) in order to
       recalibrate themselves if affected.
       - Psychic Hypnosis: Mind Control: This is one of Dufort's most
       dangerous abilities. By using his hypnosis powers, he can
       psychically affect the minds of others, from planting or
       affecting thoughts directly, or by using his hypnosis to
       actually physically control an opponent. This is a very
       dangerous power, as Dufort can use this to essentially affect an
       opponent's mind to the point that he can end up taking control
       of their mind. Dufort can utilize this in a few ways. The first
       is that he can affect people's thoughts, such as planting
       thoughts in their head. Typically there are two benefits to this
       part of his power, with those being that Dufort can sometimes
       cause people to act on thoughts he puts into their mind, or he
       can put thoughts in the mind that can alter people's
       perceptions. For example, Dufort once used this on someone who
       came into the Crow Mercenary base to control their thoughts, and
       alter their perceptions using false thoughts to make them think
       what they were seeing in the base was not a base and just a
       standard bar they were in. The second method to using this is
       true mind control, where Dufort forces his will onto someone and
       then makes them do what he wants. This is a much harder to use
       ability, where it requires Dufort to use his psychic power more
       forcefully on a person. Dufort can control multiple people at
       once, as long as they are within 20 feet of him, and thoughts he
       puts in their head can stay for up to an hour. Typically, the
       major downside to this is that Dufort cannot usually do anything
       overly complicated with this part of his hypnosis power. Since
       this power requires forcing his will on others, the thoughts
       Dufort uses usually have to be something that the opponent will
       see as their own thoughts, or else they will subconscously
       resist. For example, if Dufort says to someone "go home" when
       the person wants to go home, they will be more likely to obey
       Dufort's will. This means commands that go against the thoughts
       of the opponent may or may not work, as opponents may be able to
       resist mind control if they see that their thoughts are being
       manipulated. For example, Dufort couldn't force someone to do
       something like killing themselves since the opponent would
       almost certainly resist the command since it goes against their
       own thoughts completely. And those with strong mental defenses
       can resist or even be immune to this power if they have the
       right training or mental defenses. Some can even use magic
       charms to block this power. Also to note, while Dufort can
       remove memories and thoughts, it requires him not to just use
       this power, but a special combination of psychokinesis and
       telepathic hypnosis (more under other psychic abilities as it
       works very differently and is a very different ability)
       Other Psychic Abilities:
       - Immense Psychic Potential: Dufort is a somewhat unique case.
       The natural talent for supernatural abilities and learning
       skills that he inherited from his father combined with the
       natural talent for psychic power that his mother possessed.
       Dufort's psychic potential surpasses that of most Celestians,
       and makes Dufort one of the most powerful psychics among the
       Celestians even in the London universe. Dufort has a large list
       of psychic abilities, and those abilities are always growing in
       number thanks to Dufort's natural talent for learning new
       psychic abilities thanks to his high IQ, his unique psychic
       abilities and his ability to read other psychic powers. Dufort
       has simple powers like telepathy, mind-reading, and telekinesis,
       but also has abilities like psychokinesis (psychic control of
       energy), umbrakinesis (darkness manipulation), and even has
       unique psychic abilities including his unique version of his
       mother's gold distortion energy (in which he uses a silver
       distortion energy). Dufort also has more complicated abilities,
       including being able to use his space/time distortion in unique
       ways such as being able to create temporal duplicates of items.
       There are a number of abilities that Dufort has, and he is even
       learning and honing those skills. Thanks to training, Dufort is
       also able to further improve his psychic skills, and use his
       training to train up his psychic abilities. However, there is
       one major downside to his immense psychic potential. Unlike some
       other Celestians, Dufort can more easily lose control of his
       psychic power if he is pushed too far emotionally, and due to
       this, Dufort has to control himself at all times in order to
       keep himself from losing control of his emotions. Without
       control of his emotions, Dufort's psychic powers could go out of
       control, and even be used against himself and his allies.
       Dufort's psychic powers, if they overwhelm him, can cause him
       severe mental and physical pain, and this can be a major
       problem. Of course, each psychic power is countered by however
       it normally would be, such as electrokinesis is countered like
       any other electrical manipulation, or psycho kinesis is
       countered with other energy. Another major thing that holds
       Dufort back is his cold and emotionless nature. While anger and
       hatred affect him negatively, not having any true happiness in
       his life also tends to affect his psychic powers in a negative
       way. Without true happiness and trust in others, Dufort's
       psychic abilities are not as strong as they could be, and his
       emotional effect on his powers lacks any motivation to use his
       powers to protect anything since he doesn't really care for
       anything or anyone as he thinks everyone will betray him
       eventually.
       - Celestian Psychic Art: Spirit Power Psychic Counter: While it
       is rare anymore to see Celestians that use psychic power to
       counter dark spirits as they lost the natural ability to counter
       dark spirits using psychic power due to not using that abilities
       for generations after the spirit purification technology was
       developed, there are some Celestians that utilize psychic power
       to counter spiritual abilities, specifically those used by dark
       spirits. Those that can still utilize this can counter spiritual
       energy by using certain psychic potential to manipulate and
       counter spiritual power using their own spiritual power that
       comes from their psychic abilities. Those that do retain this
       ability can use many of their psychic abilities to counter those
       of spiritual natures, and their psychic power can affect the
       spiritual plane. The biggest reason this gets used is to battle
       creatures like dark spirits, where a Celestian will use psychic
       power to counter a dark spirit's abilities and use it to fight
       them. Celestians are not only able to counter dark spirit power,
       but they are also able to destroy dark spirits with their raw
       psychic power. By using their psychic power, they are able to
       attack dark spirits similar to that of spirit users. When using
       this, they don't require things like spirit purification or
       spirit destruction, due to the fact that their psychic power was
       adapted partially to fight dark spiritual power. As such, this
       makes those Celestians that do still possess this power able to
       use this to fight dark spirits, and this becomes even stronger
       if Celestians don't rely on technology like most Celestians
       these days do. For example, most Celestians these days have
       spirit purification weapons like a sonic purification sword, or
       a purification gun that can fire lasers of purification energy
       (So most Celestians don't need psychic power to destroy dark
       spirits). However, the downside to this is that dark spirits can
       still counter psychic power due to it being spiritual as well,
       so the two powers often act as counters to each other. For the
       most part, Celestians may be just as good at countering dark
       spirits as death wraiths, but dark spirits are also trained to
       counter Celestian psychic abilities as well. Dufort uses spirit
       purification thanks to his alchemist training, so he has
       essentially regained this lost art due to him using this more to
       fight dark spirits rather than trying to rely on technology
       since he doesn't like relying on technology (since he prefers to
       use his spirit purification magic first rather than tech).
       - Unique Ability: Psychic Power Copy: As mentioned earlier,
       Dufort's psychic potential is unique, even among the more
       powerful psychics. With his father's natural talent for learning
       and natural talent for using and adapting supernatural
       abilities, combined with his mother's psychic potential and
       Celestian intelligence, Dufort is able to copy almost any kind
       of psychic ability even after just seeing it once. When using
       this, there are usually a few psychic powers of Dufort's that
       are at work. The first is that he passively uses his
       Answer-Talker ability to read the psychic power and the effects
       the psychic power has, which lets him understand the psychic
       ability. The second is that he can use his telepathic mind
       reading and/or his vampire third eye ability to read how the
       psychic uses it (as long as the psychic isn't able to block him
       out). Depending on the ability, Dufort may also use passive
       abilities like his psychokinesis or telekinesis to also copy
       skills. Often times, Dufort is able to copy new psychic powers
       after only seeing them once, and can often find ways to use them
       uniquely with training, such as how he copied Wykoth's darkness
       distortion, and eventually trained to use it to distort space
       and time to create temporal duplicates of objects. This works on
       almost any psychic ability, and Dufort is usually able to
       remember and call on it at any time once he learns how it works.
       However, this does only work on psychic powers, and he can only
       copy psychic powers he sees used (if he doesn't see or sense it,
       then often times he won't be able to figure it out immediately).
       Dufort also cannot copy psychic abilities that require certain
       blood-inherited abilities, such as he couldn't copy a family
       skill that requires a certain bloodline. The only way around
       that particular weakness is that Dufort could learn a bloodline
       ability if he drinks enough blood of someone who can use it.
       Also, for any psychic abilities that Dufort gains, the powers
       retain the same weaknesses, such as telekinesis often requires
       concentration, or psychic mind reading can be fooled by certain
       psychic abilities or certain mental training. Another downside
       is that some abilities may not be able to be used to the same
       extent, such as Dufort's psychokinetic energy manipulation
       cannot be used to the same effect as the person he copied it
       from. This typically happens with those that don't show their
       full abilities, or among those that have defense skills that
       prevent their skills from being copied.
       - Unique Ability: Psychic Answer-Talker Ability: This is perhaps
       Dufort's most unique ability. Dufort possesses a unique psychic
       sense that can answer almost any question, in which a few
       factors go into this. By asking a question, Dufort reads the
       environment around him, as well as all available information he
       has about a specific subject. The first part of this skill
       basically allows him to use his psychic power to read an
       environment the same way he would read someone's mind. By using
       this, Dufort's ability to process what goes on around him and
       passively take in all the information around him, makes him a
       psychic that is able to do things like seeing how attacks are
       going to be used, avoiding traps by seeing where they are and
       how they will activate, or even slightly seeing beyond the
       timeline. Though Dufort doesn't have a complete time lord
       temporal sense for sensing the timeline (As he never received
       time lord training), he is able to use this ability to slightly
       read into the past and future of an area in order to see how the
       environment around him can, will or has changed. This also lets
       Dufort take in information from things like books and objects
       that can instruct him on things. However, this power is meant
       for one thing: Solving problems. By using this power, Dufort is
       able to see the answer to almost any problem by using this
       skill, and this sense will give him the best solution to the
       problem. For example, if he wants to dodge an attack, he will be
       able to see the best way to do so, or if he wants to use this to
       learn things outside of battle, he can. However, there are some
       major limits to this. First, beyond a certain point, Dufort
       cannot predict the outcomes to certain problems, especially ones
       that surpass his understanding. For example, the biggest reason
       this may fail is if Dufort doesn't have all the information to
       solve a problem, such as missing crucial information to solve
       the problem could lead to the wrong solution. The other major
       weakness is that Dufort has to both see and interpret the
       problem in order to use this skill. If he doesn't see or
       interpret it directly, he cannot always come up with the right
       answer to a problem. This skill also can only read a certain
       amount of information at a time, so Dufort is limited to what
       information he has, and what he can learn from using the skill
       around him. Depending on the skill's use, there is a limited
       amount of information that can be absorbed from an area, so the
       more Dufort knows about an area, the more new information he can
       absorb, while not knowing means he can't absorb as much
       information.
       - Psychokinesis Energy Manipulation: This ability was a psychic
       ability copied from Gammon Tepes (of the Interdimensional Order
       of the Dragon). Back in Dufort's world, he copied this ability
       during his first fight with Gammon. This ability allows Dufort
       to manipulate energy around him, in which Dufort can use an
       ability similar to telekinesis on the energy around him. Dufort
       can gather energy around him to use in battle, or to manipulate
       the energy around him for other purposes. Dufort often uses this
       in alchemy to balance the life energies of an area (such as
       taking energy from one area and putting it in one with less
       energy) as a means to balance the life in an area, or Dufort can
       also use this to attack enemies by blasting them with the energy
       manipulated. This is typically not just one energy type, but
       usually a mix of energies that include life and death energies,
       genki (also known as sage ki), sage chakra, and surrounding
       mana. This energy is usually all mixed together, making it hard
       to defend against if one is trying to defend against just one
       type of energy. This power can be used as long as there is
       energy in an area to use, and Dufort's werewolf alchemist
       abilities make him better able to sense the energy around him
       than Gammon could with his. This allows Dufort to take energy
       from the area, without removing the necessary energy to keep
       life going in an area, where Dufort is able to regulate how much
       energy he takes from an area when using this skill. And using
       magic alchemy, Dufort is even able to change this energy as
       needed (usually using elemental alchemy). Typically, this power
       is very basic when Dufort uses it, as he it is only a power that
       lets him manipulate basic energy around him. While Dufort's use
       of this is more safe to the environment than Gammon's (and
       Dufort can use this in combination with alchemy to repair areas,
       something Gammon cannot do), Dufort cannot use things like
       energy amplification to amplify himself using the energy he
       takes in because he doesn't have the same talent for this power
       that Gammon has (meaning that Dufort's ability to use this is
       much more limited than Gammon's use of this power, and Dufort
       cannot draw as much energy as Gammon can).
       - Psychokinesis Aspect: Air Manipulation: This is an aspect of
       Dufort's Psychokinesis power, where he manipulates the air.
       Normally, Dufort could use this through his alchemy, but he is
       also able to use this using psychokinesis through much less
       cost. Dufort is able to manipulate the air around him a variety
       of ways using this power, from creating attacks to even just
       using the air creatively. Dufort can manipulate the air using
       this power, and can use the air to do things like create
       shockwaves of wind, slashing waves of air, create tornado type
       attacks, or he can also use this to manipulate gases. Typically,
       the most common thing Dufort does with this though is that he
       uses it to recycle air when he's in an area that he cannot
       breathe normally (such as underwater, in poisonous areas, or
       even in space) through a complicated conversion of air technique
       wind users use as part of their advanced elemental training.
       This ability is a fairly basic method of using the air around
       him, but Dufort is able to use this just like most other wind
       users. Dufort is even able to convert gases using his alchemy
       magic, and manipulate air similar to advanced elemental users.
       For example, Dufort is able to do things like manipulate sound
       waves in the air with this power, or he can also control gases
       like water vapor, smoke and other gases in the air. Dufort can
       also use this to fly (when he doesn't use his telekinesis to
       fly) as well, by using the wind currents to carry him. Dufort
       can also create lightweight movement by using air to boost his
       movement speed and reduce the friction with the ground when he
       moves. Air manipulation is a very versatile skill, and Dufort is
       able to use it pretty effectively, due to his scientific
       knowledge and his understanding of elements thanks to his
       alchemy training. However, while Dufort is a very skilled air
       user, he cannot absorb air, and air attacks still do damage to
       him (Since it's not one of his Darkfire elements, he cannot
       absorb the air and doesn't gain immunity to it). And as one
       might guess, this air manipulation can still be countered like
       normal air manipulation. Dufort can control this, but if someone
       who manipulates air overpowers him, they can take over his air
       manipulation. For the most part, Dufort doesn't really use air
       to attack people, and instead mostly uses it for recycling air
       when he needs to, or allow himself to breathe in situations
       where the air may not be safe. Another thing to note is that
       Dufort cannot control as much of the air around as other air
       manipulators, since this is not one of his main elemental
       abilities.
       - Psychokinetic Ability: Psychokinetic Shield: By using
       psychokinetic energy manipulation, combined with telekinesis,
       Dufort can use his psychokinetic energy manipulation to create
       barriers around himself using the energy around him. This is an
       ability that lets Dufort create a shield that can protect him,
       whether it's from an attack or from other factors. This can be
       used as long as Dufort can absorb energy, and is far more
       effective than a normal telekinetic shield. Dufort can also use
       this in place of telekinesis or air manipulation to fly as well,
       by manipulating the energy around him. This is especially useful
       if Dufort takes elemental form, where he can guard himself to
       some degree against attacks when in his elemental form (though
       some can still attack him in this form with certain abilities or
       weapons). This also allows Dufort to protect himself more easily
       in battle, where he can dampen attacks as long as this is
       active. However, the biggest reason that Dufort uses this is for
       one simple reason: to protect himself in dangerous environments.
       With this skill, Dufort can put shields around himself when he
       is in places he normally wouldn't be able to handle, such as he
       can walk at the bottom of the ocean using a barrier despite the
       pressure, or he can even fly into space using a barrier to
       protect himself. Not only do these barriers protect him, but
       using his air manipulation, Dufort can even breathe in these
       environments as well. This can be adjusted for plenty of
       environments, as the inside of the barrier maintains a normal
       air and pressure to protect Dufort from things like pressure and
       temperature changes. This skill is very useful, as it allows
       Dufort to go places no normal person could go, as long as he has
       energy to protect himself. However, when used, this does require
       energy to activate and maintain over time. Dufort can activate
       this using surrounding energy and he can use his own energy to
       maintain a barrier, but if he doesn't have any energy left,
       Dufort will have to put down the barrier (meaning that Dufort
       cannot keep this barrier up forever). This barrier can also be
       broken like any other energy barrier, by using something
       stronger than the energy, or using certain energy negation
       skills/items.
       - Unique Psychic Ability: Poltergeist: This ability allows
       Dufort to copy his consciousness into objects, by using his
       psychic power to essentially control objects. By doing this,
       Dufort can control objects he has copied his consciousness into,
       using this power for different purposes. This is a very simple
       psychic ability, but one that can be used quite creatively
       depending on how Dufort uses it. When using this, Dufort simply
       has to put some of his psychic energy into an object, and then
       his psychic power acts as part of his consciousness. For
       example, if Dufort wanted to write on paper, he could possess a
       pen, which would then write and move around as Dufort wants it
       to. This can be used to control almost any kind of normal
       object, and can be used to do a variety of things. For example,
       the most obvious battle power use of this is that Dufort could
       possess certain objects that might be able to fight, such as
       possessing a suit of armor, or some kind of doll or figure that
       could then move around and attack as normal. Depending on the
       object, the object may even be granted certain psychic abilities
       depending on the item, such as a suit of armor may have limited
       access to Dufort's psychokinesis, or something like a pen might
       be able to use psychometry on a paper to read the memories put
       into it while writing. This can be used in other ways as well,
       depending on how creative Dufort is with the ability. This
       ability came from Dufort mixing his familiar abilities as a
       vampire with his Celestian psychic abilities, and is a unique
       power that Dufort came up with that can be used with not too
       much energy. Objects that are possessed can be possessed for up
       to a day, as long as the object doesn't offer any resistance.
       However, this cannot be used on objects with their own
       consciousness (such as living weapons and items), or on organic
       beings (such as people and animals) as this can only be used on
       things without a mind of their own. Using this on technology is
       difficult, not because it is a living thing (although technology
       does have it's own kind of life), but because things like
       computers are made up of multiple parts that work in tandem,
       making this often not able to be used.
       - Psychic Electrokinesis: This ability is a psychic power that
       allows one to utilize electricity, which is controlled by
       electricity. When used, a user uses psychic energy to control
       static, in which the user can use this to control electricity in
       the same way many other lightning/electricity manipulators
       typically do. Some call this lightning or electricity
       manipulation, though in the case of psychics, it is often
       referred to as "electrokinesis." Those familiar with lightning
       users often know that this is a skill that can be used a variety
       of ways, with there being a lot of ways to utilize electricity
       in combat. Some examples include creating lightning blasts,
       electrocuting people or things with streams of electricity, or
       even concentrating lightning to create piercing attacks.
       Advanced users of this can do things like control electrical
       devices by controlling the electrical signals, and they can also
       utilize this to affect the electrical signals of organic or
       technological beings, where they can often use their electricity
       to confuse or even, in some cases, control electrical signals.
       Other advanced users may even learn things like how to control
       EM radiation, controlling the electromagnetic spectrum to
       control visible light, or even controlling magnetic fields and
       magnetic energies. Some can also do things like creating
       electromagnetic pulses to take out technology, or some can even
       cause disorientation by affecting bio-magnetic fields around a
       person. There are a large amount of ways that this can be used,
       and the amount of abilities that can be generated is limited
       only to the user's scientific knowledge and how they choose to
       use this. The only real difference is that psychics may or many
       not be immune to the lightning they create, and some users may
       absorb the lightning if they are able to do things like absorb
       electricity (which can empower those like lightning dragons who
       can devour lightning attacks). Another thing to note is that
       this electricity manipulation has the same weaknesses as any
       other lightning manipulation, where users can be countered by
       things that counter electricity, such as using insulators to
       dull electrical energy (some can overwhelm insulators with
       enough strength though), and things like water manipulation can
       short out electrical energy. This is also only as strong as the
       user's knowledge, and in order to use it, a user must learn how
       to scientifically control electricity. For Dufort, he is a
       master lightning user, thanks to his Darkfire training, so he
       doesn't really use this power except when he combines it with
       psychic spirit purification power to create purifying lightning.
       - Psychic Electrokinesis: Body and Brain Scan: A lightning user
       is able to scan someone through their ability to process
       electricity, usually by reading their nervous system's
       electrical signals. Through this, a user is able to read
       someone's body, telling what state the person's body is in or
       sense abnormalities by analyzing the nerve signals that are
       running through the body. The biggest use for this is to remove
       abnormalities, where a user is able to notice certain things
       like certain illnesses from the blood, tumors and even
       abnormalities in the nervous system. This skill reads the nerves
       electrical signals (usually through physical contact), and the
       user is able to compare how the nerves are running compared to
       others or even compared to themselves. There are a few different
       applications of this ability, but this application is only for
       reading and understanding the nervous system of others, whether
       it's reading the nerves movement commands through the body, the
       mind's ability to communicate with the body, or the electrical
       activity in the brain itself. This is an advanced electrical
       user ability, one that requires knowledge of not only how to
       read electrical signals, but also requires knowledge of the
       nervous system (and the differences of the nervous system in
       others compared to themselves and others like them). Advanced
       users can even use this in battle to read the movements of a
       person, where some can actually read the movements of a person
       by reading the signals the mind sends the body. Since almost any
       being usually has to have a nervous system of some kind (unless
       they're an artificial being, in which case it depends on the
       artificial being), this is an ability that can be used on almost
       anyone. However, those with strong psychic resistance may be
       able to resist this ability, and if someone is using a
       instinctive style that doesn't require nerve communication
       (Which is very rare) then this cannot read their movement. And
       just because they can process the nerve signals, 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 specifically (usually). However, there are
       limits to this ability, as they can only tell where signals are
       being sent, not what the signals actually are. And some may
       require physical contact to gain a connection to interpret these
       signals.
       - Psychic Electrokinesis: Nerve/Brain Signal Interruption: This
       is a power that many lightning users have that is a variation of
       the body and brain scan ability, and is a more complicated use
       of the power. This power takes a more aggressive approach to
       interpreting the nervous system, where the user doesn't just
       focus on reading someone's nerves, but they can take active
       measures using their own electricity to introduce their own
       electricity to interrupt someone's nervous system. When using
       this, a user simply needs to introduce their own electrical
       signals into a body in a way that the user can interrupt the
       signals going through the body (usually through an electrical
       attack or through physical contact and manipulating the nerve
       signals directly). This can be used in a few ways, with the main
       one being that one can disable movement by using this on the
       body. For example, if an arm is affected by this (usually
       through a lightning attack or through physical touch), then the
       arm's nerves will have trouble communicating and could disable
       their limb as long as the foreign electrical energy is in the
       body interrupting the nerve signals. The second major use of
       this is that one can use this to stun or disorient opponents by
       affecting the nerves in their brain, in which they release
       electrical signals into the brain that can cause adverse
       reactions in the brain. Some have unique ways of doing this,
       such as some may be able to temporarily control one's senses
       through controllling the nerve signals, or some might use this
       to disable nerves temporarily. Typically, the nerves will
       reorient themselves after a while, once the foreign electrical
       energy has been adapted to and purged (which could take up to 3
       combat rounds in someone who isn't an electricity user). The
       good thing is that one doesn't need to be a lightning user to
       eventually reorient themselves, as it just takes time if one
       doesn't have a way to induce a way to reset the nervous system
       (usually by using an electrical current to counter the one used
       to control the nerves originally, which lightning users can do,
       or someone can do if they have access to an electrical energy
       source). Opponents with high enough combat adaptability or
       anatomy knowledge can also adapt to certain nervous system
       effects, as some opponents can adapt to the signal changes much
       faster than others can depending on their natural talent for
       adaption.
       - Umbrakinetic Darkness Manipulation: Umbrakinesis, or some may
       just refer to it as darkness manipulation, is the psychic method
       of controlling darkness. In using this, a psychic controls
       darkness in the same way that a darkness user would, except that
       they control it using psychic energy rather than just using
       darkness by itself. Users of this darkness utilize a powerful
       darkness that is comparable to more powerful levels of darkness
       manipulation. Users are able to do things like meld into shadows
       to use shadow travel, manipulate the basicity/acidity of their
       shadows to make them more corrosive, or even use darkness
       projectiles to try and spear opponents. Some advanced users can
       use darkness for other things, such as manipulating gravity and
       distorting time and space (which requires a scientific
       understanding of how dark energy affects gravity and
       distortions). Some master level users may even be able to create
       small black holes using darkness to absorb light and physical
       matter temporarily (though these black holes usually cost a lot
       of energy to maintain, and opponents can usually avoid these if
       they take proper precautions). Another method of using this is
       that some have learned to use heat absorption using darkness,
       which they then utilize to create freezing energy once all the
       heat of an area is removed. When used, this darkness can even be
       used with other forms of darkness, such as a user may learn
       purifying darkness by combining it with purifying energy, or
       some might even learn primordial darkness if they can tap into
       certain primordial powers. Typically, the biggest real danger of
       using darkness is if the users connect to the shadow realm,
       which can be dangerous and is usually avoided (Unless the user
       really knows what they're doing and how to avoid dangers in the
       shadow realm like avoiding shadow beasts and avoiding the realm
       of Xeles in the Deep Shadow Realm). In terms of countering this
       power, one can counter it just like most other high level
       darkness manipulations, with the most obvious answer being that
       one can use high level light manipulation as long as a master
       level user isn't using some kind of black hole ability. Dufort
       learned this ability from his universe's Wykoth, as it was
       Wykoth's own psychic art that Dufort copied, and Wykoth even
       taught Dufort some of the scientific methods he used to control
       the darkness.
       - Dark Energy/Dark Distortion: This is the first of Dufort's
       distortion energies, in which this was an art that his
       universe's Wykoth used that he taught to Dufort. Using
       umbrakinesis, this art uses dark energy, which is used to affect
       space-time energies. This is used to control space-time energies
       using darkness, where the dark energy uses a powerful gravity
       manipulation to distort space and time with strong dark energy.
       This is a powerful art which can manipulate space and time.
       There are a number of ways to use this, such as one could
       obvious use it to travel across space and time. One could use
       this distortion power to not only travel the universe through
       distortions, but one could also use it to travel dimensions or
       even travel through time. There are a number of arts that can be
       used with distortion arts, such as one can reduce or increase
       space, or one can slow or speed up time, or one can even
       replicate a point in space-time and recreate it (usually used
       for attack or item duplication). This also allows use in battle,
       where users can create distortion attacks that can cut through
       space and time (also known as dimension cutter attacks)
       regardless of one's defense (Unless they defend using space-time
       distortion of their own). This ability can also be used to
       distort space-time senses, where those with space-time senses
       will often be unable to be relied on due to the fact that the
       distortions can severely hinder what people see (in some cases
       they may not see anything at all if the user is skilled enough
       with this skill). There are usually two ways to use this skill.
       The first is that one can become a conduit for dark energy by
       fusing enough dark energy that their bodies fuse to it and
       generate it on their own, or one can control it outside of their
       body and create it using umbrakinesis. If one becomes a conduit,
       then they will have to not only be careful about how they use
       their energy, but they will have to discharge their energy
       periodically or risk being overwhelmed. If one uses dark energy
       to do so, then they can safely create it outside the body, but
       they must make sure they don't absorb it, and while safer, it is
       more difficult to create outside of the body (taking more energy
       as a result). This can be countered by other space-time
       distortion energies, or this energy can usually be adapted to or
       dodged as well. Dufort learned this from Wykoth, as Wykoth was a
       specialist in this art. Dufort doesn't become a conduit for dark
       energy though, and instead opts to gather energy outside of his
       body to create this energy. While safer, it does mean Dufort has
       to be more careful to not absorb too much of this energy or he
       will become a conduit for dark energy.
       - Silver Distortion Energy: This is the second of Dufort's
       distortion energies, in which this was an art that is a modified
       version of the gold distortion energy technique. Using psychic
       energy, Dufort creates this energy by combining space and time
       energies together to create a unique blend of energies (most of
       the time this would be gold, but Dufort's silver due to how he
       blends the energies together). This is used to control
       space-time energies using psychic energy, where the psychic
       energy directly manipulates spacial and temporal energies. This
       is a powerful art which can manipulate space and time. There are
       a number of ways to use this, such as one could obvious use it
       to travel across space and time. One could use this distortion
       power to not only travel the universe through distortions, but
       one could also use it to travel dimensions or even travel
       through time. There are a number of arts that can be used with
       distortion arts, such as one can reduce or increase space, or
       one can slow or speed up time, or one can even replicate a point
       in space-time and recreate it (usually used for attack or item
       duplication). This also allows use in battle, where users can
       create distortion attacks that can cut through space and time
       (also known as dimension cutter attacks) regardless of one's
       defense (Unless they defend using space-time distortion of their
       own). This ability can also be used to distort space-time
       senses, where those with space-time senses will often be unable
       to be relied on due to the fact that the distortions can
       severely hinder what people see (in some cases they may not see
       anything at all if the user is skilled enough with this skill).
       There are usually two ways to use this skill. The first is that
       one can become a conduit for time-space energy by fusing enough
       enough time-space energy that their bodies fuse to it and
       generate it on their own, or one can control it outside of their
       body and create it using psychic energy. If one becomes a
       conduit, then they will have to not only be careful about how
       they use their energy, but they will have to discharge their
       energy periodically or risk being overwhelmed. If one uses
       psychic energy to do so, then they can safely create it outside
       the body, but they must make sure they don't absorb it, and
       while safer, it is more difficult to create outside of the body
       (taking more energy as a result). This can be countered by other
       space-time distortion energies, or this energy can usually be
       adapted to or dodged as well. Dufort learned this from his
       mother, as Zelpharia in his universe was a specialist in this
       art. Dufort doesn't become a conduit for time-space energy
       though, and instead opts to gather energy outside of his body to
       create this energy. While safer, it does mean Dufort has to be
       more careful to not absorb too much of this energy or he will
       become a conduit for time-space energy.
       - Time/Space Item/Attack Reversion/Duplication: Through
       time-space manipulation, this is an ability that some time-space
       manipulators are able to utilize. Those with time space
       manipulations are able to replicate things in space and time
       through distortion, by copying space and time around a certain
       object. There are two ways this is used. The first is time-space
       duplication, where one is able to create time-space duplicates
       of almost any object they are able to copy the time and space
       energy around. By doing so, they are able to copy objects, and
       can even replicate objects multiple times. This has been used by
       many time-space manipulators, where they learn to replicate
       objects. Some may do this to replicate throwing knives, arrows,
       bullets, or other disposable weapons, or some may even use this
       to replicate things like specific items, weapons, or in some
       cases, even being able to create temporary duplicates of people
       (though replicating living people works differently and is a
       different power entirely). When duplicated, this duplicates the
       space time to the point that the items  behave the same way as
       the originals, and don't require any special rules to govern
       them once created. For example, if a food item is duplicated
       with this power, then each individual food item would be edible
       and would work just like normal. The other use for this is
       replicating attacks in battle, where users can use this on
       attacks (usually projectile attacks) to create temporal
       duplicates. For example, a lightning blast could be duplicated
       multiple times. Typically, this is something that is useful to
       be used in battle to not only allow multiple attacks at the same
       time, but it costs less power to use than using the same power
       that many times (depending on the time-space user, as some have
       a harder time than others). However, the items and attacks
       created still have the same characteristics as the normal items,
       so any attacks or weapons duplicated still have the same
       weaknesses. Also, those that create these, usually have to be in
       physical contact with an item to duplicate it, and they can only
       duplicate things as long as they have the distortional energy to
       do so (as well as needing to concentrate to do so to some
       degree). Dufort has two ways to do this, whether it's by dark
       distortion or his silver distortion. He can create duplicates of
       people, but doesn't because it is there are dangerous aspects to
       copying people that Dufort knows and doesn't want to risk
       despite how helpful it might be.
       - Time/Space Item/Physical Reversion: This ability uses time and
       space to revert an object or person back a certain amount of
       time. Depending on the user, they can usually revert back up to
       7 years of time on an object or person depending on how good
       their control is and how far they can push this power (though
       many can only restore up to a week, and only get stronger
       through training their temporal reversion). There are a few
       advantages to this power. The first is that one can use this on
       an item, in which the item can be reverted to an earlier state.
       The obvious method to using this is to restore items, where a
       user can restore broken items by reverting time on the object.
       However, there is another use, in which some items can be
       restored from other states. For example, a bottle of water could
       be restore to a previous state when it was full (essentially
       reverting the bottle back so that the user can use the bottle of
       water again). This is a useful skill which can be used on almost
       any item, depending on the situation and how creative the user
       is with this power. Another use of this power is that one can
       also use this power to restore others, where they are able to
       restore people who have gotten hurt by reverting the time-space
       on their bodies. For example, if a person is injured in battle
       and was dying, a person can just revert the time space on the
       body to a point before the battle, and the person will be back
       in a normal state. However, the downside to this power is that
       while it can be useful, it can only be used once per item every
       so often (The amount of time reverted usually corresponds to the
       amount of time needed before the skill can be used again, such
       as 24 hour reversion requires 24 hours to use the power on said
       object or person again) because the time-space reversion creates
       a temporary distortion around them (doesn't do any damage, but
       it's a reaction that prevents any time-space alterations from
       being done). Also, those that use this cannot move too far back
       or forward in time, and cannot use this to just turn someone
       back into a baby or something because almost no one can push
       time that far back on someone using this power. Usually, the
       most is a few years for this power. Also, using this on dead
       people is very tricky, as time space reversion doesn't seem to
       work on those that die. It is assumed that restoring time-space
       doesn't restore life to a lifeless person, though it can reverse
       decay of a dead body when used on a dead body (still making it
       somewhat useful in certain situations). Dufort can use this with
       either his silver distortion or dark distortion depending on
       what he wants to do.
       - Time/Space Apport: This ability utilizes the ability to
       manipulate space time, where one can utilize time and space to
       move objects. This is another ability that can be quite useful
       depending on the situation, where a user simply needs to know
       where in space and time an object is to use this power. When
       used, this allows a user to pull an object from a spot in space
       and time by switching time and space with that of another spot.
       By doing this, a user can move an object in space and time to
       another spot in space and time. This is best used with
       distortion powers, where users can apply the distortion power
       and then apply it to where they want the item to go. Typically,
       users will often use this to teleport items to themselves, where
       they will summon an item using this power. A user can even steal
       items using this power if they desire, as this essentially
       teleports an object. Some will often teleport an object into
       their hands, or to a place they know where they can keep an
       object. This is useful in and out of battles, where some will
       use this for different purposes. While it can be used to steal
       objects, this is also used by some with this ability to teleport
       items to them from a safe place (such as they could keep
       something in their rooms in their home, and then teleport it to
       them when they need it). There are a number of uses of this
       ability, depending on how the user wants to use it. There is
       also another way to use this power, where users can instead use
       this to swap items between different locations. For example, a
       user could switch one item they have for another item they don't
       have as long as it's close to the same value. In essence, this
       use of the power doesn't require knowing where the item is, but
       just what item they want to teleport, and they have to have
       something of similar value. However, there are also limits to
       this power. First, the user not only has to know where in
       space-time the item is they want to teleport when using the
       first method, but also where it is going. If one doesn't know
       where an item is, they would have to guess and risk not
       teleporting the item, or teleporting something else in its
       place. And when using the second method, one has to transport
       objects of similar value (Usually of similar size and mass).
       While there can be a little variance in size and mass depending
       on the user, the objects must be somewhat relative when using
       this method. Dufort is able to use this either by knowing where
       an object is, or by using it to swap items of similar values.
       Though his use is of dark distortion or silver distortion, he
       has the same strengths and weaknesses using this power.
       - Psychic Astral Projection: This ability comes with being able
       to access the spiritual, and is something some psychics can do.
       Those that are in tune with their spirits are able to project
       their spirits when they desire through astral projection by
       separating their spirit from their body. Many are familiar with
       the concept of an "out of body" experience, but psychics can
       learn to utilize it by using their psychic power to move their
       spirit out of their body. When projected, there are a few things
       that one can do when in astral projection. Those with this are
       able to go to the Veil where spirits are usually found, or the
       user can attempt to go to the Spirit Realm, which is a realm
       where natural spirits reside, if they are able to perceive the
       spirits. Typically, this allows a user to more easily access
       spiritual planes, where they can go there as a spirit rather
       than as a physical being. A major use for this is that some
       users learn to interact with dead spirits or other spirits this
       way, since some spirits are harder to interact with in the
       living world under normal circumstances. However, because of
       people like Barbas who found ways to use this more creatively,
       there are also other ways to use this as well. Some more devious
       users have learned to use this to follow people and whisper
       suggestions to them, as a means to try and mislead them, or some
       have even learned to possess others using this ability. Advanced
       users of this can even go into people's dreams as well, even
       being able to take control of someone else's dreams once they
       learn how the dreaming process works from inside the mind. Some
       psychics can even use this on others to remove the spirit from
       another person if they have enough time and concentration to do
       so. This technique can be quite useful to certain psychics
       depending on what they use it for. However, the major danger is
       what happens when one is in astral projection, because their
       body remains vulnerable while they are in this form (since they
       are not technically in their body, their body could be attacked
       and they likely wouldn't know). Another danger to this is that
       when one accesses places like the spiritual or astral plane,
       their spirit may be noticed by other entities, with the major
       one being dark spirits who may attack them to try when in astral
       projection. For the most part, there is one general rule to
       remember when dealing with the spirit plane: When you see them,
       they see you. Other than that, things like possession and astral
       suggestion still work just as one would think, and the same
       weaknesses apply as they would to any other uses of these
       powers. When used by a psychic to affect someone else, the
       psychic has to keep the spirit separated, otherwise the spirit
       will return to the body. So if a psychic wants to use this, they
       have to concentrate on who they want to affect, and usually have
       to be in physical contact to use this.
       - Psychokinesis/Hyposis Power: Memory Removal: This is a unique
       power that Dufort came up with by combining the psychokinesis
       power with his hypnosis power. When using this, Dufort creates
       an energy construct, which is tailored by his hypnosis power to
       affect the mind in certain ways, mostly to erase memories. In
       this manner, Dufort can easily erase someone's memories with
       this method, in which he uses words using his hypnosis power to
       tell his energy construct what memories to erase. Dufort simply
       has to hit them with this energy construct, and then the person
       hit will be temporarily stunned, and anything the hynosis was
       tuned to will vanish from the person's memory tailored to the
       word or targeted memory, affecting up to one week of memory.
       This doesn't remove all memories, but instead is a much more
       focused memory erasure that focuses on certain kinds of
       memories. For example, Dufort could focus this to make people
       forget he's a psychic by erasing any memories connected to the
       word "psychic" from the person's mind. Dufort simply has to
       tailor the energy using his hypnosis, and then hit them with it
       to affect them. Once affected, the mind will lose any memories
       tied to the specific word or memory for the specific amount of
       time this power affects. However, there are some downsides to
       this power. One thing is that Dufort cannot just erase all
       memories, and usually has to find something specific to target.
       Usually this will be done through a single word or very short
       phrase, which will remove any memories that are associated with
       the word or phrase (IE using the word "psychic" will have
       someone forgetting any memories associated with the word
       psychic). Another thing to note with this is that those affected
       by this will lose their memory, but since a blank spot appears
       in one's memories, the brain fills that memory with something
       else, which becomes a replacement memory. The replacement is
       different for each person, which is generated by the brain's
       ability to fill in blanks in memory. Dufort has no control over
       what replacement memories appear. The last thing to note is that
       Dufort does have to hit someone with the energy construct in
       order to affect them, and if the person isn't hit with it,
       Dufort cannot affect them with this power.
       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 vaccuum 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.
       - 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.
       - 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).
       - 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).
       - 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 Arts:
       - Darkfire Elemental: Dark Flames: This is most Darkfire family
       members' first Darkfire elemental that they can use, which is
       typically one of most Darkfire's major elements. This uses fire
       manipulation, fused with the user's negative spirit energy to
       create black darkness flames or purple flames which the Darkfire
       family is known for (The color between purple and black varies
       depending on the strength of the Darkfire's spirit as weaker
       flames are purple but stronger dark flames are black). These
       flames are fairly easy to use, and work much like normal fire
       manipulation with the exception of these flames being stronger
       than normal flames. This is one of the main elements used in the
       Darkfire training, in which many start with this flame (But not
       always). Users are able to generate and manipulate these flames
       using their Darkfire elemental powers like one would expect.
       However, this goes beyond just using darkness to bond to flames,
       but using the dark flames just like what one would expect from
       any fire manipulation. When used, Darkfires with dark flames are
       able to do things like create fireballs, create explosive
       attacks, or melt objects with their dark flames. Depending on
       how they're used, these dark flames act like most other flames
       with one major exception. Similar to some flames like hellfire,
       the Darkfire's dark flames burn much hotter than normal flames,
       and are able to consume any flame that is a lower temperature as
       they are known as the flames that burn fire itself (most normal
       flame types other than ones that use hotter temperatures like
       other Darkfire dark flames, and Hellfire). Depending on the
       other abilities of the Darkfire, some Darkfires can add certain
       effects to their dark flames, such as a demonic Darkfire might
       create dark hellfire to do demonic damage. However, on their
       own, these flames just do darkness spirit energy damage as well
       as burning with flames. These flames are mostly countered by ice
       manipulation, and users have to create cold ice (much colder
       than normal ice) to counter these flames due to their very high
       temperature. However, users can counter these flames just like
       other flames, such as using wind manipulation to create a vacuum
       where flames cannot burn.
       - Darkfire Elemental: Holy Lightning: Lightning is a very common
       element in the Darkfires, and is often a second element to many
       Darkfires. Of course, there are plenty of elemental powers, but
       this is one of the more common ones alongside dark lightning
       possibly thanks to Qrow passing down his affinity for lightning
       in the Darkfire family (as it seems those directly related to
       him are more commonly seen with lightning affinities). This
       affinity allows a user to utilize holy lightning by fusing
       positive spirit energy to their lightning power, creating a holy
       lightning power. When used, this can still be used like normal
       lightning as one expects. Lightning is often a very used power,
       and those that learn it simply are able to do things like
       creating electrical waves, electrocuting people with
       electricity, or even learning to manipulate magnetic forces.
       Advanced users of lightning can do things like manipulate things
       that are magnetic using magnetic forces, create EMPs to take out
       technology, or even create concentrated lightning to more easily
       pierce opponents. However, Darkfires with holy lightning can do
       something unique with this lightning, and that is that they can
       use positive energies like holy energy and spirit energy as a
       conductor. Those skilled with holy lightning can actually use
       holy energy and spirit energy to amplify their lightning, and
       can eventually learn to attack intangible enemies by attacking
       on the spiritual plane with this lighting. There are plenty of
       properties of magnetic manipulation one can take advantage of
       depending on their skill level and knowledge, with there being
       plenty of techniques one can learn and different ways to use
       lightning and magnetic forces. If one wants to counter
       lightning, the best way to do so is to use water, which can
       short out lightning manipulation. For this holy lightning,
       demonic or dark power can also be used to counter this as well
       due to its positive type nature. Users can also do things like
       use lightning to remove ionic charge, or use physical objects to
       try and block electrical attacks as well using things like earth
       manipulation. One can also use energy to try and block the
       attacks as long as they can avoid the extra effects of the
       lightning.
       - Darkfire Holy Lightning 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 users 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 Elemental 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 Holy Lightning Elemental 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 Holy Lightning Elemental Teleportation: Another
       technique the Darkfires use using their elementals, this time
       using elements for getting around. Similar to how shadow users
       can shadow meld and use it to travel places, the Darkfires can
       use their elements to teleport, using their elementals as a
       catalyst to move from place to place. A Darkfire can teleport
       anywhere in the world with this technique, as long as they know
       where they're going and can concentrate on where they want to
       go. Typically, utilizes a combination of factors, but the simple
       aspect of it is that the Darkfire uses this power and then the
       elemental power connects to another location and takes them
       there. For example, a wind user could connect to another area
       and the wind then is used to teleport by moving the Darkfire to
       that area using the displacement of the elements between the
       locations. Some more advanced Darkfires more easily learn to
       utilize this by taking elemental form once they learn the power,
       using the elemental power to more easily change locations.
       Typically, this is a power that is used outside of battle, but
       some Darkfires can use this in battle to teleport around.
       Depending on the element, each element can connect to an area
       depending on how it's used, and this only requires training and
       modifying some supernatural teleportation using the Darkfire
       elemental powers. However, in order to use this, Darkfires do
       have to know where they're going, which usually means that
       either they must know where in space and time the place is they
       want to go to, or they have to have been there before (usually
       the latter among most), and Darkfires cannot use this to travel
       across time or dimensions (with a few exceptions), because this
       teleportation isn't strong enough to break the dimension of
       space and time. As such, most Darkfires have to be careful while
       using this, as if they don't know where they're going, they
       could end up somewhere random, or they could end up inside of
       solid objects if they end up in certain random locations which
       causes other problems. And once chosen, Darkfires cannot change
       what elemental power they use for their teleportation without
       special training to change their element. Though most of the
       time, the element chosen is more for show than anything. The
       only thing that most Darkfires choose when choosing an element
       to teleport is usually how much of an element they can use in
       the environment. For example, wind and earth teleportation takes
       almost no energy because earth and wind literally connect the
       entire world so both teleportations can go anywhere without a
       Darkfire usually having to expend their own energy, so Darkfires
       usually opt for more convenient elements that are more abundant
       in the world to prevent them from needing a lot of power to
       create an elemental. Though a way around this for some is for
       some Darkfires to use their auras to teleport, in which their
       auras radiating elemental energy can be used as their element
       for teleportation, something most flame and lightning users do
       when they don't have flames or lightning respectively to use to
       teleport.
       - Darkfire Elemental Familiars: This is another advanced
       technique of the Darkfires, in which they are able to use any of
       their elements to create elemental familiars to help them in
       battle using 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: This was designed to be
       able to awaken semblances through elemental power similar to
       semblances aura users develop. Just like spirit power, users can
       awaken one specific ability through their vampire power, just
       like aura users can. Because every semblance is usually unique
       (even though some are passed down in families), there are as
       many semblances as there are grains of sand on a beach, so it's
       difficult to talk about each one. Most are able to gain things
       like special elemental techniques, or some gain new elemental
       combinations. There are a wide variety of these semblances and
       how to use them, so each Darkfire is often different. Some known
       semblances could be things like elemental portals that can be
       used instead of teleportations, or some who can use elementals
       to do things like using positive elementals to heal/amplify
       others, or some who can gain certain aspects to an element that
       make it unique. This could result in a variety of things
       including an amped elemental, a new elemental combination,
       transformation skills using elements, or elements with unique
       abilities. It is usually hard to predict what power one will
       have, though some semblances do seem to be genetic. No one is
       entirely sure how these powers come about, and depending on the
       Darkfire, some may not generate their semblances except under
       specific circumstances. The main thing is that this power is
       still experimental, as it was an attempt by Qrow to replicate
       aura semblances, and even with special training, this is usually
       50/50 at best if one gains a semblance or not. Each semblance
       has unique qualities, which includes both strengths and
       weaknesses (each semblance has weaknesses that must be stated by
       the player to balance the ability). Dufort does not yet have a
       semblance, so he doesn't know what his is and cannot use it.
       - 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 Shapeshift: Lightning Dragon Zeno:
       Thanks to special developed Darkfire skill by Qrow, each
       Darkfire is able to awaken one unique elemental form they can
       take in their elemental form that has unique abilities and acts
       as their main transformation ability. This form granted is
       unique to each Darkfire, and depending on the form, most
       Darkfires gain enhanced abilities through their unique form. For
       example, if one gained the form of a bird, they would not only
       be able to fly, but would gain enhanced sight and hearing
       comparable to that of birds. Some can gain other powers, like
       the enhanced strength of a bear, or the speed of a cheetah when
       in their unique forms. After gaining this form, the Darkfire is
       able to manipulate the form, where they can change how solid or
       intangible they are, or can change certain aspects of their
       physiology. For example, a dark flame form could become more
       solidified flames that don't hurt people to touch, or they could
       stay a flame that can burn people who touch them in battle. They
       can also still manipulate their elementals in battle, such as a
       fire form could still use fire attacks on opponents. Each unique
       elemental form is different, and the Darkfire is able to switch
       into this form at will, and maintain it more easily than normal
       elemental form. Most Darkfire elemental forms are typically much
       easier to use than their normal body, which is why many
       Darkfires usually prefer their elemental form rather than a
       typical human form, though there are many that don't use this
       unless they have to depending on who they are. Typically, how
       the form is used is up to the Darkfire, with each Darkfire being
       able to use it for different uses. For example, a birdlike form
       might be more useful for scouting and spying, while a bear form
       might be more useful for battle However, in this form, while
       they reform more easily thanks to being in elemental form, they
       also can be damaged more easily by counters to the element, such
       as ice countering a fire form or lightning countering a water
       form. Dufort's elemental form is that of a snake-like dragon,
       where he takes a lightning dragon form that he can move around
       in. This form is a pretty large form, where he is able to wrap
       the snakelike body around that of a normal person like a
       constrictor snake, and can electrocute people with electricity
       when in contact with people. He calls this form Zeno, which was
       the other Celestian's name for him. His title of Lightning
       Emperor Zeno came from this form, so Dufort calls this form
       Zeno, as well as refers to himself as Zeno when in this form.
       - 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 a wind user absorbing air from around them,
       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. Dufort can sustain his form when in by absorbing static
       in the air, and he can also run electricity through source of
       electrical amplification to sustain this form.
       - 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 re-bond cells together using magnetic bonds
       to draw the cells back together. This depends on the element,
       and each element can do this in some way, with earth and wind
       usually being the best healing elementals. Typically, this power
       is used to replicate healing and purification of other races
       abilities, even if it's not always as effective. This can be
       used with any elemental, though most elementals achieve the same
       end result somehow. Typically, this works best with wind or
       earth abilities, since using earthly elements can more easily
       heal wounds using the body's earthly minerals to restore the
       body by manipulating the minerals, or wind can re-bond cells
       together more easily. The second part of this power is
       purification, where Darkfires can purify certain types of
       presences by using their elemental power. For example, a holy
       elemental could purify death energy, or a dark elemental could
       purify a holy energy poisoning. For purifying presences, usually
       lightning and fire are the two best ones to use, since they can
       destroy targeted cells and energies more effectively than most
       other elementals. And with purification, the holy or dark aspect
       also makes a difference in purification as well. This mostly
       depends on the user and their knowledge, and not all Darkfire
       elementals are great (as one might be better for one aspect of
       this power over another). Typically, this power is hard to
       master, but many Darkfires can use this very effectively if they
       know what they're doing.
       - Darkfire Elemental Touch: This ability is dependent on the
       elementals used by the Darkfires. This lets a Darkfire use their
       touch to use their elemental power on someone, by focusing their
       power through their aura when then are in physical contact. This
       is more useful with some elements than others, and depending on
       the element used, some elements can do different things. Fire
       users are able to burn and melt things through physical touch by
       heating things up, ice users are able to freeze things on
       physical touch by using their ice powers to freeze, lightning
       users are able to electrocute things using physical touch, wind
       users are able to slice through things with their attacks, and
       earth users are able to manipulate earthly elements through
       touch, like absorbing metal and other elements from touching an
       object or change the form of an object through touch. Some who
       use this are able to do different things depending on the
       element, with more advanced users having more techniques using
       this power, such as an earth user being able to break down the
       elements in certain weapons to disassemble them. Some have even
       built combat styles around this power, using it to amplify their
       physical combat. 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 and Magic 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. Dufort only has
       the basic elemental familiars, and doesn't have any other
       familiars to note.
       - 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 glyph circle,
       destroying the glyph 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.
       - 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 Familiar Magic: Magic Contract Spellbond Familiar
       Magic: This is one of Dufort's own unique magic arts that he
       developed through advanced spellbonding. Dufort managed to learn
       familiar magic in order to learn how to create familiars more
       easily. While he didn't learn this from anyone, he did train his
       magic to the point he learned familiar magic. However, unlike
       other users of familiars, Dufort wasn't originally able to
       create familiars beyond what they were able to do normally. So,
       Dufort used advanced spellbonding to bond aspects of magic and
       his own powers to familiars, where he created his own variations
       of animals bonded with unique powers. Dufort is one of the
       Darkfires that doesn't like taking souls, so he came up with his
       own kind of familiar art so he wouldn't have to. Instead, Dufort
       uses a special magic that allows him to bond with animals, where
       he will use his magic to infuse them with power and turn them
       into familiars using magic. By doing this, an animal is then
       turned into one of Dufort's familiars. This process works by
       creating a taming contract using magic normally used by magic
       tamers who tame creatures and then contract with them to turn
       them into familiars. Dufort's magic doesn't just turn them into
       familiars though, but Dufort's spellbonding actually can add
       special abilities based on how Dufort uses his spellbond, where
       he can infuse them with magic, or he can infuse them with
       elemental power to turn them into something akin to an elemental
       beast. Typically, Dufort's animals are empowered by the
       contract, and then they are bonded to him as familiars similar
       to other familiar magic. Typically, each animal is given powers
       based on what Dufort infuses into the contract spell, where he
       must choose abilities to grant the familiars when making a
       contract. Another thing is that animals contracted usually have
       to be willing to take the contract, as Dufort doesn't allow this
       magic to force animals into contracts. Instead, the animal has
       the ability to choose whether or not it wants to be bonded, and
       if it doesn't, the bonding will fail. And any familiar created
       with this still has the same weaknesses as normal familiars
       summoned through magic, such as taking too much damage will
       usually de-summon or de-spawn them.
       - Spellbond Contract Familiar Magic: Magic Familiar
       Summoning/Bond: No matter the familiar, Dufort is able to use
       his magic to summon his familiars. Depending on the type of
       familiar, Depending on the familiar, the summoning process might
       be different, in which the two major methods are either using
       Dufort's blood as a catalyst to summon them, or using a spell
       circle to summon the familiar and manifest it into a physical
       form. This allows Dufort to summon any familiar that he's
       contracted with himself. This type of power is required to
       summon any familiar, and Dufort has to use this to summon his
       magic based familiars. Dufort can not only summon familiars
       though, but they are also bonded to Dufort on a spiritual level
       in order for Dufort to be able to summon these familiars at
       will. Through this connection, not only can Dufort command the
       familiars, but Dufort is able to share his senses with a
       familiar in which Dufort can perceive everything the familiar
       does. Depending on the familiar, some may require specific
       conditions to summon, such as some elemental chimeras have to be
       summoned through elemental manifestation. Most familiars can
       even be summoned more than once as long Dufort has the magic
       power to remanifest the familiar if it's beaten in battle. For
       the most part, this is the basic bonds of familiars, and is a
       necessary one for Dufort to utilize. 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 Dufort is using an incantation, interrupting it may
       prevent the familiar summoning. Or if Dufort 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. Dufort's
       familiars are mostly animals, and they can still be beaten in
       battle, and if beaten, they are desummoned once they have taken
       enough damage or if Dufort desummons them willingly (which he
       will usually do if they take enough damage).
       - Spellbond Contract Familiar Magic: Contract Spellbonding Power
       Transferrence: Dufort uses this during contracts to build powers
       for familiars. When Dufort makes a contract, he manipulates the
       part of the spell that grants the connection, and infuses
       special power into the power granting aspect of the spell by
       granting some power to familiars. Depending on what he choses,
       he can do a number of things using this spellbonding power. For
       example, Dufort was able to grant some animals psychic
       abilities, or grant some elemental abilities. A common aspect
       though is that Dufort will usually infuse some form of magic
       into the familiars, usually granting them some special
       abilities. For example, he may grant lightning to a wolf to
       create a raiju type creature, or he might fuse dark flame
       regeneration into a bird to create a phoenix type creature.
       There are a number of ways that Dufort can fuse individual
       powers into the bonds when creating contracts, and usually this
       depends on the creature and what powers Dufort wants the
       creature to have. Dufort can use this with any of his powers, in
       which he can grant any creature he makes a familiar through
       contracts with any of his abilities. For example, Dufort had a
       black footed ferret that joined him as a familiar, and in making
       it a familiar, Dufort gave it the power to use vampire
       shapeshifting, nature connection and alchemy magic, and
       psychokinetic energy manipulation so that the ferret could
       interact with the nature around it since Dufort sensed it had a
       strong connection to the nature around it when the ferret joined
       him. Dufort has a number of familiars he has added over the
       years, and has many types of animals with different abilities.
       Some are elemental in nature, some have vampire abilities, and
       some even have alchemic magic or may possess Dufort's contract
       abilities to create new animal familiars by recruiting similar
       animal types to Dufort, such as a black wolf with dark flame
       power infusion that was bonded to Dufort and now has an entire
       pack of black wolves with dark flames due to the bonds. However,
       Dufort can only transfer powers he has, and cannot create new
       powers from nothing. This means that he cannot pull out
       familiars that don't have powers that he doesn't (For example,
       one won't see Dufort pull out an ice creature or a spirit
       destruction creature).
       Basic Magic User Abilities:
       - Vampire Magic Affinity: Dufort is a bit of a unique case in
       the Darkfires. Dufort is one of the few Darkfires who are born
       with a magical nature, partially thanks to vampire magic passed
       down from Cain. Dufort's father, Kindron Darkfire (the vampire
       version), awakened his own magic and passed that magic affinity
       to Dufort when Dufort was born. The affinity that Kindron and
       his twin brother Hei had in Dufort's world were awakened in both
       Kindron and Hei (though Hei didn't get his until after he
       purified himself to become Father Hei). This gives Dufort the
       ability to use magic, and makes him one of the only Celestians
       born with magic abilities since he was able to inherit it from
       his father. After using magic, Dufort was able to instinctively
       use magic, where he was able to figure out elemental and
       alchemic magic types (which are his primary uses of magic).
       Elemental magic is Dufort's primary affinity, though his
       secondary affinity for alchemic magic and familiar magic have
       come out through training. Dufort was able to learn this magic
       and has since made it his own, being even further trained by
       Kindron Darkfire in the London universe at the permission of
       Sirion Darkwolf. Dufort has become a very powerful magic users
       using this magic, and Dufort has even learned London Kindron's
       unique alchemies using fire and lightning (but Dufort uses dark
       flame alchemy rather than holy flame alchemy like Kindron). With
       alchemy, Dufort is close to Kindron's level as an alchemist, and
       has even come up with unique ways to create flames based on
       using the air and elements in the air to create his own flame
       alchemy that burns blue (due to him using a unique alchemy that
       creates fuel in the air that is then burned to create a flame
       from that burning fuel). For the most part, Dufort has a high
       magic affinity, and this magic affinity is what fuels his
       alchemy abilities. Of course, with this magic affinity does come
       basic magic user abilities, which also comes with magic user
       weaknesses. For example, those with magic resistance or other
       magic resistance type abilities take reduced damage from his
       magic, and he gains additional weaknesses to anti-magic and
       similar abilities.
       - Magic User Skill: Base Affinity: This is the basic requirement
       for a being to use magic. In order to utilize magic of any kind,
       one must first have the affinity for magic. This is something
       that one has to be born with, where they have this and
       eventually awaken it at some point in their life. Depending on
       the magic, some may require different affinities, but there is
       always at least a basic magic affinity that is required to use
       any magic. The most obvious affinity is that of normal magic,
       where one just has to have the base affinity for magic. The
       affinity for mana is not hard to gain, as every race has the
       affinity for mana (almost all races have mana or dark mana in
       some form). However, when one gets to other magics, the
       affinities may require more than just a basic magic affinity.
       For example, dark magic requires one to be able to harness dark
       mana and sometimes darker emotions. Some affinities can also be
       gained through training if one has the right training. For
       example, a magic user who trains with spirit energy could
       eventually learn spirit magic if one has a way to learn it
       (usually through a teacher who can teach them the basics. This
       affinity usually is determined by birth, and usually cannot be
       changed, except in very rare cases, such as someone may gain a
       dark magic mastery through artificial methods (common methods
       involve dark mana infusion or demonic deals). There are a few
       rare ways to change or gain magic affinities, and these methods
       mostly depend on the magic. These affinities act as the basis
       for one's ability to use magic, determining not only what magics
       they have affinities for, but also determining how much magic
       potential one may have. This affinity can be great or small,
       usually corresponding to the amount of magic power one can learn
       which is usually measurable early on. Those with lesser affinity
       won't have much affinity to gain strong magic potential, but
       those with stronger affinities gain stronger magic potential.
       Those with stronger potential usually have stronger magic, while
       those with less tend to learn to utilize their magic more
       effectively through tactical means. Of course, with magic
       affinity also comes magic weaknesses, where magic users are
       weaker to anything that counters magic with the worst thing
       being anti-magic (which does severe damage to magic users). As
       mentioned, Dufort has vampire magic ability, which is more of a
       normal magic affinity. Dufort has high affinity for magic, and
       has the ability to cast some powerful spells especially thanks
       to his training.
       - Magic User Skill: Mystic Source: Those that utilize magic know
       that magic has to run on something. Every type of magic runs on
       some form of energy, which is dependent on the magic. The most
       commonly used magic source is mana or dark mana (which can be
       used for normal magic or dark magic respectively), where users
       will power their magic on basic mana or dark mana energy.
       However, these are far from the only options. For example,
       angelic magic may run on angelic energy or demon magic may run
       on demonic energy. There is also things like holy magic that run
       on holy energy or holy energy-infused energies. There are magics
       for almost every kind of energy out there, as magic users may
       learn chi magic, spirit magic, ki magic, even the rare psychic
       magic. Depending on the magic used though, there is always an
       energy that has to be used to power one's magic, which is
       determined usually by the user's affinities. For example, spirit
       magic is one that only requires one to learn how to use spirit
       energy (which can be done by almost any race), or chi magic only
       needs to be learned by a chi user with magic affinity. The
       source of one's magic is very important, as some may have
       affinities for certain magics, depending on their affinities.
       This acts like a basic power source for magic, which is used to
       power spells. As one trains, one can usually learn multiple
       sources of power for magic, assuming they have the right
       affinities, and some may learn new magics in this manner (as
       mentioned, a magic user could learn spirit magic by learning
       spirit energy as an introduction to spirit magic). Energy
       consumption is a pretty basic concept when it comes to
       supernatural abilities, and magic users are no different. In
       order to use magic, one must have the energy their magic runs
       on, and without it, one cannot use their magic unless they have
       energy to use. Trying to force magic when one has no energy
       could be detrimental to oneself, as drawing on one's energy when
       they don't have enough could result in one pulling from their
       vital life force (which could kill the caster). And of course,
       every energy that is used typically has it's usual counters,
       such as how holy energy powering holy magic is still countered
       by things like demonic energy. Dufort's magic is fairly simple,
       and runs on mana. Dufort's magic is fairly standard normal
       magic, and his alchemy uses spirit purification and nature
       connections as well.
       - Magic User Skill: Energy Balance: Depending on the energy
       used, most energies that power magic require some form of
       balance before they are used. This isn't specifically designated
       for magic, but more for the basic energy it runs on. Almost
       every energy requires some form of balance, as many energies
       have positive and negative energies that must be balanced. For
       example, spirit energy is known to have a positive spirit and
       negative spirit aspect which can be used, or chi has yin and
       yang as the two sides of chi. No matter the energy, there is
       some form of balance that must be maintained. While not all have
       this aspect, most energies do. In order to use the energy
       effectively to power one's magic, one must first figure out how
       to utilize their energy effectively. The second part to this
       power is that one must make sure their energies remain
       uncorrupted (unless they use some form of corrupted power, in
       which this balance isn't as necessary). There are a few
       exceptions, such as mana, that should be stated as well. When it
       comes to mana, it is not only the most basic energy that can be
       used by almost any race, but it also has properties not like
       other energies. Unlike other energies, there is no "balance" of
       mana, but instead, one just has to have mana to use it. Dark
       mana is only used if one suppresses their normal mana or runs
       out of normal mana, so one doesn't have to "balance" their mana
       in the traditional sense. They simply have to maintain their
       supply of mana in order to prevent dark mana from coming up
       (unless one wants dark mana to come up, which some do utilize),
       which keeps their balance when it comes to mana. For the most
       part, learning balance requirements depends on the energy, where
       each one has different aspects. However, while each energy has
       its strengths, the user will also have weaknesses of the energy
       users. For example, almost any kind of energy can be used as
       long as one has access to that energy, and once they run out,
       they must wait to replenish their supply, or find another source
       (depending on the person and how they use their energy). Another
       thing to note is that most energy types have specific
       weaknesses, such as how mana can be negated by a certain
       frequency. Dufort doesn't have to balance his mana, but just
       maintain enough mana that he doesn't draw on dark mana. Dufort
       cannot draw on dark mana, because the power turns his magic into
       dark magic.
       - Magic User Skill: Magic Connection: Once one has figured out
       their specific energy their magic runs on, they then move on to
       the next step of being a magic user. The second step is that one
       has to learn how to connect with magic, where they must gain an
       instinctual connection to magic. Typically, most magic users
       gain this initially by focusing magic for the first time, where
       they will often instinctually learn to utilize magic (with only
       a few having to manage this connection depending on the type of
       magic they use). once the user has their instinctual connection,
       they then train that connection by casting spells and learning
       how to better cast magic through either training or learning
       from someone who can teach them better methods. Each form of
       magic has its own special connection that must be obtained,
       usually by casting spells. Almost every form of magic requires
       some connection, which is pulled from one's affinity for magic.
       Those that use magic have to train their magic connection before
       they can gain stronger magics, and they also have to train their
       magic connection in order to strengthen their spells. As they
       train and cast spells, this connection of magic will get
       stronger, and will not only strengthen how strong magic can be
       by allowing one to fully access their affinities for magic over
       time (thus increasing their abilities to use magic), but will
       also reduce magic cost of spells over time as one masters magic.
       This also is what allows one to eventually move up to more
       advanced spells, as more advanced magic users strengthen this to
       the point that their affinities will allow higher level spells
       to be used once enough of their magic potential is attained.
       This applies to any magic, and is an absolutely necessary skill
       to learn magic. Those that don't train this often will never
       grow as magic users, and will never be able to strengthen their
       spells. And even though this does help magic users grow stronger
       with magic and reduce cost, this is still a skill that requires
       experience and training to fully utilize (only master magic
       users are going to have full ability to use this), and no amount
       of natural talent circumvents this need. While natural talent
       magic users start with massive magic ability, they cannot
       maximize that potential without experience. This is also only a
       passive skill that strengthens magic, and is not an active
       attack skill. And one also has to keep in mind the weaknesses of
       their magic since all magics can be countered by something.
       Dufort's magic connection is to normal magic, but he also has
       secondary connections to spirit purification and nature, thanks
       to his alchemist magic training.
       - Magic User Skill: Magic Activation Types: With any magic, dark
       magic holy magic, or other 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, verbal incantations, or visible
       cues to activate magic, and as a result 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 verbal or
       written incantations, in which verbal or written 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 or written before the user can
       activate their magic (But usually allows stronger magic than
       some more instant types of magic). However, some have come up
       with their own ways of activating magic with incantations even
       faster, with the most common being shortening phrases to only a
       word or two through special phrase training (usually through
       intense casting and mental 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.
       There are many other methods of activation, including physical
       activation (using motion to activate) This depends mostly on the
       user, but each user must have one activation type in order to
       use magic, 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. Each has its own
       strengths and weaknesses, such as spoken spells can be
       interrupted if the user isn't allowed to finish the spell, or
       mispronounces the spell, and physical activation can be
       countered by movement restrictions that don't allow the user the
       proper movement. Depending on the user, all activation types
       have downsides. Most of Dufort's magic activations are instant
       activation spells, with his spellbook spells being spoken
       incantations that have to be stated out loud.
       - Magic User Skill: 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 (sometimes
       also called spell circles) 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 circles that can be
       developed and used by magic users. This power utilizes magic,
       but requires that the user know how these glyphs are formed and
       how to make them to use this. This is a basic power that some
       magic users are able to use, and this particular use of the
       magic spell circle can be used in a variety of ways. 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 spell circles are also used in
       summoning magic as a conduit for summoning, or some magics like
       alchemy could be focused with these spell circles as well, or
       some magics can even use them to focus magic spells. 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 spell circles for a variety of
       uses, and some can use entire combat and magic styles based on
       how these spell circles are used. This power is a fairly basic
       magic ability, and although useful, it does have ways one can
       counter these glyphs/spell circles. For example, someone who
       uses these spell circles 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 spell circles. It is also possible to break these spell
       circles/glyphs depending on the spell circle or glyph used,
       which can stop any spell if the glyph or spell circle is
       destroyed (as the spell circle/glyph being destroyed stops
       whatever effect it had). There may also be other
       strengths/weaknesses depending on how certain magics use them.
       - Magic User Skill: Magic Spell Type: In addition to learning
       one's specific source of magic, one must also learn what magic
       spell type they have affinity for. The first thing to note is
       that there are many types of magic spells, which are divided
       into categories. The first is attack magic, which is a type of
       magic that usually focuses on offensive spells. The next is
       defense magic which usually involves barriers, defensive spells,
       and may also include defensive buff spells. The next is physical
       amplification, where one can amplify their physical stats with
       magic to increase their physical damage (most notable among
       those like mystic knights who focus magic into physical power).
       The next is recovery, healing and purification magic, which is
       pretty self explanatory since it's main purpose is healing and
       purifying other people and objects. The next is summoning magic,
       where users can learn to summon creatures, items or people
       depending on the summoning magic (some magics may summon
       specific creatures, such as spirit summoning specialize in
       summoning spirits). The next is sealing magic, which focuses on
       sealing away objects or people (usually as a defensive means to
       remove a threat). The last is elemental magic, which uses magic
       to focus the elements into magic spells (which can usually be
       offensive, defensive, or even sometimes can be used for recovery
       or summoning). Depending on the type of magic one has an
       affinity for, this usually determines the type of spells that
       one can learn. Typically, there are ways to test one's affinity,
       though most will usually cast certain types of spells and see
       what kinds they have the most affinity for, or some may find
       others who have ways of testing affinities). These are not all
       the possibilities of spell types, as there are other spell types
       out there, but these are usually the categories of spells in
       most magics. There are even those like necromancy magic (usually
       used in dark magics) that revive the dead, or everyday magics
       which are purposed for do everyday chores. There are also less
       common magics like divination, enchantment, nature magic,
       creation magic, and transmutation/alchemic magic. And many users
       may have more than one affinity, where some may have multiple
       affinities depending on the person. For example, someone with
       elemental affinity may have both attack and defense spell
       affinities, or someone with defense/buff magic may also
       specialize in sealing magic. Each spell type has it's
       weaknesses, and must be stated, such as attack spells typically
       are able to be dodged or blocked with defensive abilities, or
       necromancy may be countered with healing/life magic, or physical
       amplification is countered by defensive abilities. Dufort's
       affinities specifically are for alchemic and elemental magic,
       with a side affinity for nature and spirit purification based
       magics (thanks to his werewolf alchemy magic training).
       - Magic User Skill: Magic Mastery: This aspect of magic is an
       extension of one's magic connection. In order to master magic,
       there are a number of ways one can do this. This ability is
       determined by the strength of one's magic connection, and is
       necessary for magic users to advance and grow so that they can
       rise to higher levels of magic. There are two stats that magic
       mastery affects in general (more than any other): magic attack
       and magic defense (More on these two next). Mastery of magic
       comes from people who strengthen their connection to magic, and
       this ability is a magic user's ability to get stronger in magic
       over time. Depending on the user, there are a few ways to train
       this ability. The main one that most people know is to just keep
       casting spells, where the more spells are cast, the more
       practice one will gain, and the more skill one will gain in
       using spells. However, others can train with magic teachers to
       increase their magic ability as well, which allows magic
       teachers to possibly teach them better ways to focus magic.
       Another method is that one can find ways to optimize their
       spells, such as how some have developed advanced magics designed
       to cast magics more easily, more conveniently, or even just
       faster casting. Depending on how one wants to train their magic,
       they can increase this with experience and training, which
       allows them to draw out the full capabilities of their magic
       affinities over time. This has a few effects. The first and most
       notable is that increased mastery will often increase magic
       attack and magic defense, which allow stronger attack power with
       magic and stronger magic resistance to magic attacks used by
       others. Higher levels of magic mastery also allow one to cast
       spells at reduced energy cost (higher levels can usually reduce
       the cost of power to use their lower level spells once they
       master the use of magic), and one can also use this to increase
       their abilities to cast stronger magic as they gain higher
       levels of magic mastery. Of course, as mentioned before, this is
       something that no natural talent can surpass, and this is a
       necessary skill in order to advance in any magic. This is
       something that can only be trained with time, and no amount of
       training will ever be a substitute for experience. Even those
       that are experienced though can still be overcome by stronger
       talents, or stronger experience depending on the magic user.
       Some may even be able to be overcome simply by someone using
       specific abilities (such as anti-magic counters almost any
       magic, including mastery of it). Dufort has a high level of
       magic mastery, having used his magics since he was young. Though
       he is still mastering werewolf alchemy, he still has a high
       level of ability with magic.
       - Magic User Skill: Type Mastery: Depending on the type of magic
       used (whether it's defense, attack, recovery, summoning, or
       something else), there is a certain type of mastery that
       corresponds to almsot any kind of type of magic. This doesn't
       just apply to one's specific source of magic, but to the types
       of magic they also possess. In order to use any type of spells
       specifically, a user has to have affinity with the type of
       spells used. This skill is similar to magic mastery, except that
       users advance their specific types of magic by training their
       affinities. Just like magic mastery, there are a few ways to do
       this. The first is that one just casts spells, and as they cast
       more spells, they become more efficient. Another is that one can
       find magic teachers to help them learn to use specific
       affinities more efficiently. This is a passive skill that allows
       a user to actively grow in knowledge about specific types of
       magic, which is more specific than normal magic mastery which is
       just a general mastery of magic. Like basic magic mastery, users
       grow in ability through experience, and can bring out their
       magic potential through training and experience. Different types
       of magic may have different aspects that have to be learned, but
       those with enough experience will learn how best to use their
       magics, whether it's through training with someone who can help
       them better understand magic or if one just gains experience
       through number of times they cast the spell (which is usually
       one of the most effective ways to gain mastery). This depends
       more on the person, and what means they have to master their
       magic types. Some may even learn new affinities over time while
       training, in which it is sometimes possible for people to learn
       new types of magic once mastering one specific type of magic (IE
       a common learned affinity is that defense magic users often move
       on to learn recovery magic once they master defense magic). Of
       course, as one might guess, all magics have some weaknesses,
       such as magic resistance/immunity, or specific magics still have
       their specific weaknesses. And of course, as mentioned before,
       no talent can bypass the experience needed to grow this mastery,
       as this only comes from actually using magic. Dufort's basic
       elemental magic mastery is quite high, while his spirit
       purification and nature mastery is still being worked on.
       - Magic User Skill: Magic Attack: There are two passive skills
       that one needs to know when using almost any kind of magic
       skills. The first is magic attack. When one uses magic, their
       potential for damage comes out in their magic attack, which is
       determined by how skilled they are with magic and how powerful
       they are as mages. Magic attack often determines how strong the
       mage's magic is, and is required to be high for certain spells
       to work properly. This is the main stat one works with when
       training magic. As one strengthens their magic connection, the
       magic they use becomes not only stronger, but more potent as
       well. Training one's magic attack is mostly done by training and
       experience, where most increase their potential for magic by
       casting spells enough times that they begin to be able to do so
       much more easily, as their bodies adapt to their magic and get
       more efficient. Those with strong magic experience will usually
       gain the ability to not only cast stronger spells, but even
       their base magic skills will become stronger over time as they
       master their magic. This is a basic skill that comes with every
       trained magic user, where the amount of magic power they can
       muster is determined by their magic attack. There are a number
       of ways to train this, with the most known one just being
       casting magic enough times that the user starts to grow stronger
       in their magic mastery and magic connections (which is more
       often than not done by those that are self taught in magic).
       However, one can also find magic teachers that can help train
       them to use magic more efficiently, as there are a lot of magic
       arts and magic training one can do to help increase their magic
       abilities if they know where to look. However, it is known that
       one cannot infinitely grow in power, and there is a limit to how
       strong magic attack can eventually get depending on the person.
       Once that person has reached that cap, no amount of training can
       release that cap, unless they find someone with a skill that can
       actually release the cap to a higher level (which is very rare).
       That means that no matter how tough a mage is, they always reach
       a plateau that they cannot get any stronger (usually when they
       get older and reach their peak magic levels after years of
       training).
       - Magic User Skill: Magic Defense: The second is just as
       important, and that is the magic defense stat. This is how much
       resistance one has to magic attacks, which one can build up with
       this skillset by strengthening their magic mastery. Magic
       defense grants a passive defense to magic, allowing slight magic
       resistance depending on the magic used. Typically, the magic
       attack and magic defense are also affected by types of magic
       used, such as some magic types will often gain specific
       resistances against certain types of magic. For example, one who
       is well versed in holy magic may gain a high resistance to other
       forms of holy magic, and maybe a slight resistance to unholy
       magics over time if their holy magic rises to a high enough
       level. Typically, as one's magic skill rises, their attack and
       defense rise as well, usually through either training or through
       experience. This skill is one that is not trained up directly
       per se, but is strengthened through users learning magic and
       strengthening their magic. This skill often works by users
       strengthening their magic so that their magic runs through their
       body, the magic in the body dampens other forms of magic used
       against the user. This means that the magic of one's body can
       act like a passive defense that reduces damage done by magic. As
       they train their magic and get stronger, their magic defense
       will get higher, and this will essentially translate to magic
       resistance. This is trained simply by a user getting stronger in
       magic, and over time, the magic in the user's body getting
       stronger. This is not a skill that has to be learned, but is one
       that just comes naturally to those that use magic. That said, it
       is difficult to specifically train this skill, as one needs to
       simply train their magic to its peak efficiency to increase this
       stat. However, while this may grant magic resistance, it doesn't
       grant magic immunity, and usually magic immunity is a different
       skill altogether. Those with this magic defense almost never
       train it to the point of immunity, and those with immunity often
       gain it through other skills (usually they gain magic immunity
       as its own skill). Also certain magics may not be resisted
       against depending on the magic, such as some magics that are
       used differently like chaos magic (which there aren't many
       direct defenses against).
       - Magic User Skill: Magic Weapon Mastery: When using magic, it
       is important to have weapons that can be effective alongside
       one's magic skill. For those that use magic, they can gain a
       mastery of magic weapons through the use of magic and learning
       different magic weapons that they use. There are a few ways to
       do this. Some may create magic weapons themselves, where they
       may use things like enchanting or blacksmithing magic to make
       magic weapons, but this is not the only way to learn how to use
       magic weapons. One can also get magic weapons from other
       sources, such as from others who have made magic weapons. There
       are many types of magic weapons out there, and mostly, the magic
       weapon mastery is dependent on the individual and what kind of
       weapon they wish to use. For example, some magicians may use
       staffs or wands, but there are plenty of magic weapons that are
       not wands or staffs. For example, some may create magic swords,
       which can cast magic spells using runes or magic on the weapon,
       or some may use magic gauntlets to cast magic in close combat if
       they want to use martial arts skills with magic. Typically,
       magic weapons can be tailored to each individual magic user, and
       over time, magic users can master magic weapons with enough
       training. Over time, magic weapons will become more comfortable
       to a user, and they will learn the best ways to utilize a magic
       weapon, as well as even learning which magic weapons best suit
       them as they train and use magic weapons more and more. While
       this may sound like a general mastery of weapons using magic
       though, magic weapon users don't necessarily always master every
       kind of magic weapon out there (as there are so many out there
       it would be very difficult to do so). And of course, as one
       might expect, magic resistance/immunities would also be a
       problem to most magic weapons as people with magic
       resistance/immunity would take reduced damage. And while weapons
       are good to cast spells, the weapons do still require energy to
       cast their magic (Depending on the weapon and what kind of magic
       it casts), and the spells are still countered just like they
       normally would be. And this mastery only counts towards
       mastering magic weapons, and doesn't count towards normal magic
       mastery if the weapon is the one casting spells (so users can
       only train this with general magic mastery if they are only
       using the weapon to help focus the spell).
       - Magic User Skill: Magic Base State Amplification: When one
       gains magic, one not only gains the ability to cast spells, but
       magic energy also is used to amplify their base state. While
       there are specific magics that specifically focus on active
       physical amplification, this ability is simply a passive
       amplification of one's base abilities. Just like other energy
       users can amplify their base states, magic is also used to
       amplify one's base state. In addition to magic specific stats
       like magic attack and defense, one also gains enhanced physical
       abilities thanks to the magic that runs through them once they
       establish their connection to magic. This grants a passive
       amplification, where as long as one has magic running through
       them (usually through use of whatever their source of magic is)
       this amplification continues to stay in effect. Users of magic
       learn to adapt over time to this amplification through training,
       and become stronger as they train in magic. As magic users gain
       stronger magic mastery, and bring out more of their magic
       potential, this amplification grows, and makes the user's base
       state stronger as a result. Typically, the precise amplification
       depends on the user and the magic affinity they possess. This is
       also determined by the magic source of what one uses for magic,
       in which some energies may amplify slightly differently
       depending on the ability. For example, mana is usually an
       adaptable power that tends to specialize in adaptability, while
       ki tends to be more geared amplify one's raw power. Each energy
       can be usually used differently, but the end result is usually
       close to the same. Each person gains some form of base stat
       amplification, and this can even lead to some people gaining
       skills with whatever magic source energy they use, such as
       spirit magic using spirit energy could lead to people becoming
       spirit users as they amplify their body with spirit energy.
       Typically, the amplification depends partially on the energy one
       uses, and the person themselves, but the one thing that is
       universal is that in every case, this amplification only works
       as long as one has energy, if they run out of energy, then this
       power deactivates until they have enough energy again.
       - Magic User Skill: Magic Aura: Once one has initiated their
       magic connection, magic becomes a part of them thanks to their
       magic connection. A part of this involves one's aura, where a
       magic user will start emitting magic from their aura once they
       have attained their magic connection. This adds magic to their
       aura, and depending on the magic source one uses, this can even
       amplify one's aura as well. There are two stages of aura that
       are used. The first is the most common, and is the default state
       of one's aura unless they learn to flare up their aura into an
       active state. This state is a defensive state, where their
       energy radiates invisibly from their bodies. When in this state,
       magic radiates from one's aura, which is not only able to allow
       them to be sensed as magic users, but also grants their aura
       slight amplification of abilities (in combination with the base
       state amplification). Some users are even able to fire magic
       attacks using the magic in their aura, depending on the magic
       attacks. When one does flair up their aura though, the aura can
       act like a defensive barrier, where hits are dampened by the
       energy exuding from one's aura. This can act as a defense, and
       sometimes can boost recovery depending on how one interacts with
       the energies in their aura. For example, some regeneration magic
       arts may use magic in the the aura to activate the regenerative
       magic. Depending on what state the aura is in, there are
       advantages and disadvantages. For the most part, magic users
       don't rely on aura as much as other races do, but their magic
       does get infused into their aura as part of their ability to
       generate magic. When the aura is in the passive inactive state,
       the aura doesn't use any extra energy, and just exudes energy
       invisibly. However, in the passive state, the aura doesn't offer
       much in the way of defense. Meanwhile, the active state offers
       the most in defense, but the downsides are that one must
       actively keep it activated and the aura uses more energy when in
       an active state. Of course, one with stronger energies or
       stronger attacks can still break through one's aura, or some
       with specific types of abilities or weapons may find ways to
       more easily break through even an active aura. For the most
       part, there are many ways to break an aura depending on the
       aura.
       - Magic User Skill: Magic Recovery: As one uses their magic,
       inevitably they will run out of magic to use in battle. When
       this happens, most don't think about how they will recover. With
       most energies used for techniques and abilities, there is some
       kind of recovery that takes place when someone uses mana. As the
       body rests and rejuvenates, the body eventually recovers its
       energy. This ability allows a user to recover magic as they
       recover their energy, where a user can recover magic through
       rest and rejuvenation. There are a number of recovery options.
       The first and most obvious one is just to rest and let the
       energy come back naturally. Some may have recovery skills, such
       as some magic users may use meditation to restore stamina and
       energy (Depending on the meditation skill, some may work better
       than others or have different effects). Skills that can more
       easily recover energy and stamina are great for use in this
       regard, as faster recovery usually means less time that has to
       be taken to recover. Another way to recover magic is through
       artificial means, where people can do things like taking
       recovery potions, have restoration skills used on them, or even
       have people just do something simple as transfer energy to them.
       There are a number of ways to recover energy, but this is a
       necessary skill to recover magic. Without being able to recover
       magic, most beings would eventually lose their ability to use
       magic. Another thing to note is that while one can recover their
       vital life force if one uses it in magic (usually as a result of
       overuse to the point that the user keeps trying to use energy
       when they have clearly run out), life force takes longer to
       recover and may have lasting effects if one uses their life
       force. While life force infused attacks are usually more
       powerful, it can also bring someone close to death, and if one
       uses all their life force, they will die. Typically overusing
       life force is dangerous, as even if one doesn't die, they can
       actually shorten their life. Recovery does take time though
       (unless one uses an artificial means), so one simply usually has
       to wait in order to recover. This recovery time can be
       shortened, but cannot usually be outright bypassed. And when in
       recovery, most energy users become much more vulnerable since
       they usually lose temporary access to abilities. In Dufort's
       case, he has advanced recovery thanks to his Darkfire abilities,
       which grant him regeneration and faster recovery.
       - Advanced Magic User Skill: Magic Spell Advancement/New Spell
       Creation: Once someone has reached a certain level of magic
       mastery, they can learn advanced skills. As mentioned earlier,
       experience can often lead to new skills, or better usage of old
       skills. The first thing to note is magic advancement, where
       users reach higher levels of magic. Once a user uses magic
       enough, they will eventually start reaching higher levels of
       power, and often start using lesser magic at reduced cost once
       they have mastered their magic. This allows a user to not only
       use basic magic more effectively, but they can also use this
       advancement to move on to casting higher level spells as they
       start to be able to focus more magic energy and power. This
       leads to advanced magic users to eventually move up the ranks of
       magic, with the most experienced and trained magic users even
       being able to create their own spells and magics. For example, a
       user that has mastered wind magic may learn to create lightning
       from the air by only manipulating the air, and can learn new
       abilities in this manner. Typically, most reach this by not only
       strengthening their magic though, but also by studying the world
       around them, and how their magic interacts with it. For example,
       one can advance in fire magic by learning how fire works, where
       they can make more efficient fire magic by learning the science
       of fire and applying it like learning how to manipulate the
       explosive aspects of fire to create more explosive spells.
       Almost all magics can be adapted and users can learn better ways
       to use magic or even create new magic as their knowledge
       increases and they figure out new ways to utilize magic. Magic
       is never a fully evolved art, and there is always room for
       improvement when it comes to any kind of magic. As such, this is
       a skill that can never truly become useless as long as one is
       willing to learn. For the most part though, it is worth noting
       that only advanced magic users can advance their magic or create
       new spells, as this requires a certain level of magic mastery
       and control, as well as adaption before one can learn this,
       which only comes with time and practice no matter the natural
       talent. While some have a natural talent for spell creation if
       they are knowledgeable enough, advancement only comes with
       experience and training over time. Dufort has had his magic long
       enough that he has advanced levels of magic ability, and can
       easily advance to higher levels of magic and create his own
       magic spells (Though this still takes practice).
       Magic User Abilities:
       - Magic User Skill: Spell-casting: This is the actual art of
       casting spells. Once one has learned enough about the basics,
       they can utilize the first step in actually using their magic.
       This is the basic act of casting spells, where users put their
       magic knowledge to actual use. Typically, spell-casting is
       different depending on the magic, and the person depending on
       how they want to use magic. The first step is for one to know
       what spell they want cast, and to focus their magic connection
       to attempt to create that spell. The next step is that one must
       use whatever source they use for magic and utilize their magic
       connection, where they must prepare the spell. The next step is
       use whatever magic activation one has, whether it's a spoken
       incantation, a spell circle incantation, or even just a simple
       instant activation. There are a number of spells one can learn
       to cast, and each type of magic has different spells to be cast.
       Depending on the individual spells, some may have different
       requirements for casting, but all spells have to be casted in
       some form by magic users. This could be as simple as casting an
       attack spell, or even as simple as just using a recovery spell.
       If done properly, the spell will be utilized for the desired
       effect (depending on the magic and what the desired effect is).
       Once cast, a spell is utilized in the manner it was cast (if it
       is utilized correctly). Typically, all magic comes with a cost,
       which most of the time tends to be the energy one has to put
       into magic spells. However, there are magics that require
       specific costs, such as some that require ingredient
       preparation. Another thing to note with spells is that if they
       are not cast correctly, the desired effect may be diminished or
       not even happen depending on how wrongly the casting process is
       done. For example, using dark mana instead of normal mana in
       normal magic can cause unstable spells that can explode in one's
       face. The worst miscasts for spells often involve the spell
       rebounding on the user, and doing damage to them directly if the
       spell goes wrongly enough. In terms of spell casting, opponents
       can interrupt any aspect of this process to interrupt
       spell-casting, which can stop the spell casting, cause it to
       become unstable or cause a spell to rebound.
       - Magic User Skill: Magic Constructs: When one casts spells
       using magic, the magic doesn't just invisibly attack, but
       instead magic works usually by constructs. When using magic,
       there is usually constructs of magic that work. This could be
       really simple, such as elemental magic constructs creating
       elementals using magic, but may be much less obvious or even
       nonexistent with some types of magic. This is a basic power of
       many forms of magic, where they form constructs in some form.
       This could be as simple as creating attacks, or things like
       amplification magic amplifying someone's abilities. Major
       constructs people may recognize include glyphs, runes and magic
       circles, which are basic magic constructs that can be used for
       different purposes. For the most part, magic constructs are how
       magic constructs shapes and objects, where magic energy is
       usually used to create some form of physical object. As
       mentioned, things like elemental magic have easy constructs (the
       constructs being the elementals themselves), but things like
       defense magic or physical amplification instead use things like
       glyphs or spell-circles to apply magic. Typically, spells rely
       on constructs in some form, making this power a necessary one
       for using magic. This is a passive ability that magic users
       don't really have to consciously control, as once they learn it,
       they can learn to subconsciously generate these constructs once
       they have learned how. This is a necessary part of
       spell-casting, and is usually necessary for most kinds of magic.
       Those few that don't use constructs in some form, though, do
       still utilize energy in some form to use the spell even if it
       may or may not count as magic-based constructs. Typically, this
       goes hand in hand with spell-casting, and is the power that
       allows spells to physically manifest. As such, this is a
       necessary skill that one has to learn alongside spell-casting,
       and has to figure out how to use it in order to use magic. Of
       course, these constructs are typically some form of physical
       energy or object, so these can be broken by opponents if one
       attacks them (assuming one can break the energy that makes up
       these constructs).
       - Magic User Skill: Magic Bonds: Another part of magic is the
       bonds of magic, which allows one to connect with their spells.
       With this, a spell-caster controls their spells, which is a
       necessary power for a user to utilize in order to use their
       spells. In order to use almost any kind of magic, bonds are
       usually necessary when spell-casting, as this allows a magic
       user to interact with their magic through the bonds they create
       to their magic. This is a part of the spell-casting process,
       which is usually done subconsciously. This is not a conscious
       aspect of spell-casting, but it is something that spell-casters
       must master in order to use spells of many kinds. This is most
       often used in summoning spells to allow a magic bond to a
       familiar summoning, or some may use it when using necromancy or
       animancy magic. However, this is also used in most forms of
       basic magic as well, where bonds are what allow the user to
       manipulate spells after their cast. Those that learn to utilize
       these bonds are able to manipulate spells as needed even after
       casting, and can manipulate spells using this bond with the
       spells. To an extent, all magics and spells have this in some
       form, as it is what allows a user to control magic spells. Some
       can learn better control over magics by mastering this power,
       where some can manipulate their spells after they are cast in
       ways that some may not expect. For example, some have been able
       to allow their spells different options by using control of
       their spells, such as an explosive spell can be controlled when
       it detonates by using the connection, or some spells can be made
       stronger by putting more magic into the connection with the
       magic, or one who was able to even control the trajectory of
       spells using this power. This is a necessary ability for all
       magicians to at least understand, though this does have to be
       learned to be used in some form. Because of this, this power is
       a necessary one. If one were to interrupt this by interrupting
       one's concentration, they could effectively interrupt one's
       control of their magic (making it a one way to fight magic
       users).
       - Magic User Skill: Magic Combat: Once one is able to use cast
       spells, the next ability one has with magic is how they can
       usually find uses for magic during combat. Most users of magic
       find ways to use their magics in combat situations, whether it's
       attack magic, defensive magic, or other kinds of magic.
       Typically, each magic has its own strengths and weaknesses, and
       some work better for certain aspects of combat than others.
       Typically, the type of magic combat depends on the magic, as
       there are many ways to use magic. For example, besides the usual
       attack, defense and elemental magics most know, those with
       physical amplification magic may be able to use that to fight
       opponents in physical combat, or those with recovery magic could
       act as support in combat for allies. There are certain magics
       that are difficult to use in combat, such as divination magic,
       or magics that are used outside of combat like enchanting items,
       but usually creative enough magic users can find ways to apply
       magic to their combat abilities. Users don't have to go as far
       as only using magic based fighting styles, but users can find
       ways to use spells in combat. This usually includes finding ways
       to find the best times during fights to cast spells so that
       users can cast spells in battle without being interrupted
       (usually for those with longer charging times for spells), or
       this could be used for finding methods of using spells during
       combat, such as a physical amplification magic user may use this
       in combination with martial arts to more easily utilize their
       physical amplification. For the most part, this is a passive
       ability where users will instinctively try to find the best ways
       to use their magic in combat. Almost any magic type or spell
       type can be used in battle in some ways, even if some are mostly
       support or defense. While some may be harder than others to use
       in combat, such as enchanting objects, there are some creative
       people who might still find ways to do so. However, one should
       know that every combat ability has weaknesses, depending on the
       magic and spell types, which should be stated by players since
       there are many magic types and spell types out there and many
       ways to use this.
       - Magic User Skill: Unique Magic Weapon (Optional Skill): When
       it comes to magic weapons, there are a few ways that one can
       gain magic weapons. This is a skill that is optional for
       magicians, where they can get a magic weapon designed to work
       for their brand of magic, and usually, can supplement one's
       ability to combat others using magic. Typically, magic weapons
       are designed to either cast spells (like a magic staff or wand),
       or allow one to fight and do damage using magic (like a magic
       sword). There are a few ways to gain a magic weapon. Some may
       have arts to use magic to awaken magic weapons tied to the
       person, similar to how some may have familiar arts to create or
       summon familiars. In a similar manner, one can either do a
       special ritual through magic to unlock a magic weapon unique to
       the person, which grants them their own unique magic weapon.
       There are a few magics that allow this, and usually have
       specific methods depending on the magic. However, the other way
       is to create or have someone else create the magic weapon one
       wants to use. Magic users can find ways of creating their own
       weapons using various methods, such as blacksmithing while
       infusing with magic spells, or special enchantments of made
       weaponry. Users can make weapons themselves, or they can
       commission other weapons makers to make weapons for them.
       Thankfully, it is not necessary for a magic user to make or call
       on weapons themselves, and they can rely on weapons made by
       others. While many will often try to get special weapons made
       tailored to their magic based combat styles, it is an optional
       thing that magic users can pursue to help them utilize magic
       more easily. For the most part, each magic weapon tends to be
       unique, depending on how its made, even if weapons are similar
       in nature. Even making a weapon with the same process twice will
       usually result in a different weapon, even if the only
       differences are the combat statistics of the weapon. This means
       each weapon has its own strengths and weaknesses, but it should
       be noted that unless a weapon has special durability or is made
       of stronger materials, almost any weapon can be broken if it is
       hit with enough power, and most of these have skills that can
       still be dodged or blocked like any other similar power or
       weapon one might encounter. Dufort does have knowledge on how to
       make magic items, though he rarely uses that knowledge since he
       tends to focus on more on weapons tech than magic weapons.
       - Magic User Skill: Item Enchantment: There are a number of ways
       to enchant items. Most magics have some way of doing this, where
       they will often do things like using runes, glyphs or magic
       energy infused into an object. The general idea is that one can
       infuse magic into an object, in which there are a few ways to
       use objects with magic. Some may do things like infusing magic
       spells into magic books, and then releasing them from the spell
       books during battle, or some may infuse magic into items so that
       the items have specific effects when used, or some may just use
       this to enchant weapons and armor that can be used in battle.
       There is a number of ways to use this, and each magic often has
       its own ways of doing this, but it is usually something that
       most forms of magic can do in some form. Whether or not one can
       actually use item enchantment usually depends on the user, but
       most magic users at least know how the process is done, and
       those that can learn it can learn to use it in different ways.
       For the most part, this uses some method to infuse magic into
       objects, and then the objects will have magic based effects
       depending on the magic used. For example, infusing lightning
       into an armor could grant it lightning defense, or may
       electrocute anyone who touches it as a defense (depending on the
       magic infused). Even using the same magic, different effects can
       be infused if a user utilizes the right magic. Typically, the
       magic used, as well as the item, are the biggest things that
       determine the magic's effects on the item. Some may also use
       things like scrolls, which can hold magic enchantments. While
       there are many ways to use this, so it is hard to quantify each
       way this can be used, as it is not only determined by objects
       and spells available, but how creative and knowledgeable about
       magic one can get. For example, one may look at an armor and
       think that it can only be charged with defense magic, but more
       creative magic users could infuse it with offensive magic to
       trigger when the armor is struck. For the most part though, this
       is something that has to be done out of battle, and even if one
       does use this, one can find ways around the enchantment effects
       if they know how it works. If Dufort wanted to, he could use
       this with alchemy to enchant items, but he rarely does use it,
       since making magic items isn't really his thing.
       - Magic User Skill: Written Magic Incantation: Those that know
       magic know that words hold a special power, which is why verbal
       incantation is so effective. Magic users learn to take advantage
       of this, where they can learn to use words not just in verbal
       form, but in written form as well. By writing down magic spells,
       they can cast them by using written magic incantations as well
       as verbal incantations. When used, this allows a magic user to
       write down spells, and then activate the spells whenever they
       need to. While magic spells can be charged using enchantment,
       writing spells down is also effective for allowing activation of
       spells. In doing this, a user is able to cast spells without
       needing verbal incantations, and instead just rely on the
       written incantation to activate their spell. This is an ability
       that not all can learn to use, but many magics can utilize this
       in some form. Those that use this can even learn certain
       skillsets that may utilize the power of words specifically,
       where some magic users can assign words to certain magical
       effects as a means to associate certain words with specific
       spells. For example, "physical hardening" is sometimes used to
       describe a defense spell that hardens the body against damage.
       Another method this is used for is for those that want to create
       notes on how to use magic, where they can use written
       incantations that can allow one to use magic in order to
       understand how to use spells. There are other ways to use this
       spell, but those that use it will often find ways to make use of
       it. Typically, how it's used does depend on the magic though, as
       different magics may offer different written spell abilities. So
       magics even have entire skillsets based around written magic.
       While this does depend on the magic used, the main thing to note
       about this is that those that use it always need to write down
       spells, so the best way to prevent this from being used is to
       prevent someone from writing spells, like washing away ink used
       when the user writes. And any spells used still have the same
       weaknesses they normally would as well, usually regardless of
       the art (Any exceptions must be stated).
       - Magic User Skill: Magic Charge: Another ability that comes
       with spell-casting is charging up one's magic. Usually when
       casting spells, a spell has to be charged in some way, where the
       spell is cast and then charged to it's peak so that it will do
       optimal damage. There are two ways this usually works. The first
       is that charging the spell is mandatory for the spells, such as
       in the Way of Eweca magics, where users must charge the spells
       before they can use them. In this case, this is a necessary
       skill that one must learn in order to use the magics they are
       going to use. The other method is that one may use this to
       charge spells in order to make them more powerful. In this
       method, a user casts the spell, and then keeps charging so that
       they can add more magic power into the spell. By doing this,
       magic users can fire more power spells by charging longer.
       Depending on how it's used, this can be quite useful, and some
       users can even utilize this in creative ways to boost their
       magic. For example, one might charge a fire spell to create more
       explosive power, or one might charge a defense spell to make
       their defense spell stronger. However, one can also try to use
       this in other ways, such as some may apply this to their magic
       amplification of their abilities to charge up their physical
       abilities (though one has to be careful not to charge too much
       power in this method). This is a fairly basic aspect of spells,
       and many forms of magic have some use for this. However, for
       some magics, it is not absolutely necessary to learn, just
       helpful and grants more options. For the first method (the one
       where some spells need to be charged), this can be interrupted
       by attacks, where users cannot charge attacks while they are
       being attacked (since charging spells may take concentration).
       For those that have to use it, it is a necessary skill, and must
       be used according to whatever magic one uses. However, for those
       that don't need to use it (those that can use it to charge
       spells with more power), charging can also be interrupted, and
       if one charges too much power into a spell, they may overcharge
       it and cause it to become unstable (often causing the spell to
       explode in one's face). Dufort doesn't use this too often, since
       charging magic isn't really necessary for his alchemy.
       - Magic User Skill: Magic Team Techniques/Abilities: Once one
       has managed to reach a certain level of magic, they might be
       able to team up with other magic users to create unique attacks
       the two can use together when they combine their power. Magic
       users, like many other energy users, can team up with others to
       create team attacks. Depending on the team attack, some may
       combine magics together, or some may combine other energies with
       magic used by the user. Some powers go really well together,
       such mana amplification on a spell could empower a normal magic
       spell, or demonic and dark magic could be combined to create a
       team based magic attack, or some might even find unique power
       combinations. This depends not only on the user teaming up with
       someone to use, but also depends on their ability to work
       together. Those that use this must be completely in sync, where
       they must combine their power to the point where they move
       together when using their combined power. The amount of
       combinations a team could do are quite vast since there's so
       many kinds of magic and many possibilities of combination with
       other powers, so it's hard to name every way a magic user can
       combine their magic with other magics and other abilities, as
       the exact effects usually depend on the magics used, the user's
       choice of spell and even the forms of the attacks used by the
       ally. There are many ways to use this, and many forms of dual
       attacks one can use. However, the one thing that is constant is
       that most team attacks are twice as strong as normal attacks at
       least, with most team attacks (when done correctly) being far
       stronger than most singular techniques available. Some may even
       have amplification of power so that the combined power is
       stronger than they would be individually. However, not all
       magics can be combined with certain abilities, depending on the
       ability. For example, chaos magic may react negatively to other
       powers (making it difficult to use this skill with). Also, team
       attacks typically still have similar weaknesses (such as an
       energy combined water spell can still be countered like normal
       water spells would be able to).
       - Magic User Skill: Magic Skills: Along with spells, there may
       be other abilities that come with one's specific type of magic.
       Depending on the magic, some may gain abilities through magic
       that aren't necessarily magic based. For example, those with
       physical amplification magic may have enhanced strength and
       physical stats, to the point where their bodies may grow
       stronger with enough exposure. Some other examples also include
       wind magic users being able to fly by casting wind magic, or
       those with shapeshifting magic may gain other abilities through
       forms they may shapeshift into (such as something with wings
       could fly, or something with claws could use claw slashes).
       These are usually special abilities granted by spells, or by
       magic in general. Some abilities may be passive, while some may
       be active (in that they have to be consciously used). It is hard
       to quantify every ability that can be gained by magic, and this
       mostly depends on the user and the magics they use. This also
       depends on how creative the user is with their magic, as some
       magics can be made to be used for other purposes if one is
       skilled enough, such as how some wind users can use wind magic
       to create lightning (though lightning magic is it's own unique
       magic type usually). Abilities gained can be temporary because
       of cast spells, or they can be permanent passive abilities
       granted by spells (Such as special passive magic
       amplifications). Some also gain special abilities through magic
       aura, where some abilities can be used through one's magic aura
       such as some regeneration magics may operate from being a
       passive aura skill. Typically, the ability gained depends on the
       magic and types of magic one uses. It should also be noted that
       not everyone can gain magic from magic, as there are certain
       types of magic that may not grant extra skills or a lot of
       creative room for using, such as chaos magic tends to offer
       little in terms of extra abilities. Typically, each skill will
       come with weaknesses and strengths, depending on the skill. For
       example, flight through wings can be interrupted if the wings
       are damaged. Each ability usually has strengths and weaknesses,
       and without magic, most of the time these skills are no longer
       able to be used since many run on magic in some form. The main
       thing Dufort gets with his alchemy magic is the ability to
       change objects, where in order to use alchemy he has to
       understand, break down objects and rebuild them. Thanks to this,
       Dufort has an innate ability to determine what things are made
       of, thanks to his instinctive uses of alchemy.
       - Magic User Skill Potions Crafting (Optional Skill): This is a
       spell that goes with magic users, and is another optional skill.
       One method of using magic is that one can use special
       ingredients with magical properties, and can make concoctions
       with them. This is a skill that many magic users don't have to
       learn, and is more its own skillset than being a part of the
       magic skillset. Those that learn this learn to utilize magic
       ingredients for different purposes, depending on the ingredients
       they use. Different ingredients may be able to make different
       potions, depending on the magic. When used, magic can even be
       infused into potions to grant them enhanced properties, such as
       using healing magic while making a healing potion to infuse it
       with enhanced healing power. There are a number of potions one
       could make, from recovery potions, to strength boosting potions,
       to resistance potions, to even helping reverse dangerous status
       effects. Typically, the most common ingredients in magic potions
       are usually herbs, in which some have magic properties when
       formed into potions by magic users. Some even have special water
       they infuse magic into in order to create potions as well. There
       are a number of herbs and plants that can be used in potions,
       and knowing what to use often requires knowledge in botany more
       than magic. However, magic knowledge is also important, as magic
       has to usually be infused into potions as well. Specific botany
       combinations and abilities can make better potions. For the most
       part, this depends on the magic user, and many don't usually get
       too deep into this beyond just some simple magic potions. And
       depending on the magic and the potion, some may require special
       bottles in order to use, since some potions degrade unless put
       into special bottles designed to keep them from degrading
       (usually bottles with special properties or spells infused).
       Another thing to note is that those that don't know enough about
       this can mess up potions, and those who don't have good cooking
       skills may mess up preparations. For the most part, preparation
       and knowledge of the ingredients is the key to making a good
       potion. However, another thing to note is that those that get
       too reliant on potions may experience potion poisoning, where
       they may suffer negative effects if they drink too many potions
       in a short time. Dufort knows about potion making, but doesn't
       do it often, since he doesn't have much need for potions.
       However, he does have enough knowledge through alchemy training
       to make almost any potion he wants.
       - Magic User Skill: Magic Suppression: Those that use magic
       sometimes need to not use magic. For those that have to suppress
       their presence, magic users usually possess the ability to
       suppress their magic abilities at will, where they can suppress
       their magic and magic connections if needed. Typically, this is
       most useful for blending into a group, where one can come across
       as not being a magic user when their magic is fully suppressed.
       When used, this can be useful in certain situations, and is an
       active skill that magic users can use. This skill is more about
       temporary suppression, where one temporarily suppresses their
       magic. While this is mostly useful for trying to hide one's
       magic nature, it can also help magic users recover from
       anti-magic, where suppressing their magic lessens the effects of
       anti-magic by reducing one's magic abilities that would be
       affected by anti-magic. Depending on the skill of the user,
       users can often have varying methods of suppressing their magic,
       where some may be able to suppress their magic better than
       others. Typically, this is better used by those of lesser magic
       ability, because it makes their magic ability much harder to
       sense, while with stronger magic users, it is harder to suppress
       as much of one's magic power. And this skill also depends on the
       magic, where certain magics may work better than others when it
       comes to suppression. For example, dark magic can be a bit hard
       to suppress, unless one has special spells to do so. This also
       brings up another thing to note, which is that some magics may
       have skills specifically designed for this purpose, such as
       magics that have suppression skills that will hide their
       presence and make them appear as something else. This is often
       used to hide or infiltrate, where magic users will often
       disguise their presence when not using magic. However, those
       with strong senses may still sense their magic even when
       suppressed, depending on the magic user and their suppression
       abilities. As mentioned, those with weaker magic abilities can
       use this more easily and are harder to sense, while those with
       stronger magic abilities have a harder time hiding them from
       others.
       - Magic User Skill: Advanced Magic Skills: Once users manage to
       reach a certain level, there are certain advanced magic skills
       that one can learn. These usually have something to do with
       optimizing the spellcasting process, or may be advanced skills
       that magic users can learn to better utilize their magic (such
       as learning to charge spells into objects to release at will).
       For the most part, spells that modify the casting process are
       usually the most common magic skills one can learn. The first
       example is chain cast, where one can learn to cast multiple
       spells of the same kind at once (usually as a means to bombard
       an opponent with multiples of the same spell). There is also
       multi-cast, a spell which can cast multiple spells at the same
       time (such as casting two different spells simultaneously to try
       and use two different spells at once). There is also spells like
       snap cast, which can be used to instantly cast spells at certain
       times through buildups of magic power, and there is phrase
       shortening used by verbal incantations where users learn to
       shorten phrases used in incantations to more easily cast using
       less words (thus making it less likely an opponent can interrupt
       them). There are also other examples of advanced magic skills,
       such as how wind users may learn to cast lightning spells, cold
       wind spells, or explosive wind spells once they have reached an
       advanced skill level. There are a number of skills that one can
       learn once reaching this skillset, and usually depends on the
       magic one learns (with some skillsets having skills that can
       only be learned once one reaches an advanced enough level). It
       is also typically at this advanced stage that many can learn to
       start modifying spells as well, usually as a means to optimize
       them for better use in battle. Of course though, these skills
       are only as useful as the user's skill at using them, and
       requires knowledge and practice in order to utilize these
       spells. Only those at higher levels can learn these, and each
       comes with its own strengths and weaknesses (which must be
       stated by players). This is not a necessary set of skills to
       learn depending on the magic, but still useful as there are many
       optional advanced skills one can learn. Dufort has the ability
       to learn advanced skills, but hasn't really dived too deep into
       them. However, he can combine fire and lightning alchemy after
       training with his father, so this is among one of the few
       advanced skills he's learned. He could learn more like chain
       cast and snap cast if he wanted to though.
       - Magic User Skill: Advanced and High Level Magic Spells: Once a
       magic user reaches a certain level, their magic starts to get
       stronger as their affinities are better trained. When their
       affinities reach a certain point and they have the energy to do
       so, they can then move on to higher level spells in their
       respective magics. Users of magic reach this point through
       experience and practice of using lesser level spells, and once
       they reach a certain mastery of those spells, these may become
       available if the user has a strong enough affinity and enough
       energy to cast such spells. There are different levels of
       spells, with some levels requiring more power than others. Some
       levels of magic may also have special requirements, such as
       being born with a certain magic affinity or they may require
       certain other skills be acquired before one can learn them (IE a
       high level fire spell often requires lower level fire magic to
       be used and mastered before it can be learned). Once one has
       reached this level, they can learn high level advanced magic,
       and even higher levels if they master the advanced magics. Many
       magics have higher levels of magic that one can reach, with many
       classifying magic into different categories. For example, there
       is the standard beginner, intermediate and advanced, but there
       is also certain other higher levels such as a high level of
       magic in one universe known as grand magic (the highest level of
       magic). Those that learn these advanced magics become capable of
       casting magics that many lesser magic users cannot, and usually
       have much stronger spells as a result. Most advanced and higher
       level magics are usually either stronger, more efficient, or
       have extra effects depending on the magic. It is hard to
       quantify every advanced skill (just like it is hard to quantify
       every type of magic out there), so it is difficult to go over
       them all. However, as one gets to higher level magics, it is
       required for them to be master magic at a certain level, and
       without that mastery, they cannot advance to this level. And
       those that use these magics will find they do still have
       weaknesses, like stronger magics will cost more power to use
       than weaker magics. It is important to know when these skills
       are necessary, but even more important to understand when to
       save these skills for tougher opponents. Dufort is a fairly high
       level magician, and can use advanced magic. While he's not
       nearly at the level of the highest level magicians, he is at an
       advanced level and can use advanced spells.
       - Magic User Skill: Spellbonding (Advanced Skill): This is
       another advanced skill that deserves its own mention. Those that
       reach advanced levels of magic can eventually learn beyond just
       casting spells. One such skill is learning to create new spells.
       When one learns to utilize magic at a higher level, they can
       learn to create new spells if they can find creative ways to use
       magic that others have not. One major way people create new
       spells is to fuse aspects of multiple spells together, where
       users may learn to bond certain traits of spells together in
       order to create their own spells. For example, someone with
       wind, lightning and water magic may use this skill to create
       storm magic using all three elemental magics, by combining the
       traits of all three elemental magics into one. This is a very
       useful skill, and depending on the creativity of the user, one
       can use this in a great many ways. This is usually how new
       spells get developed, where many magic users will research magic
       and practice these spells for years to build up the ability to
       use new spells. It is actually far easier to create new spells
       by combining existing spells than it is to create new spells
       from scratch, due to the fact that bonding spells together
       simply casts multiple spells combined into one rather than
       trying to come up with a new spell to cast. Some may even learn
       to adapt spells using aspects from other magics, where they may
       even learn to develop spells based on other spells. This is
       another aspect that is easier than creating new spells, due to
       the fact that it is easier to base spells on others than build
       new spells from scratch. For example, chi magic users adapted a
       few spells from normal magic to use in chi magic, but had to
       adapt them to using chi instead of normal magic. For the most
       part, this is a very useful skill one can gain, but takes a lot
       of experience and practice to learn to create new spells. This
       also requires knowledge of magic and how to use it, as without
       it, users cannot easily combine aspects of multiple spells.
       Also, spells learned may still have the weaknesses of the
       original spells, such as a water spell will still have water
       type weaknesses when combined with another type of spell. Dufort
       can do this, where he has created some spells using alchemy that
       combine some aspects (Though it's mostly for everyday use rather
       than battle spells, such as a spell for washing things).
       - Magic User Forbidden Skill: Overcast: This is a skill that
       most magicians can learn to use, but this is something of a
       taboo among magic users. Those that learn to charge magic spells
       can eventually charge a spell too far and then cause a highly
       destructive power to accumulate from the spell. This is often
       known as "overcharging" or "overcasting" spells. This art is
       forbidden mostly because it is hard to control once the spell
       reaches a certain level, and often causes spells to explode in
       one's face. However, some who have stabilized some of the
       stronger charges of magic have weaponized this into a forbidden
       magic skill that can be learned. Those that use this learn to
       charge magic far beyond the norm, and accumulate far more
       destructive power with their spells. Depending on the magic or
       the spell type, this can be a very dangerous ability, and when
       properly used, can be far more powerful than normal magic
       abilities. There are many magics this can be combined with, and
       depending on both the magic type and the spell type, this can
       have different effects. For example, a popular use of this is
       with fire magic, where people will overcharge fire magic to
       increase the explosive potential of fire magic. However, this
       can also be used in other magics, such as physical amplification
       being overcharged can allow stronger amplification or defense
       magic can create stronger defenses through overcharging. The
       major reason this is a taboo or forbidden skill though is
       because overcharging spells can be very dangerous to not just
       those around the user, but to the user themselves. Depending on
       the spell, overcharging often has negative effects depending on
       how its used. The stronger the overcharged spell, usually the
       stronger the negative effects. For example, physical
       amplification spells can be overcharged for stronger abilities,
       but the physical strain that comes with overcharging can hinder
       a user afterward. Each type of magic and spell type has some
       drawback to overcharging, and users must make sure to take that
       into account before attempt to use this skill. Any strengths and
       weaknesses used in this should be stated by players, since there
       are a lot of ways this can be used. Dufort doesn't use this,
       mostly because he doesn't want to risk the negative effects when
       he has better and safer ways of using his magic.
       Werewolf Alchemist Basic 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 skill-sets
       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. In Dufort's world, he learned alchemy magic from Kina
       Darkwolf (a version that never met Qrow), after the start of the
       Order invasion when Kina Darkwolf was trying to train people who
       would fight the Order, but also when she rebelled against the
       alchemists because she didn't agree with their methods.
       - 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, and some can
       even learn to utilize spirit energy as a result of their heavy
       spiritual focus due to them diving into their spiritual nature.
       As such, advanced users of spirit purification who learn to
       master spirit energy may even go on to become spirit energy
       users and gain spirit user abilities as a result. 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. Thanks to training from Kindron, Dufort has been able
       to master the use of spirit purification.
       - 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). Dufort is able to utilize this method
       of spirit purification, and can use it as effectively as Kindron
       can since Kindron taught Dufort how to use spirit purification.
       - 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. Dufort has a bit of a soft spot for nature, and
       does his best to fix any problems he comes across. He has a
       particular soft spot for animals, who he sees as creatures that
       don't hide their intentions from him when he reads their minds.
       - 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.
       Unique Alchemy and Basic Spellbook Information:
       - Darkwolf Alchemy Variation: Psychic Silver Lightning Alchemy:
       This alchemy is a special alchemy art that was used by Kina
       Darkwolf, who had a powerful lightning alchemy that Kindron
       created a variation of using his own alchemy and holy power.
       After Kindron trained with his mother's spirit, Kindron
       developed special ways to use this alchemy, and he would go to
       teach this to Dufort as well. Dufort would go on to develop his
       own version of this alchemy, where he would generate lightning
       magic by snapping, but without needing the gloves that Kindron
       uses. When used, the static electricity generated by Dufort's
       psychic electrokinesis builds up, and then creates a stream of
       electricity along the air molecules that Dufort uses alchemy to
       increase their conductivity (creating a path for a spark of
       lightning to travel and amplify itself as it travels. Usually,
       This requires a simple snap his fingers or to clap his hands
       together, and then it appears to generate a powerful lightning
       bolt of silver lightning from his snap or clap. When used, this
       lightning is very strong, and works like a stream of lightning
       on opponents. Dufort uses this in combination with psychic power
       combined with alchemy, which is used similar to Dufort's normal
       lightning (except that this is more like a psychic magic infused
       lightning). This can direct the lightning in almost any way
       Dufort wants, as long as he can generate static electricity,
       making it where Dufort 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
       that Dufort requires two aspects working together in order to
       use this lightning, and if one aspect is out of sync, the
       alchemy may not work properly. Another way to interrupt this
       power is to disrupt the air current changed by Dufort'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 Dufort being able to
       control it). This can also still be dodged like other lightning
       abilities, as Dufort's lightning doesn't move quite as fast as
       normal lightning does (as Dufort hasn't mastered this alchemy at
       the top speed it is capable of). Dufort also doesn't use the
       lightning deconstruction that his father uses, due to not
       wanting to risk getting into trouble for committing werewolf
       alchemy taboos (Since he wants to avoid trouble with the
       werewolf alchemists).
       - Unique Darkfire Flame Alchemy: Psychic White Flame Alchemy:
       This alchemy is a variation of the Darkwolf lightning alchemy,
       except that this is used to create explosions of flames instead
       of lightning. Currently, this is only used by Darkfires like
       Kindron and Dufort (the only two that use alchemy magic
       currently in London). This alchemy works in much the same way as
       the Darkwolf lightning alchemy, where Dufort is able to use his
       psychic power to generate sparks and using alchemy to modify the
       air around him. Unlike the lightning alchemy though, Dufort
       changes the air not to generate static, but instead to be
       explosive using potentially explosive gases in the air like
       oxygen and hydogen. By manipulating the oxygen and hydrogen
       using alchemy, he is able to concentrate hydrogen into an area,
       and then use his psychic lightning to create a spark, which then
       causes the air around him to explode with flames mixing his
       psychic power with his alchemic modification of the air. This
       more or less appears the same way as his lightning alchemy, in
       which Dufort uses a snap of his fingers in combination with
       psychic power to generate the power he needs to ignite the air.
       This power uses very little energy from Dufort 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 absorb more power once the psychic power is used to ignite
       and create a mass of flames. This can create explosions based on
       how Dufort 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 Dufort's own variation of Kina Darkwolf's lightning alchemy.
       Of course, just like his lightning alchemy, the weaknesses are
       very similar. The first is that one can interrupt one of the
       aspects of his alchemy (which is two aspects working together)
       and cause the alchemy to not work properly. The other way is to
       disrupt the air flow that is changed by Dufort's alchemy, thus
       removing Dufort's accuracy if the attack works, and preventing
       the attack if the attack doesn't explode. Dufort doesn't use his
       father's advanced melting point substyle, mostly because he
       doesn't want to get into trouble with the alchemists for using
       matter destruction abilities.
       - Mixed Lightning/Flame Alchemy Style: Psychic Exploding
       Lightning: This is a variation alchemy that Dufort learned from
       his fahter to utilize by combining aspects of his lightning and
       flame alchemy. By vibrating the ions in the electrical energy,
       Dufort is able to create an unstable state in the molecules in
       which the lightning can become highly explosive. This appears to
       be normal lightning on the surface; however, when it's fired,
       the unstable molecules create an explosion due to the impact,
       and are able to create explosions when the lightning strikes an
       object. Essentially, when this lightning strikes an opponent,
       the point of impact explodes, doing even more damage. This is
       designed to combine both of Dufort's alchemy types together into
       one alchemy, and designed to be able to attack in two stages.
       This lightning and flame style alchemy is a great way of
       attacking opponents, as even if the lightning doesn't hit, the
       explosion can still hurt opponents if they are near the point of
       impact of the lightning when the lightning does hit something.
       This can be used fairly easily, in which Dufort needs only
       vibrate the electrical ions into an unstable state, but not
       unstable enough that they explode right away. Instead, the ions
       lose their stability when impacted with an object and then the
       ions explode. Dodging this is just like dodging any flame or
       lightning power, as it can be dodged if the opponent can move
       far enough away that the explosion doesn't hit them. It can also
       be blocked as long as the opponent can compensate for the attack
       power of both of the attacks. Users that can negate the static
       charge of the electricity can also dispel this attack completely
       so that the explosion never even happens if they use something
       like wind manipulation to remove the vibration of the ions in
       the lightning. Opponents can use things like energy defense to
       defend against this (again as long as they can account for the
       power of both lightning and flame). Typically, water and ice
       abilities are also good to use against this alchemy as well
       since water and ice can counter both fire and lightning
       abilities (usually).
       - The Silver Lightning Book: This is the nickname for Dufort's
       main spell book, which uses alchemy to fire silver lightning
       spells. This lightning is unique, in that it contains a special
       property that lets it bypass lightning immunity. Despite having
       the same name as Kindron's spellbook and having simialr spells,
       this is not a holy power, but instead relies on Dufort's psychic
       power as this is powered by not only magic but his psychic
       electrokinesis. Dufort's lightning also has the unique trait in
       that it bypasses lightning immunity, as well as him being able
       to bypass magic immunity with his spells (but not with his
       normal magic). It's not known what's in the lightning that
       causes this, but he is able to use this lightning in such a way
       regardless, and it is able to do damage even to lightning users
       if it hits them (and those that try to absorb Dufort's lightning
       won't be able to, instead taking physical damage if they try to
       absorb the spells). The bypass of the magic immunity is likely
       the psychic lightning that is used in his lightning spells that
       causes magic immunity users to take damage from his lightning.
       It's assumed that this has to do with him using Cain's magic for
       the alchemy, since Dufort's version of Cain had a few spells
       that could override immunities. Dufort's set of spells utilize
       psychic power as well, where his psychic electrokinesis combines
       with his spirit purification to create a more powerful
       lightning. Despite having similar spells to Kindron's spellbook,
       Dufort's spells are typically more powerful and most of his
       spells are more offensive (to the point that he doesn't have a
       lot of spells that can be used defensively. Dufort's lightning
       spells do still work like lightning, where some utilize blasts
       of lightning, some utilize magnetic abilities and some may
       utilize magic constructs made of lightning magic. Dufort is
       quite far in his spellbook, and has a lot of good spells that he
       can use in battle. Of course, even though Dufort's magic spells
       can bypass immunities, this only hurts opponents if this hits
       them. And Dufort's spells can still be countered like any other
       lightning abilities, such as using water or ice to counter, or
       by simply dodging or blocking his spells (though some more
       powerful ones should be dodged rather than blocked due to the
       power they possess).
       - Unique Spell Casting Art: Spell Overlap: This power is a
       variation of testing out the limits of the alchemy powers that
       Dufort came up with, and is his own unique brand of magic. After
       casting one of his unique spells, Dufort is able to keep a spell
       going even after it's been cast, either firing it again, or
       using the spell to filter into the next spell depending on what
       he wants to do. For example, he can use his first spell, Zaker,
       which is a basic lightning spell, and if he doesn't stop casting
       it, can use it to amplify almost any spell he casts while the
       Zaker spell is active. This is done by keeping the first spell
       active, and then using a second spell which causes an overlap in
       the two spells casting enough that the two spells run together
       (which strengthens the second spell). This utilizes the first
       spell as normal, but depending on the spell, Dufort can use
       special abilities based on which spells he chains together.
       However, it should be noted that he can only keep one spell
       active at a time, and once he uses a second spell, he cannot
       keep the first spell active anymore for this technique to work.
       However, he can use this to chain multiple spells, by casting
       one and keeping it active, then casting another and keeping it
       active after casting to chain into a third spell (but the first
       spell won't carry over to the third spell). As an example,
       Dufort can cast Zaker, keep it going, then cast Zakerga to fire
       an amplified piercing spell, which cancels Zaker, but then he
       can use Zakerga if it's still active to amplify a Teozaker spell
       to fire a constant beam of silver lightning which combines the
       two, but after the spell, the Zakerga spell is done. This is a
       result of Dufort pushing the boundries of what his spells can do
       and how long he can keep them going. However, there is a limit
       to how long he can keep the spell going, and eventually it will
       fade if he doesn't combine it with another spell (as he can only
       keep a spell active for so long). And he consciously has to keep
       the spell going, which can cause strain over time. There is also
       the cost of spells to worry about, as low level spells can be
       cast a lot, but he cannot chain together higher level spells, as
       it takes too much energy, and a few spells cannot be chained for
       conflict with other spells Dufort has. However, while this is
       very useful in combining spells, Dufort is limited to one
       combination though for each spell, and the spells still have the
       same weaknesses (usually just adding extra effects depending on
       the spell.
       - 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.
       Silver Lightning Spellbook Spells:
       - First Spell: Zaker: This spell is a fairly simple lightning
       blast that is fired from the user's hand when the spell is cast.
       The blast is a standard lightning blast is dependent on how much
       energy is put into the spell with the default being a smaller
       lightning blast. This spell is fired with extreme speed, being
       able to move at the speed of lightning which moves at about 1100
       feet per second.  This blast explodes in impact with kinetic
       force, but also explodes with the lightning being able to
       electrocute enemies and being able to electrocute objects that
       are conductors thanks to the lightning that makes up the blast.
       This is an attack spell, which is designed to be fired at an
       opponents or objects depending on where the user aims the
       attack. This can, of course, be used creatively in battles,
       where the spells can be used to be concentrated through
       conductive objects, such as using the conductivity of lightning
       to electrocute someone through a conductive object. For example,
       this could be used on a metal surface to electrocute someone who
       is in contact with the metal surface even if they are not hit by
       the attack directly (due to metal surfaces being conductors and
       being able to conduct electricty). Typically, this depends on
       the knowledge of the user determines how useful this can be and
       the ways it can be used (there are creative methods that can
       this can be used for depending on a user's knowledge of
       electrical conduction and the flow of electricity). This is the
       basic spell of the lightning book, designed to be able to be
       used as the main attack spell. This spell uses less energy than
       a typical lightning blast, allowing it to be used more often but
       it's not as powerful as many of the stronger lightning spells.
       This spell is fairly simple, so there's not too much
       complexities to it as it's just a simple blast of lightning, and
       often requires the user to use it more strategically and uses
       it's conductive properties to one's advantage. Since this is a
       simple spell though, it can be dodged fairly easily if one just
       moves out of the way of it, or someone can use conductive
       objects to their advantage to block the attack as well. Dufort
       can use this spell like normal and has a psychic element to it,
       but can also use this alongside his spell overlap to amplify
       other spells. When amplified, spells that are used after this
       spell are amplified when used, and this spell, while active also
       amplify's Dufort's physical abilities as long as its active.
       - Second Spell: Zakerga: This spell is similar to the first
       spell, in which this fires a blast of lightning. However, unlike
       the first spell, this fires a powerful lightning beam rather
       than a blast of lightning that is designed to be a piercing
       attack. This beam is a concentrated lightning attack which is
       designed to pierce through defenses, and is a strong lightning
       skill that is designed to break defenses. This is a mid-level
       spell that doesn't cost much more power than the first spell,
       and is a good attack spell to use that often replaces the
       primary lightning spell depending on the user and the spells
       they have. However, the main draw to this is it's piercing
       ability, which can pierce energy defenses (as long as this
       attack can overpower the defense), and it can pierce other
       defenses like armors and defensive walls as long as the defense
       can be broken and doesn't absorb the lightning used in the
       spell. This spell is fired fast enough that it is hard to dodge
       as many lightning spells are meant to be fired with immense
       speed, which is another aspect of it being a more useful spell
       than basic spells. When struck, not only does this pierce
       defenses and move fast though, but this can also electrocute
       opponents when piercing their defenses due to the electrical
       energy used in this spell. Usually, the size of the beam of
       lightning is set at a certain size, though one can concentrate a
       smaller and faster beam for more piercing power, but this does
       reduce the damage since not as big of a beam means less area
       affected. Typically, countering this is as simple as just
       dodging the attack. Since this is an attack designed to pierce
       defenses, usually defending isn't a good idea unless one is
       certain they can handle the piercing power and the lightning.
       Water users can dispel this attack if they use water attacks
       properly, as water can short out electrical attacks. While this
       doesn't cost too much power to use normally, it does still
       require a little more power than the first spell, so one should
       keep that in mind and use this when their primary spell is
       ineffective. For Dufort, his spell also has psychic power
       instead of holy power like his fathers, and when using this with
       his spell overlap, spells empowered by this gain a piercing
       effect when fired.
       - Third Spell: Teozaker: This spell is a highly amplified
       version of the first spell, zaker, which fires a blast of
       lightning. However, instead of a simple blast of lightning, this
       fires a stream of lightning, which can still electrocute anyone
       that the lightning hits. This enhanced spell is designed to be a
       much stronger version of the zaker spell, and works much the
       same way, in which one simply uses their hand to aim it and then
       fires it from their hand. When used, the spell can be fired
       constantly for a certain length of time, and is able to affect
       more than the zaker spell. This spell can be used a variety of
       ways, such as electrocuting an opponent through touch, or firing
       at a group by moving the hand to change the direction the stream
       is fired an area to use the stream of lightning to hit multiple
       targets. This spell is a mid-level spell, one that uses the same
       amount of power as the zakerga spell, and is useful as a main
       attack spell due to it being a higher level version of the
       normal zaker spell. Just like with zaker, users can make use of
       the lightning properties, such as using this lightning on
       conduits to attack people in contact with the conduit, or using
       it to counter other energy attacks like energy beams. Just like
       any other lightning attack, this spell can be dodged or blocked
       if one accounts for the increased power, and users can also use
       insulators to block the lightning if they know how the spell
       works. Users wanting to dodge this can do so as long as they say
       away from where the hand is focusing the lightning, as the
       user's hand always has to face where they are firing the attack
       since the hand aims the attack. Also, while this can be used
       longer and fire more lightning, it uses more power the longer
       and more the spell is used, and while it may be a good primary
       attack, it does use more power, so users may not want to make
       this a primary attack spell against weaker opponents. This spell
       can also be countered by anything that counters lightning, and
       can be countered by energy defenses and walls to a degree as
       well. In addition to the psychic power this spell has, Dufort
       can also use his spell overlap to add a lightning stream effect
       to his spells, where they are fired for longer and Dufort can
       move his hand to effectively move the stream of lightning as he
       desires to (usually as a means to target opponents).
       - Fourth Spell: Jauro Zakerga: This spell is a spell that shoots
       a ring of lightning which stops after being fired and fires
       toward it's target releases a number of smaller teozaker spells
       from the ring (Usually five teo zakers) at the opponent as a
       midlevel or higher level spell. The teozaker spells are fired at
       the opponent from the ring, which all home in and try to the
       opponent from the sides and above and below. This version fires
       a constant stream of lightning from the ring using the teozaker
       spell. The ring can also electrocute opponents if they touch it,
       and use the power of lightning to damage opponents. This spell
       is a very powerful mid level spell, and is a spell that is very
       hard to dodge since it fires five teozaker attacks that hit from
       multiple directions. This spell is designed to be a mid-level
       spell, but many often mistake it for a top level spell due to
       how strong the teozaker spells are (with the teozakers fired
       from this being stronger than the normal teozaker spells). This
       spell's main draw is that the five teozaker spells are basically
       chaincasted all at the same time and fired without any extra
       power being wasted (in which the spell doesn't use extra power
       to fire the five teozaker spells) This spell is is hard to
       dodge, but fast enough opponents can still dodge it if they can
       move fast enough to avoid the lightning homing in on them.
       Usually, the safest place is behind the user, since the homing
       attacks will have to get around the user to hit the opponent.
       These teozaker spells fired can also be blocked by anything that
       can block lightning attacks, and can be defended the same way as
       the teozaker spell if one has ways to defend against it. The
       teozakers do home on the opponent, but if dodged enough, they
       will eventually stop homing on opponents once the teozaker
       spells run out of energy. Dispelling the ring will also dispel
       the teozaker attacks if one can dispel the ring of lightning
       that generates this attack (usually using something like water
       to short out the lightning that makes up the ring of the
       attack). Dufort's version is a little different, in that he can
       either fire teozaker spells, or he can fire zakerga spells from
       it (for more piercing power). For his spell overlap, any spell
       he affects with this spell gain a multi-cast, where the spell is
       cast five times and fired simultaneously (such as a zaker spell
       would fire five zaker spells at little to no extra cost despite
       it being multi-casted. However, this cannot be used with his
       higher level spells like Gigano Bargirdo Zakerga or Shin Zeo
       Zakerga since those spells already have a ring multicast that
       fires multiple spells.
       - Fifth Spell: Bargirdo Zakerga: This spell shoots a more
       powerful lightning strike attack from above the opponent, in
       which a spell circle appears above an opponent and fires a
       lightning strike down on the opponent it's targeted to. This
       works somewhat similarly to Teozaker, except it is created and
       strikes an opponent from above rather than being fired from the
       user, as well as being a much larger attack with far more energy
       in it than other lightning blast spells. This spell is meant to
       emulate a bolt of lightning hitting down from the sky, except
       that this doesn't need a storm in order to blast from above, as
       it instead uses a magic glyph that appears in the sky to draw
       static from the air and create the lightning attack. The
       lightning spell also hits with immense speed, as lightning can
       strike faster than the speed of sound, and makes this attack
       hard to dodge when used (which is often the main draw of using
       this spell). This is meant to be a high level lightning spell,
       which can be used to attack opponents with immense power and
       speed. This spell is able to be dodged if one knows the attack
       is coming though, or blocked by those that can block the power
       of the lightning strike. If one is hit by this, one can use
       energy defenses to lessen the damage (as this spell usually
       overwhelms energy defenses), or one can ground oneself by giving
       the lightning another conduit. One can also avoid this like
       normal lightning, such as using an object above them to absorb
       the lightning strike, as this is usually targeted toward the
       person, but a person can use something between them and the
       lightning strike to absorb the lightning strike if one knows the
       attack is coming. And of course, those immune to lightning won't
       be affected by this spell. While a user can keep this spell
       going longer by putting more power into the spell, the length of
       time this spell is active determines how much power is used,
       with longer casting meaning more power spent on the attack, so
       this attack should not be overused. It should also be noted that
       those spells like this that are fired from above cannot be used
       within buildings since this requires an open area above the
       opponent. With his spell overlap, any spell affected by this
       spell will be cast from above and gain a highly enhanced speed
       boost from this spell. This spell, however, cannot be combined
       with Jauro Zakerga due to incompatibility of the spells, and the
       fact that Dufort has another version of this spell later that is
       used similar to Jauro Zakerga. If attempted, this spell will
       just deactivate when Jauro Zakerga is cast and won't do anything
       to the spell. However, this spell can be used first before Jauro
       Zakerga so that the Jauro Zakerga spell can be fired form above
       with increased speed.
       - Sixth Spell: Raija Zaker: This spell is a lightning attack
       spell which generates a blast of lightning from the user that is
       designed to knock back opponents. This is a very strong midlevel
       attack spell, which is fired from the body of the user. When
       used, the body generates a mass of electrical energy and then
       blasts it outward in all directions, with this being able to
       blast anyone who is close to the user away. This blast is a 360
       degree blast that comes from the user, and can be used against
       one person or multiple people. This fires a blast stronger than
       the teozaker spell (but similar in nature) from the body with
       increased impact ability. Anyone within range of the spell's
       blast radius is not only knocked back though, but also
       electrocuted by the mass of electricity that is generated. This
       is similar to other blast abilities where users create
       explosions that move outward, except that this uses lightning
       instead of powers like explosive flames. Because this is meant
       to be used within close range, those close enough have very
       little time to dodge, and usually take damage as they are
       knocked back from the lightning. The blast itself can be charged
       for a stronger blast if the user charges the spell first (though
       there is a limit to how strong the spell can get from being
       charged before it may overcharge), and depending on how long it
       is charged, the stronger the blast and the larger the blast
       radius would be. Depending on how close the opponents are when
       this spell is used, this can be very hard to dodge, as this
       spell is not only fast enough to hit opponents with incredible
       speed, but also the close distance doesn't lend much room for
       dodging once the spell moves outward. This spell is a great
       attack spell, but it can be dodged if an opponent moves back
       fast enough. In order to avoid the effects completely, an
       opponent would have to move back far enough to move beyond the
       area of effect of the attack, which depends on how strongly the
       attack is charged. Users that cannot dodge in time can use
       things like energy defense in order to reduce the damage (or
       some stronger energy defense barriers may complete protection).
       For Dufort's spell overlap, any spell used with this effect
       gains a stronger impact force when hitting a target, and spells
       are fired from his body in all directions when used, such as a
       zaker spell would be fired in all directions, or his Jauro
       Zakerga ring would come from his body and form a ring around
       him, then firing Teozaker spells from the ring outward.
       - Seventh Spell: Sorudo Zakerga: This spell is a strong
       lightning attack spell that is designed to slash and electrocute
       opponents. This spell is a higher level midlevel attack spell,
       meant for offensive attack. When using this spell, the user
       creates a magic based construct of a sword handle, which then
       ignites with lightning energy. This essentially becomes a much
       stronger condensed lightning that is formed into the actual
       sword, where the user holds the handle and then uses the sword
       to slash opponents. This sword is not fired at opponents like
       many of the other lightning spells, but instead is held by the
       user and then used in combat. This sword is a large two-handed
       sword that is held with both hands. However, unlike what one
       might expect, the sword is actually very light, since the only
       real weight is the magic construct that is the handle of the
       sword. The lightning in this sword is strong enough to cut
       through armor, and can even do severe damage to opponents with
       physical and supernatural amplification abilities that enhance
       their defense as well as being able to pierce through defensive
       walls and barriers. Those who are hit by this will be not only
       cut by the sword's lightning energy that is sharpened to be able
       to cut through even metal, but those cut by this are also
       electrocuted by the sword. The user is able to freely move
       around and swing this sword as they desire, using this sword as
       a weapon to attack with. This sword is able to be swung and
       attacked with multiple times, and the user is able to keep the
       sword manifested as long as they can keep the lightning ignited
       from the sword handle. This spell can also be used in
       conjunction with magic amplification, or can absorb other
       lightning to grow stronger. This sword is able to be blocked by
       strong enough defenses that can account for its enhanced cutting
       power, despite it being able to pierce defenses, and can be
       instantly taken out by energy negation type abilities or items
       (like aura breaker type weapons). Also, due to the size of the
       sword, there are only a limited number of ways this sword can be
       swung. In terms of Dufort's spell overlap, any spell with this
       spell's effect will instead come out in the form of a lightning
       sword (though not as big as this spell), and the spell will
       instead be wielded like a sword (though no magic construct for
       the handle for the other spells will manifest). Dufort also has
       a unique ability with this spell, where he can fire Jauro
       Zakerga from it and the ring will form around the blade and fire
       the lightning blasts at opponents. It is the only spell he can
       fire from this sword spell, and he can do so multiple times
       (though this doesn't contribute to spell overlap).
       - Eighth Spell: Ganreizu Zaker: This spell is another attack
       spell, and one that is a high power mid-level attack spell. When
       used, this spell manifests in the form of eight cylinders formed
       into a circular fashion in front of the user. The spell then
       attacks by having the cylinders spin in a circular fashion, to
       which the one at the top fires a zaker type lightning spell at
       the opponent. When done properly, the spell rapidly fires blasts
       of lightning at opponents, designed to work like that of a
       gatling gun. The spell fires rapidly as long as the user wants
       it to, and fires the lightning blasts as condensed piercing
       blasts of lightning that can not only damage opponents but can
       also electrocute opponents if they are hit by the blasts fired
       from the cylinders. This is designed to attack opponents with a
       rapid fire spell that constantly fires lightning blasts, and
       stays in front of the user. The user is able to move around,
       where the spell stays close to the user and continues firing in
       a straight directly at wherever the cylinders are pointed. This
       rapid-fire attack spell can be used against one enemy, or can
       also be used against an entire group of enemies depending on the
       situation. The cylinders are made out of lightning, but also
       have magic constructs on the sides that help generate the
       lightning in each cylinder. This works much like a gatling gun,
       where the circular shape spins, starting slowly at first, and
       then speeding up as the spell goes on. Once the cylinders are
       moving at full speed, the spell fires the blasts of lightning at
       the max speed it can. The lightning blasts are fired with
       extreme speed, making them hard to dodge, so this works great on
       attacking fast enemies, as well as being able to take out groups
       very quickly. This spell is guided by the hand of the user,
       where the user holds their hand out and then guides the movement
       of the spell by moving their hand. While hard to dodge this
       spells firing speed, it is possible by faster opponents, and
       opponents can always tell where this spell is firing based on
       where the user is pointing their hand (or where the cylinders
       are pointed). This can also be blocked by certain types of
       defenses, as long as one has a strong enough defense to do so.
       When used with Dufort's spell overlap, any spell that is cast
       with this one's effect will be rapid fired in smaller blasts,
       such as Zakerga would be fired in a rapid fire smaller amount of
       Zakergas with just as much power and piercing ability as the
       original (But the blasts wouldn't be as big as the original
       spell). The effect makes the spells better for attacking
       opponents with more attacks, but doesn't hit the opponent with
       the larger attacks of the spell. This has a unique ability when
       used with Sorudo Zakerga, where this effect will form a sword
       that rapid fires smaller lightning blasts from it similar to
       this spell.
       - Ninth Spell: Redo Dirasu Zakerga: This is another high power
       mid-level attack spell, which is used as an offensive lightning
       spell. When used, this spell summons a huge magical construct in
       the shape of a circular yo-yo that has what appears to be
       lightning chainsaw blades coming out of yo-yo. When in motion,
       the yo-yo spins, where the saw blades spin with the yo-yo as a
       means to slice through objects and defenses that are hit by the
       yo-yo. This spell is connected to the user by a magical
       construct string that is wrapped around the index finger of the
       user. Unlike what one would expect, this doesn't require much
       strength to wield despite it's very large size, but still does
       intense damage when hit thanks to the lightning that comes out
       of the yo-yo as a circular chainsaw set of blades. When used,
       this can be hurled at opponents, and if it hits them, it not
       only breaks through their defenses, but the lightning blades
       that make up the chain saw can slice through armor and shields,
       doing heavy damage to even stronger opponents due to the size
       and power of the chainsaw blades on the yo-yo. By using the
       string, the user can manipulate the yo-yo, either throwing it at
       opponents, making it move along the ground, or even calling it
       back to the user if it misses a target. The string makes this
       spell able to be controlled and maneuvered around as needed,
       where the user is able to utilize this based on their skill with
       a yo-yo. This spell does intense piercing damage thanks to the
       circular saw shape of the lightning blades coming out of the
       yo-yo as well as being able to electrocute any opponents who
       touch the yo-yo, whether they touch the saw blades or the yo-yo
       construct itself. This spell is coated in lightning, and can
       electrocute others just from being too close to them. This spell
       cannot fire any lightning attacks from it, so it is more of a
       melee weapon that is used at mid to long range. And as a mid to
       long range weapon, this cannot be used effectively at close
       range. Opponents can also avoid this by dodging it (blocking
       isn't recommended due to the blades coming off the yo-yo having
       the ability to pierce defenses). Opponents can also defeat this
       spell by cutting the string, which causes this spell to
       instantly dispel if an opponent can cut it. For Dufort's spell
       overlap, any spell that is affected by this gains a spell shape
       change where the spell takes a circular saw blade shape when
       fired, which spins and vibrates as spins to pierce opponents
       (looking like a saw-blade disk that spins like a circular saw
       blade).
       - Tenth Spell: Maazu Jikerdor: This is a mid-level attack spell
       that is meant to be used to draw in opponents. This creates a
       large sphere of lightning which is fired at opponents, and
       repels any attack fired on it. This  is designed to engulf the
       opponent when it reaches them, and pull them into the sphere of
       electromagnetic energy while also repelling attacks as the spell
       moves. This spell is designed to be an enhanced version of the
       original jikerdor spell, where instead of turning the user into
       a magnet that sticks them to magnetic surface and attracts other
       magnetic objects to stick to them, they are drawn into a much
       larger sphere and trapped inside by the electromagnetic energies
       of the sphere. When fired, any opponents, as well as anything
       magnetic are drawn into the sphere, and unlike the jikerdor
       spell, this spell electrocutes an opponent if they are drawn
       into it, with it being able to electrocute anything in the
       sphere or that gets close enough to be affected by the sphere.
       This spell is designed to incapacitate as well as attack
       opponents, unlike the jikerdor spell that could only stop an
       opponent temporarily, and the larger sphere means more can be
       affected, such as drawing in groups of opponents rather than
       only effecting one opponent. This spell can also use magnetic
       items drawn in to electrocute opponents nearby, since the items
       are electrocuted by the sphere and can electrocute someone if
       they are close to the object even if they aren't in range of the
       sphere itself. This is a spell that not only uses lightning
       power, but also magnetic manipulation to attract anything
       magnetic (meaning opponents that are able to be affected by
       magnetic properties will be increasingly effected more than
       normal enemies) The best defense for this is to get away from
       the sphere before or right after it is fired, and try to use
       some sort of power to resist it's pull, though users can also
       avoid this just by avoiding getting near the sphere. While this
       move isn't blockable, since those that try to block it directly
       will be drawn into it, users can use certain skills to try and
       lessen the effects, like using energy defense when drawn into
       the sphere or using certain elemental defenses if the opponent
       has access to them (Such as strong enough water attacks can
       short out this spell). For Dufort's spell overlap, any spell
       affected by this will gain a magnetic element to it, where the
       spells will not only be lightning spells, but will draw in
       anything magnetic to the attack (making it attract enemies just
       as this spell does). For example, Dufort could create a Sorudo
       Zakerga that can draw enemies to it as he attacks.
       - Eleventh Spell: Gigano Bargirdo Zakerga: This is an amplified
       version of the Bargirdo Zakerga spell, and is a higher level
       attack spell that is used to attack opponents. This spell is
       similar to Bargirdo Zakerga, where this spell is fired from
       above. In this version, the spell creates a ring of lightning in
       the sky, which fires down multiple normal Bargirdo Zakerga
       lightning strikes. This spell fires down in the same way as the
       original spell, in which this spell fires down almost instantly
       (with it being fast enough to strike just as fast as the
       original spell, making it very difficult to dodge). Unlike the
       original though, this spell fires up to seven lightning strikes
       down at the opponent, all coming down from above at different
       angles to try and hit an opponent from multiple angles similar
       to Jauro Zakerga's spell. This is much harder to dodge than the
       original spell, since it rains down 7 lightning strikes at once
       with intense speed. This is meant to be a higher level lightning
       spell, which can be used to attack opponents with immense power
       and speed. And unlike the original, this spell can also pierce
       through defenses like barriers and defensive abilities. This
       spell is able to be dodged if one knows the attack is coming
       though, or blocked by those that can block the power of the
       lightning strike (in this one, they have to block up to 7
       simultaneous strikes). If one is hit by this, one can use energy
       defenses to lessen the damage (as this spell usually overwhelms
       energy defenses), or one can ground oneself by giving the
       lightning another conduit. One can also avoid this like normal
       lightning, such as using an object above them to absorb the
       lightning strike, as this is usually targeted toward the person,
       but a person can use something between them and the lightning
       strike to absorb the lightning strike if one knows the attack is
       coming. Unlike the original spell, this spell also cannot be
       continued, as once it fires the full power of the lightning
       strikes, the spell will be done and will stop no matter whether
       or not the user wants to try and bring out more power for the
       spell. This spell takes a lot of energy, and can only be used a
       few times before the user runs out of magic energy. If used with
       Dufort's spell overlap, any spell used with this will be fired
       from above and have Jauro Zakerga's style of firing multiple
       spells of the type at once (this time firing 7 simultaneous
       attacks at once). One such example is how Zaker, using this
       effect, would be fired from above, and would be fired seven
       times at once thanks to the effect of this spell.
       - Twelfth Spell: Zeo Zakerga: This spell is very similar to Baou
       Zakerga, and is a higher level version of the Baou Zakerga
       lightning spell. This spell channels powerful emotions (usually
       anger or hatred) to create and amplify a powerful lightning
       dragon which is designed to engulf opponents. Unlike the Baou
       Zakerga spell, this spell is a large blue lightning dargon
       instead of a yellow one. This lightning dragon is made up of
       highly condensed lightning energy, which literally tears apart
       cells that are engulfed in the lightning dragon to the point
       that anything inside is almost completely incinerated if caught
       in it. This dragon is extremely powerful, and is one of the most
       powerful lightning spells in the lightning spellbook. This
       dragon can move according to the user's will, in which it can be
       used like an elemental familiar in how it operates (in which the
       user is able to control it as needed thanks to them being able
       to use their magic bonds to control the spell). The power of
       this spell depends on the emotional state of the user, and the
       stronger the emotions, the stronger this spell is. This spell
       can also be amplified with other spells, depending on the spells
       a user has available, which can empower the dragon if enough
       power is put into the dragon through other lightning spells.
       Once the dragon has taken enough power, the dragon takes an
       enhanced form, and hits far harder than the normal version of
       this spell. This is a very strong spell, one which is nearly
       impossible to block due to it's raw power (and therefore must be
       dodged). However, it can be dodged, which is usually advisable
       since not many people can withstand the raw power of this spell.
       Unlike Baou Zakerga, even the normal version of this spell is
       strong enough to incinerate people. This is a stronger base
       spell, but doesn't gain as much enhancement when going into its
       enhanced form as Baou Zakerga does (since this spell is
       basically a variation of that spell and cannot amplify itself
       the way Baou Zakerga can). This is also a one shot spell, as a
       user cannot use this more than twice, as even after the first
       use of this, a user will be completely emotionally drained that
       most cannot use their spells anymore after this is cast. While
       this is usually a very powerful spell, it is a very draining
       spell and depending on how it's used, it can leave the user weak
       and vulnerable especially if this attack misses. This spell can
       also only be activated with strong emotions, so if a user isn't
       feeling strong emotions, the power of the lightning dragon will
       be weaker than it should be. With Dufort's spell overlap, any
       spell used after this one will gain a lightning dragon form,
       similar to Zeo Zakerga, but not as large. The lightning dragon
       form of the spell will then be able to also be able to be
       controlled by the user. For example, a Zakerga spell with this
       effect would take a lightning dragon form but retain it's spell
       form that allows it to pierce through opponents and could be
       controlled to move and attack opponents as needed.
       - Thirteenth Spell: Shin Zeo Zakerga: This spell is a much
       stronger version of the Zeo Zakerga spell, but not because it
       fires a stronger enhanced version of the dragon. When used, this
       spell creates a ring of lightning in the sky, and as one might
       guess from the other lightning ring spells, this spell creates
       multiple lightning dragons in the form of Zeo Zakerga spells.
       When used, this spell creates slightly smaller Zeo Zakerga
       dragons, which then move and try to explode on opponents unlike
       the normal Zeo Zakerga or Baou Zakerga spells. When exploding,
       the dragons explode with lightning energy, blasting opponents
       with not only raw force, but intense electrical energy that can
       incinerate some opponents. This fires up to 10 smaller lightning
       dragons, where the user will fire the spell and then the
       lightning dragons will attack and try to explode on an opponent.
       These lightning dragons, on an individual level, are weaker than
       the Zeo Zakerga spell normally, but their strength is that
       together, they can do far more damage across a more spread out
       area. But if they combine their powers on one target, the spell
       still does about 150% of Zeo Zakerga's damage (meaning that as a
       whole, the spell is still more powerful than Zeo Zakerga's
       spell). And another aspect of this spell is that with so many
       lightning dragons that are a decent size, this spell is much
       harder to dodge, as opponents have to keep track of all 10 of
       the lightning dragons which all attack simultaneously. This is a
       very high level spell, and still requires intense emotions in
       order to be used (usually hatred or anger). And while this is
       harder to dodge, it still can be dodged by opponents who are
       fast enough. Opponents are also more likely to survive the
       individual lightning dragons as long as they don't get caught in
       a chain attack since all the lightning dragons work together to
       try and overcome an opponent. The lightning explosion does both
       lightning and high concussive impact damage upon being hit.
       Unlike the original, this cannot take any enhanced form, and can
       only be used twice before one runs out of power completely (Zeo
       Zakerga and this spell both use the same source of power,
       negative emotions, which means one can either use two Zeo
       Zakergas or two of this spell or one of each spell). Any spells
       affected by this spell using Dufort's spell overlap will gain a
       high explosive element when they are used, in which the spells
       will explode with intense force compared to how they usually
       operate (such as Zakerga, after piercing an opponent, would
       explode which could incinerate an opponent with the lightning
       explosion). However, spell overlap will not create multiples of
       spells using this effect unlike previous lightning ring spells
       that create multiple spells.
       - Fourteenth Spell: Shin Rauzakerga: This spell is a high level
       amplification spell, which is used to amplify the user by using
       a lightning strike. Similar to the original version of this
       spell, Rauzaruk, this spell strikes down from above with a bolt
       of lightning that amplifies the user's physical power. However,
       unlike the normal version of this spell, this spell supercharges
       a user with intense lightning, and instead of a rainbow aura,
       the user gains a blue lightning aura as their bodies is
       supercharged with electricity to the point that the electricity
       affects the air around them. This temporarily enhances the
       user's physical stats while in affect, allowing them to fight
       tougher opponents and increases strength, speed, stamina,
       durability and defense immensely. This can amplify the user to
       the point that they can move with enough speed to disappear, and
       grant them immense strength that surpasses some supernatural
       enhanced strengths depending on the user's original physical
       stats. This spell is somewhat similar in nature to things  like
       ki amplification, aura amplification and other energy
       amplifications, but instead uses lightning amplification to
       empower the user. However, unlike the original spell, this spell
       also allows a user to electrocute enemies around them, in which
       they can use the lightning aura to electrocute enemies through
       physical contact. This grants the user a better advantage in
       battle, as a user can do more than just amplify their abilities.
       When used, this allows any physical contact to electrocute
       opponents, whether it's a physical attack that connects and
       releases lightning into the opponent's body, or if the user is
       hit and the opponent is electrocuted through contact with the
       body. And thanks to the amplification, this spell is able to
       allow much stronger amplification, where users can use far
       stronger physical abilities than normal. However, the same
       weaknesses as the original spell still apply, such as a user
       cannot use other spells when using this spell, and users can
       still be countered with other amplification skills that might be
       used to counter this. This also cannot be combined with other
       amplification skills, or else this may amplify the body too
       much. When used with other spells using Dufort's spell overlap,
       the spells are not released as normal, but instead are only
       released from the body when used as a physical attack, and each
       spell does what it normally would. For example, Ganreizu Zaker
       allows Dufort to hit an opponent with a flurry of attacks and
       each physical contact releases a blast of lightning, or Zakerga
       would allow Dufort to use a physical attack to pierce defenses
       or through armor when releasing the spell from his attack.
       - Fifteenth Spell: Jigadirasu Uru Zakerga: This is currently
       Dufort's strongest spell, which is unique to his own lightning
       spellset. This spell is a very strong high level spell, stronger
       than most high level spells. When using this, this summons a
       large winged divine magic familiar with a crystallized
       canon-shaped body, which has been nicknamed the Thunder God of
       Destruction. This spell summons the divine winged familiar,
       which then charges up its power by charging five lightning
       symbols around the canon's edge which charge up the power for
       this spell. Once the spell has charged up its power (which
       happens fairly quickly), the winged familiar fires a highly
       concentrated blast using a much stronger Zakerga style blast of
       lightning as a large concentrated beam of lightning. Instead of
       being focused on piercing though, this blast is focused to
       incinerate many opponents who are caught in this beam of
       lightning. This spell's lightning beam is fired at the
       opponents, and then can create a large concentrated blast when
       it hits that can incinerate opponents who are caught in the
       explosion. This spell fires its blast of lightning extremely
       quickly, making it a very hard spell to dodge once the blast is
       fired. And when this familiar comes out, this spell can fire
       multiple blasts of lightning, usually being able to fire up to 4
       times. The destructive power of this lightning spell can blast a
       large area, and can destroy more area than most spells due to
       the raw destructive power this spell holds. This spell is
       controlled by the user, where it can be moved to aim as the user
       desires, whether it's before it's fired or in between blasts.
       However, while this spell is hard to dodge, this spell can be
       dodged best when the spell is summoned before the blast is
       fired. If one can react fast enough when this spell is summoned,
       then one has a much better chance of dodging this. If one wants
       to survive being blasted, the best chance one has is to use
       energy defense, which can actually reduce the damage. Those that
       are hit by this can also try to use strong objects to hide
       behind in order to take the brunt of the blast, or some can use
       energy negation skills to counter the blast completely (Though
       they would have to overpower the spell's blast which is quite
       difficult). For Dufort's spell overlap, this spell's effect
       changes spells fired into canon like beams that can pierce
       through defenses and armors by condensing the lightning into a
       smaller, beamlike state, as well as being able to amplify spells
       heavily. For example, even a Zaker spell would hit harder and
       pierce more effectively than a Zakerga spell normally would with
       this effect.
       Advanced Fire User Abilities:
       - Base Skill: Fire Manipulation: As one might expect, in order
       to use flames, one must first have an affinity for flames. Users
       with this affinity learn to manipulate fire in some way, whether
       it's through raw elemental power, or some can do things like
       manipulate elementals through magic or other special abilities
       (such as chi elementals or psychic pyrokinesis). Fire as a basic
       element is fairly easy to learn, in which the main thing to
       learn are the basic properties of fire. However, with any
       element, there are always aspects to the power beyond just
       throwing an elemental around. Each element has its own unique
       sets of abilities, and some are skills only advanced users can
       learn. For example, many fire users often learn how to
       manipulate explosive potential and fire beams, but not many
       often learn how to create plasma manipulation. When it comes to
       flames, users have to learn how fire works, no matter how they
       utilize it. The main properties one has to learn about flames
       are how to use its burning and melting nature that is usually
       done through physical contact, the explosive nature of flames
       which is usually learned by vibrating molecules or using
       explosive elementals like explosive gases to generate
       explosions, and the ability to generate fire by consuming
       objects that are able to be burned. There are many ways to
       manipulate the nature of fire, and this base fire manipulation
       is the first step one must learn to utilize it. Depending on the
       power they use, they may even gain special abilities that can be
       used, such as how holy flames can sometimes be used to heal
       others, dark flames can either burn at hotter or colder
       temperatures (depending on what type of dark flame is used), or
       some types of flames do specific damage (such as blue ice flames
       do frostbite damage rather than normal burning damage).
       Depending on the fire type used, the weaknesses usually depend
       on the flame, but most types of flames can be countered by
       counters to fire. The main counters to fire are water and ice,
       though certain types of flames may not work well with ice (such
       as water doesn't put out an electrical fire, and using water on
       blue ice flames may cause the water to freeze).
       - Advanced Fire Skill: Heat Based Temperature Manipulation: When
       learning to manipulate heat, one of the first things one must
       learn to manipulate is how heat works, in which most fire users
       learn to control temperature and build heat in order to build up
       their flames. Most know that heat is something generated by
       flames, but being able to manipulate temperature is an important
       part of using flames. By using the power of flames, users can
       learn to manipulate temperature, building up temperature, often
       to the point of melting. This temperature manipulation is the
       first step of creating flames, where users must learn how
       temperature is manipulated. In using this, users also learn that
       how heat is generated, in which it usually comes from moving
       particles. Typically, users are able to manipulate this by
       vibrating particles, in which vibration of particles can
       generate heat the most easily compared to other methods. By
       using temperature, users generate one of the major aspects of
       flames which is the heat of flames. However, users can also
       utilize the temperature manipulation without needing to generate
       flames, as most fire users learn to control temperature to a
       large degree. For the most part, most users generate heat
       through physical contact with an object, where they then
       manipulate the object using their temperature control to
       generate the desired levels of heat. Not only can advanced fire
       users generate heat, but fire users can often absorb heat from
       objects, in which they can make objects colder by absorbing the
       heat. This allows some advanced fire users who use this to
       actually freeze objects by absorbing all the heat, and is a way
       to also generate cold (But because this is something that cannot
       be manipulated by fire users, this is not often used unless the
       fire user also has ice abilities). Typically, controlling heat
       is more about controlling the particles than controlling fire
       itself, and users have to keep this in mind. This is usually
       done through physical contact, where users will touch something
       and try to manipulate the temperature, so avoiding this is
       usually as simple as avoiding contact with the fire user or
       anything they can affect.
       - Advanced Fire Skill: Fire Consumption: One of the basics of
       how fires spread is how they consume objects that are burned.
       Fire users have to learn to understand that aspect of fire,
       because this is how fire users learn to generate more fire, and
       keep their fire skills burning for as long as possible. This is
       a skill that can be pretty easily learned, but is difficult to
       fully master. Fire users have to learn things like what
       materials burn easily and what others are harder to burn. For
       example, melting metal is usually a bit difficult, and usually
       metal isn't consumed by fire where it instead goes into molten
       metal form. By understanding the chemistry of how burning works,
       fire users can learn how their flames can burn. This is
       something that many fire users don't gain a scientific knowledge
       of, but instinctively learn as they manipulate flames. However,
       advanced users can manipulate this consumption, whether it's by
       condensing their flames to consume things more easily, or some
       can even manipulate the consumption process of fire to a degree,
       or some can even manipulate gases to increase the consumption by
       amplifying flames with certain gases that generate more flames.
       However, the highest level users of this can also learn to
       manipulate what their flames consume to spread, where some can
       manipulate their flames to focus on specific things. For
       example, one user was able to make their dark flames consume
       darkness as fuel for their flames, rather than using normal
       flame consumption. However, this is a rare ability, and is not
       something many people often see in fire users due to the
       difficulty that requires one to change fire's nature to a large
       degree. Typically, users have can learn this fairly easily, but
       this is something that only those with scientific knowledge of
       fire can learn to fully master. This requires not only a
       knowledge of fire, but of objects that can be burned as well.
       However, this is a skill that only works through physical
       contact with the flames, as the flames will burn things in
       contact with them, no matter the flames (things can melt when
       close to flames, but that is a different subject entirely).
       - Advanced Fire Skill: Melting Point: Fire users know that
       almost all objects have a melting point, where if an object is
       heated, it will eventually melt at a certain point. By using
       flames to heat an object, whether it's through physical contact
       or through constant barrages of heat using flames, a user
       focuses their flames from just burning to trying to heat an
       object by focusing on the heating aspect of their flame power
       more than the burning aspect. By doing this, a user brings up
       the temperature of an object until that objects literally melts
       once it reaches it's specific scientific melting point (almost
       all objects have melting points, some higher than others). There
       are a variety of ways to use this, such as using this to turn
       water into vapor through evaporation (a method some advanced
       fire users utilize to counter water and ice users), melting
       objects at their melting points (Usually melting physical
       objects by heating them to their melting point), or just trying
       to melt the earth around the user (usually through spreading
       their flames to heat up an area around them until the area
       around them starts to melt). Higher level users can utilize
       flame auras to heat the area around them, heating anything that
       gets close to them, in which they will often try to make
       physical contact with an object and then use the heat from their
       flame aura to try and melt an object (being particularly
       effective if users can do things like catch weapons or if they
       make contact with armor and shields). However, 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 (ice users should also
       use dry ice which is much colder and overpowers many forms of
       fire manipulation). It is also possible to protect something
       with energy, using an energy barrier to protect the object if
       the energy is resistant to the flames, as many energies can be
       used to protect from heat to a degree. Another thing to note is
       that all objects have melting points, and some have radically
       high melting points making the object much harder to melt. Those
       objects with higher melting points will be much harder to melt
       than other objects with lower melting points.
       - Advanced Fire Skill: Air Burning: This is a technique that
       fire users developed to fight wind users specifically, which is
       designed to counter those that use the air around them. This
       technique is designed to consume the air supply in an area,
       specifically designed to utilize flames in a way that maximizes
       their offensive potential. When used, users use the fact that
       oxygen is required for fire to burn, and focus on using their
       flames to increase using the air in the area until the air
       itself is used up (thus removing many gases from the air as the
       flames burn through the air). This technique is very useful
       against wind users, or anyone that uses gases using other skills
       since this spell specifically targets the air. This is a highly
       advanced flame technique that someone can use not just because
       it reduces the air in an area, but because a user can use the
       air to fuel their flames, since burning the air supply usually
       means that the fire user can use more air to keep their flames
       going for longer or to amplify their flames if their flames burn
       and ignite certain flamable gases in the air like hydrogen.
       Depending on the gas, some have different effects than others,
       such as oxygen is better for keeping flames going longer, but
       gases like hydrogen are more explosive and create stronger
       explosive results. 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 and
       use it to a proper effectiveness). 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,
       or if a flame user can overpower the wind user's air
       manipulation with their flames. Once the wind user learns how
       the technique works, they can usually work around it with a
       little knowledge and creativity. This can also be dangerous to
       the user and others around them, as this can also burn up
       breathable air and remove the air people need to breathe, so it
       is important for fire users to be careful when using this, lest
       they burn the air they need to breathe around them.
       - Advanced Fire Skill: Lava and Magma 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 depending on
       their scientific knowledge. 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 depending on the situation
       (each one can usually be used under certain circumstances). The
       lava manipulation is usable like one would expect, liquid-like
       flames that are designed to do intense burning damage, and can
       overwhelm others as this is not only able to attack opponents,
       but can be used strategically to try and overwhelm opponents by
       using the liquid form aspect of the lava. This is also used very
       well when used with igneous rocks, which are formed thanks to
       magma, because with this, a user can convert lava to magma.
       While most science defines lava as magma that has made it above
       the ground and been exposed to air, fire users separate lava and
       magma based on the material that is used when creating lava or
       magma. Advanced users can even trap users in lava or magma,
       usually by removing the heat once they have covered a person
       completely with lava/magma so that the lava/magma hardens into
       rock that can trap opponents (and users will lose control once
       the temperature is reduced unless they melt the rock again).
       When using lava or magma manipulation, it is important to note
       that this is best used by those with both earth and fire
       manipulation, where users can combine the two into one combined
       element. However, fire users can use this on its own if they
       have enough control of flames and heat, where they can utilize
       this through change in elemental form. This is often best
       countered with water and ice manipulation, though higher level
       lava manipulation is best countered by dry ice, which beats lava
       in temperature (dry ice cools lava faster than lava heats it
       up). This can also be countered by those that use wind
       abilities, though it is usually more to counter the earth
       element in this than countering the flame element, but others
       can also still find ways to counter this with the right
       strategies and a little creativity.
       - Advanced Fire Skill: Ash Manipulation: This is the second
       method of combining earth and flame manipulation, where users
       use ashes of objects. Ashes are the remains of objects already
       burned or melted usually, where ashes are usually just charred
       flakes left of objects that are burned. Depending on the
       objects, there can be a lot or a little bit of ash. When objects
       are burned with fire manipulation, fire users can combine this
       with burned objects to manipulate the ashes, usually as a wave
       of ashes they use on the opponent. A big reason this is used is
       that the heat from ashes can burn people, in which this is still
       a great way to burn others when used if the ashes are still hot
       (which they usually are when this power is used). In addition,
       ashes can scratch the surface of the skin and eyes which can
       cause discomfort and inflammation of those exposed to the ashes.
       And if breathed in, ashes can poison the user, where ashes can
       actually be used to not only choke people who breath in ashes,
       but the ashes can also burn the air passages and cause damage to
       the air passages and lungs when inhaled. Users can even change
       the shape of ashes as long as there is enough heat still infused
       into the ashes, where users can create solid ashes that can be
       used to attack enemies. Also, when users utilize volcanic ash,
       they can use ash that not only doesn't desolve in water, but
       also conducts electricity when wet (making it useful for those
       that are also lightning users). Some users can even create
       explosive or bomb-like attacks using ash manipulation, depending
       on how they use it (usually by manipulating their flames in the
       ashes to be more explosive or ignite using certain gases in the
       air). Typically, this is a skill not too often used by many fire
       users, but is one that can be used under the right
       circumstances. However, as one might expect, wind manipulation
       is often the best way to counter this skill, since wind can blow
       away ash. And if a user can find a way to destroy the ash
       (usually by completely destroying whatever ashes are left), then
       they can also destroy the ash completely. Ice users can also
       freeze ash and once the temperature is reduced enough, the fire
       user cannot manipulate it any longer (unless they also have
       earth manipulation).
       - Advanced Fire Skill: Molten Metal Manipulation: This is
       another ability used to combine earth manipulation with fire
       manipulation. While the best way to use this is with both fire
       and earth manipulation, users can use this with just fire
       manipulation. When using this, instead of melting rock like one
       would do with lava manipulation, this skill is used to melt
       metal using the melting point of whatever metal the user is
       trying to affect. This can be used once metal has been melted,
       in which a user can utilize this similar to lava manipulation.
       Because molten metal is usually in a more liquid like form,
       users can use it similarly, usually to try and overwhelm
       opponents by covering them in this metal. This metal has a few
       advantages against opponents, and is another power that is best
       used when combined with earth manipulation. The biggest use for
       this that many people do not know is that molten metal loses all
       magnetic conductivity, due to the fact that molten metal has no
       magnetic field. That makes this particularly useful against
       lightning users, and is very useful since it doesn't conduct
       electricity. Flame users can even form molten metal into weapons
       they can utilize, in which they can concentrate the flames they
       use to create solidified forms. Some can even create molten
       metal armor, which can protect them and burn opponents who try
       to attack them. And similar to lava/magma manipulation, users
       can also use this to trap enemies in the molten metal. To trap
       opponents, users need to cover the opponent with molten metal
       (whether it burns them or not doesn't matter), and then they use
       their flame manipulation to reduce the flames and remove the
       heat from the molten metal, thus solidifying it. Those that are
       covered enough in it when the molten metal hardens will be
       trapped in it, and cannot escape unless they can break through
       metal. As one might imagine though, water and ice manipulation
       (depending on what's used) can usually counter this, with things
       like dry ice working best to counter this. Some wind users can
       also use cold air or certain air properties to also counter this
       by hardening or removing the heat from the metal.
       - Advanced Fire Skill: Flame Blast Manipulation: This ability is
       more or less like it sounds, where users learn to fire blasts of
       flames at opponents, usually concentrated as flame users learn
       to concentrate their flames. Most flame users are able to use
       this in some form since it is a basic use of flame power, though
       some are better at using it than others, and there are some
       unique ways to use this depending on one's scientific knowledge.
       For the most part, there are two main uses for this. The first
       is creating powerful impact blasts of flames similar to what
       other elemental users can use, where they fire blasts that hit
       with immense concussive force. Most elements have some sort of
       impact power-based ability, and fire is no exception to this.
       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. However, this
       blasts do still burn enemies when they are hit by these blasts
       of flames, since these blasts are still flame attacks. This is
       also used against other flame users, not because this bypasses
       fire immunities, but because the physical impact of flame blasts
       can still damage flame users. While flame users will be immune
       to the fire effects, the blasts can still do impact damage since
       the flame blasts using this power hit mostly with physical
       force. This is best countered by other similar attacks such as
       water blasts that can also be used in a similar manner (and
       directly counter fire blasts like this), though doing so tends
       to generate powerful impact waves that can damage both the user
       and the opponent if two powerful impacts collide. 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 depending on how
       strong the opponent is. Users may also be able to counter this
       with certain energy defenses and powers, depending on how strong
       the explosive attack is.
       - Advanced Fire Skill: Explosive Flame Blast Manipulation: This
       is the second method of using the blast manipulation of flames,
       where users learn to manipulate the explosive nature of flames
       using their scientific knowledge and their knowledge of how fire
       works. This is a more advanced use of the flame blast power, and
       requires more scientific knowledge than normal flame blasts in
       order to use this effectively. When using this skill, fire users
       have to learn how to manipulate the explosive nature of their
       flames, in which they can usually do this one of two ways. The
       first is that one can use certain flammable elements (usually
       explosive gases) that can generate explosions that the fire user
       can control. Most will use oxygen, but those with scientific
       knowledge often figure out that hydrogen is more explosive. By
       doing this, a user takes advantage of the elements around them
       in order to create explosive attacks, usually creating flame
       blasts that explode on impact with explosive power. Unlike
       normal flame blasts designed for impact though, this one also
       does severe burning damage in addition to the concussive damage
       normal flame blasts do. This method is best used by those that
       can manipulate other elements, such as air, since this is meant
       to take advantage of other elements as well as fire. The second
       method is that one can use scientific knowledge to manipulate
       the explosive nature by using vibrating molecules or condensing
       flames to create a more explosive flame without needing extra
       elements. This has the same effect as the first method, where it
       creates more explosive flames, but the only difference is that
       users instead use only flames rather than using other elements.
       While the first method uses other elements and is more powerful
       usually, this method does require other elements to use, or
       certain advantages that not all fire users will have (like being
       able to affect the air with their flames). The second method's
       major weakness is that while it can be used with just flames, it
       takes more power and scientific knowledge to create attacks this
       way, as not only can creating flame attacks be difficult but
       sometimes attacks used by more inexperienced warriors can cause
       attacks to literally explode in their face if they don't execute
       the explosive nature properly.
       - Advanced Fire Skill: Fire Beam Manipulation: This is another
       advanced fire user technique that fire users learn by
       manipulating their flame's nature. This is similar to how
       lightning users create lightning beams, except that fire users
       do something similar using fire to replicate the technique. When
       used, fire users manipulate the nature of fire, and condense it
       as much as they can when firing it. When focused properly, the
       fire becomes a beam of flames, which can be formed at different
       sizes and intensities depending on how the beams of flames are
       focused. Typically, creating smaller and more compact beams can
       create stronger piercing and faster beams, where larger beams
       tend to be more about raw power and some larger beams also being
       able to incinerate those caught in the beam. Typically, these
       beams are fired at opponents and designed to hit the opponent,
       and depending on the beam, users can also combine their ability
       to create explosive attacks with this so that the beams explode
       on impact in order to do even more damage. Not only do these
       beams do damage based on the beam (usually either powerful
       impact damage or piercing damage), but these also do burning
       damage thanks to the fire element that makes up these beams.
       Unlike lightning that focuses on condensed lightning, fire has
       it's own unique ways of more easily piercing through objects and
       opponents, in which the heat from the flames usually weakens and
       melts through objects if the beam is focused enough (which is
       something that lightning beams don't usually do). Advanced users
       can fire these beams and melt through even armor and shields, or
       can sometimes overpower or pierce through energy defenses if the
       beam is focused properly. Users can even use this with plasma
       manipulation, where they can create beams of plasma using this
       power as well. As one might expect though, this can be countered
       by other beam abilities, such as lightning beams, or other
       energy beams that other users may be able to use. And as one
       might expect, cold enough temperatures or other counters to
       condensed fire can also usually be used to some extent against
       this power. However, users can also dodge beams, which is
       usually preferred as opposed to blocking beams (since blocking
       isn't always a good idea for beams that pierce through
       defenses).
       - Advanced Fire Skill: Condensed Piercing Fire Attacks: This
       technique was developed among advanced fire users, with this
       being similar to the piercing lightning abilities. When used,
       this skill is done by condensing flames into an attack, where a
       user focuses their flames around an attack that is designed to
       pierce defenses. Some are familiar with the fire beam technique
       that can also be designed to pierce, but this technique is more
       designed to be concentrated by a user and then used as a
       physical attack where the user coats their attack in this
       condensed flames. Those that use this condense the flames and
       when the attack hits an enemy, the flames are able to use the
       heat to more easily melt through a target by using the condensed
       flames to more easily overwhelm whatever it is the user is
       trying to pierce through. 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 much
       stronger materials (though some materials are more difficult to
       pierce than others). This attack can be built up in a few ways
       where some can do things like charging up a fire attack or one
       may be able to make these piercing attacks explosive, usualyl as
       a means to make this type of attack stronger. Because of this,
       the longer the attack is prepared and charged up, the stronger
       it can be made when used. 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 flames into
       this power, or some that can fire spearing attacks, or some that
       can even fire streams of piercing flames from their body (though
       this is usually better done using fire beams). However, while
       this attack is very useful, it does require charging up and
       condensing flames, 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
       though, this attack can still be dodged by fast enough
       opponents, and some opponents can  use similar attacks to
       counter this (though usually with highly explosive impacts).
       Those with strong enough water or ice abilities can also utilize
       their abilities to counter this as well, or those with the
       ability to remove oxygen from an area can also negate the flames
       that make up this attack as well.
       - Advanced Fire and/or Ice Skill: Temperature-Based
       Environmental and Combat Adaption: Whether it's ice or fire
       users, both sets of elemental users can utilize this to an
       extent. Fire and ice users are able to utilize this in some way,
       where they use their temperature based power to adapt to the
       environments around them. As one might expect, fire users
       specialize in being able to survive hot environments like
       volcanos, deserts and other places of intense heat while ice
       users can survive extreme colds like tundras, blizzards or other
       extremely cold conditions. Users are able to adapt easily to
       their element, where they are able to be quite comfortable.
       However, this doesn't just apply to their specific element, but
       instead also applies to the opposing element. By using their
       element, they can also survive the other extreme temperature
       conditions as well. Specifically, fire users are able to survive
       extreme cold by using their flames to heat their bodies to a
       temperature where they can survive the cold, while ice users can
       cool their bodies in extreme heat-based environments to survive
       the heat. Thanks to both extremes being possible with either
       power, fire and ice users can adapt to most temperature based
       environments, and can adapt in these environments much more
       easily than others. Fire and ice users will usually still be
       more comfortable in their own elemental environments, but
       advanced fire and ice users can still use this to adapt to other
       environments by using their ability to use temperature. This
       applies to both in and out of combat, where even if a combatant
       tries to create an extreme temperature environment to pull the
       person out of their element, the fire or ice user can still
       adapt using this ability. As such, this can also grant fire
       users the ability to resist being frozen by using their flames
       up their temperature to avoid being a low enough temperature to
       freeze, and grants ice users the ability to resist burning
       damage by using their ice to reduce the temperature of anything
       that tries to burn them. However, this only goes so far, and
       certain environments cannot be adapted to no matter how powerful
       the ice or fire user is. For example, an ice user wouldn't be
       able to do something extreme like stand on the sun. This applies
       to both fire and ice users, even though they both have different
       extremes as fire and ice are often opposites of each other. This
       also doesn't meant that one cannot hurt the other, since fire
       and ice still counter each other.
       - Advanced Fire Skill: Fire Based Enhanced Movement and Flight:
       This is something that fire users can do that allows them to
       utilize fire in a slightly more unique way by using flames for
       more than just burning opponents. Because fire can be used to
       create momentum, many fire users learn to utilize fire based
       movement options, where they use fire to generate momentum. For
       example, by firing a strong enough stream of fire from them,
       they can push themselves around using the momentum, such as
       generating flames from their feet to push them in a certain
       direction. The first step of this is learning to move side to
       side, where users use momentum to push themselves, whether it's
       through a dash that pushes fire from them to dash them in a
       certain direction, or just a push to push their bodies in a
       certain direction. However, in using this skill, advanced users
       don't just focus on moving side to side. Once one has learned
       enough about fire manipulation and how fire operates, users can
       actually use streams of fire to actually push themselves
       upwards, where they are able to use this to fly by using the
       heat. There are a few ways to use this, depending on the
       situation. The biggest one is that users will often generate
       streams of fire from their hands or feet, and use it to propel
       them in a certain direction, and if they can maintain this, they
       can actually fly through the air using this technique. The other
       method people can use is by using the rising heat to create an
       updraft, where users who can generate enough flames can generate
       an updraft that can carry them into the air, to which they can
       then usually fly using streams of fire to keep them moving if
       they want to stay in the air. 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 to
       create momentum. And this can even be used offensively where
       users can use increased momentum to increase their attack power,
       since increased momentum will grant them stronger hits when they
       attack as long as they're attacking in the direction their
       moment is boosted. This requires a lot of knowledge of physics
       and how to use this momentum in order to use this effectively.
       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. Another thing to note is that this requires a constant
       stream of fire to generate the momentum, and this can use a lot
       of power if one isn't careful about how they use it. And as this
       is a movement ability, it's more about movement than power (even
       though power is still useful). And of course, if a user can
       negate fire, such as using wind to remove the oxygen in an area,
       then this skill cannot be used without the fire to generate
       momentum.
       - Advanced Fire Skill: Fire-Based Physical Combat Enhancement:
       When using fire manipulation, there is also physical enhancement
       users can use by using their flames on themselves. This is
       something used by fire users who gain immunities to fire
       abilities, since this requires internalizing one's flames (which
       can hurt people who aren't immune to their flames). When used,
       users of this enhance their bodies with flames, where the flames
       enhance their physical combat. The first effect is that one
       gains the ability to heat up the area around them, where the
       heat generated from their bodies will heat up an area until
       objects around them melt, and depending on the flames used, this
       can be a very dangerous power to get close to without having to
       deal with possible burning damage. Those that use this can do
       severe heat damage to areas around them, where users can more
       easily pierce through objects by using heat to weaken objects,
       which works on almost every kind of object depending on its
       melting point. While some have higher melting points than
       others, this is something that can be used pretty effectively
       against a lot of materials and opponents, and physical attacks
       using fire manipulation from the body can burn objects and
       people through physical contact, as well as melt objects through
       prolonged exposure. This power is generated from the body and
       can even be used to generate more power in attacks, by creating
       explosive heat generated from the fire user's power that can be
       ignited during physical attacks on objects or opponents. Users
       can utilize a number of fire user skills in physical combat,
       depending on their creativity and their knowledge of flames.
       Some advanced users can even enhance their body with plasma
       manipulation, which can damage opponents using plasma energy in
       physical attacks, and can have effects on enemies based on the
       plasma generated from the body. Typically, fire users use power
       based physical enhancement, which is meant more for damage and
       strength than for things like defense or speed (though things
       like fire based movement can be used for enhanced speed as well
       with this skill active. If an opponent wants to counter this,
       opponents can use things like ice and water manipulation, or
       some can use energy defense to withstand the fire's burning
       damage. Typically, users who understand how fire and heat works
       can find ways to counter this if they are creative enough even
       without elemental abilities (such as some may use the
       environment to their advantage).
       - High Level Fire Skill: Concentrated Plasma: This is a much
       more simplified flame control that flame users can utilize,
       where a user uses concentrated plasma, the fourth state of
       matter rather than using normal flames by manipulating the
       flame's state to a more basic form. By using this, a user
       focuses on the base energy that creates fire, which is plasma
       and manipulates that using their fire manipulation. By
       generating heat based plasma, a user is able to use a much more
       basic heat control to use plasma to attack opponents, and can
       attack them with unique abilities. This power is used similarly
       to flames, but instead of being used to burn things, this spell
       is fired at opponents like raw energy. And as those with
       scientific knowledge might know, one is not limited to just one
       type of plasma, as there are many types of plasma that one can
       learn depending on their scientific knowledge. Some examples
       include heat absorbing plasma that can freeze areas, and ionized
       plasma that can generate electrical currents. 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 users. And using
       other forms of plasma is also useful since it can grant other
       effects a user normally wouldn't be able to utilize. 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. 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. This just depends, as
       creative enough opponents can figure out ways around it.
       - High Level Fire and/or Lightning Skill: Ionized Plasma
       Manipulation: This is one of the more unique uses of plasma, in
       which a user can utilize this to create plasma based energy that
       acts much like lightning. By doing this, a user manipulates
       plasma's ionic charges using plasma manipulation 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. This plasma is a basic energy type power
       like normal plasma manipulation, that uses the same functions as
       electricity but using normal plasma. With this, a plasma user
       can manipulate plasma to replicate lightning effects, or users
       of both fire and lightning may use this to combine their plasma
       and lightning manipulation into one ability. And as one might
       expect, this also bypasses fire and lightning immunity, due to
       plasma being energy rather than normal fire or lightning
       manipulation. This is used somewhat similar to lightning, where
       users can manipulate this plasma to do things like manipulate
       magnetic energy, create blasts of lightning-based plasma, or
       even create concentrated piercing attacks similar to certain
       lightning skills that are used by more skilled opponents.
       However, just like the normal plasma manipulation, one can
       counter this with other types of energy, or one can use things
       like water and wind to negate the plasma itself or manipulate
       the effects of the plasma. Users also must know enough about
       plasma manipulation to utilize this, in which this is a method
       of creating a lightning type manipulation using fire
       manipulation. This means that one must have scientific knowledge
       or also be a lightning user in order to use this ability. This
       can still also be dodged or blocked by those that know how this
       power works, similar to how any plasma energy can be. This works
       more like lightning than flames, and is usually countered more
       like lightning manipulation than flame manipulation. And of
       course, some creative users can also find other ways of counter
       this, depending on the skills and abilities they have access to.
       Advanced Lightning User Abilities:
       - Base Skill: Lightning Manipulation: As one might expect, in
       order to use lightning, one must first have an affinity for
       lightning. Users with this affinity learn to manipulate
       lightning in some way, whether it's through raw elemental power,
       or some can do things like manipulate elementals through magic
       or other special abilities (such as chi elementals or psychic
       electrokinesis). Lightning as a basic element is fairly easy to
       learn, in which the main thing to learn are the basic properties
       of electricity. However, with any element, there are always
       aspects to the power beyond just throwing an elemental around.
       Each element has its own unique sets of abilities, and some are
       skills only advanced users can learn. For example, many
       lightning users often learn how to things like how to condense
       and create piercing attacks, but it is rare for lightning users
       to be able to do things like overloading insulators or learn to
       use microwave radiation (which is an electromagnetic radiation).
       When it comes to lightning, users have to learn how electricity
       works, no matter how they utilize it. The main properties one
       has to learn about electricity are how to conduct electricity
       and how conductivity of electricity works, how to electrocute
       objects and others with electricity, and how to use static and
       ions to build up electricity. There are many ways to manipulate
       the nature of electricity, and this base electrical manipulation
       is the first step one must learn to utilize it. Depending on the
       power they use, they may even gain special abilities that can be
       used, such as some lightnings can be conducted through other
       elements (such as dark lightning can often use darkness as a
       conductor), or some can have unique effects like ice lightning
       being able to cause freezing. Depending on the
       electrical/lightning type used, the weaknesses usually depend on
       the type of lightning, but most types of lightning can be
       countered by counters to electricity. The main counter to
       electricity is water, because water typically shorts out
       lightning. However, wind user can also counter lightning by
       removing static from the lightning (usually be changing the ions
       in the air).
       - Advanced Lightning Skill: Ion Charge and Ion Manipulation:
       This is the first step to understanding how electrical/lightning
       manipulation works. Those with the ability to manipulate
       electricity must first learn how ions carry electrical charges
       and what causes electrical charges. Typically, users don't have
       to know scientific knowledge, as lightning users often use this
       ability instinctively, but those that do learn the scientific
       methods are able to better use utilize this. Those that learn
       how ions work and how electrical charges operate can often go on
       to learn other advanced skills like magnetic field manipulation
       and some more advanced skills. Advanced users of ion
       manipulation can even go on to learn how to manipulate plasma if
       they understand how ions operate and how plasma operates using
       ions. There are two types of electricity using ions. The first
       is static electricity which comes about from imbalances of
       positively and negatively charged atoms, and then electrons
       release energy as static electricity which can be used by
       lightning users to generate smaller currents more easily. The
       second is called current electricity, where there is a constant
       flow of electrons and becomes the stream of electricity many
       lightning users will utilize. Those that learn this learn to
       generate electrical currents using ions, and learn to generate
       electrical energies by using ionic charges in order to build up
       static that is generated from the ions. If done correctly, users
       can use this to manipulate electricity, and some advanced users
       may even learn to generate fire using ions if they can
       manipulate this effectively. For the most part, this is a skill
       that is necessary to learn, but users don't have to master
       science in order to use it. Users can still use this with a
       limited scientific knowledge, but users that want to master this
       do need to learn the scientific knowledge they need to
       understand how ions work and how charges are built in order to
       find ways to truly master this. And if opponents understand
       this, they can also use this knowledge to counter lightning
       users, as opponents that can shut down ionic charges with things
       like water or other methods may also be able to cancel out
       electrical energies that users might use to charge up their
       electrical energies.
       - Advanced Lightning Skill: Electrical Currents: This is the
       next step of learning how to manipulate electricity for
       lightning users. In order to run electrical currents through
       objects, users must first use their ion manipulation to generate
       electrical charges, and then they must next learn how to conduct
       electricity through objects using electrical currents. There are
       two types of currents that lightning users have to learn in
       order to use this. The first type is direct current, where
       electrical energies only flow in one direction. In this type of
       electrical energy, the voltage used is always constant when
       being conducted. This has a few advantages and disadvantages.
       When used by lightning users, it is harder to cut off the flow
       of electricity using direct current, which can be beneficial for
       lightning users. And when an electrical energy is cut off, it
       can case sparking reactions which can be used by lightning users
       to affect the area around them. Alternating currents is the
       second type of current, and is designed to operate in two
       directions instead of one. With alternating currents, it is
       easier to transform the energy used, and conducts higher level
       charges more easily than direct currents. These currents are
       also constantly changing from positive to negative, making it
       less needed for users to worry about positive and negative
       voltage. Depending on the situation, different currents may be
       neccessary for certain advanced lightning ability, such as
       direct currents being the most useful for electrolysis. However,
       it is not absolutely necessary for users to learn the scientific
       methods of transmitting electricity, as most have an instinctual
       understanding of it. However, learning this can help lightning
       users better use their power, such as using alternating current
       when they want to conduct stronger voltages, or using direct
       current to do more damage to an area. This is something that
       users have to either instinctively learn or learn through
       knowledge, and this is another thing that lightning users must
       learn to manipulate electrical energies effectively. Of course,
       currents can be broken in a few ways, and those that understand
       currents can find ways to cut off electrical currents if they
       know enough about how currents flow.
       - Advanced Lightning Skill: Electrical Conductor/Insulator
       Knowledge: Once a lightning user has learned enough about
       currents and how to conduct the flow of electrical energies, the
       next step is that users learn about the difference between
       conductors and insulators. In order to conduct electricity, the
       materials that are being conducted through are a big factor in
       how well lightning users can conduct electrical energies through
       objects or people. For example, most lightning users know that
       things like rubber, glass and wood are insulators that don't
       easily conduct electricity. In order to conduct electricity,
       objects must be able to allow the free flow of electrons, where
       objects that allow the free flow of electrons are what end up
       being conductors, and insulators are materials that inhibit the
       flow of electrons. Lightning users have to learn what conducts
       electricity and what doesn't. While users don't often have to
       learn specific scientific knowledge, they do need to understand
       what materials conduct electricity and which don't. This
       knowledge determines what a lightning user can focus their
       electrical energy through objects. If an object is a conductor,
       then a lightning user can run electrical energy through an
       object, but if it is an insulator, the material won't be able to
       conduct electricity. While it is still possible to learn how to
       overload insulators if one pumps enough electricity into an
       insulator, this is something that only the highest level
       lightning users can learn, as it takes not only an enormous
       amount of energy to do so, but also takes a knowledge of
       electrical currents and how to best use them. All lightning
       uesrs have to be mindful of what materials conduct electrical
       energy though, whether they know how to overload insulators or
       not. This doesn't take a whole lot of scientific knowledge, as
       most users can figure this out by simply experimenting and
       finding out what materials conduct electricity. For example,
       most don't know that materials like porcelain are insulators and
       that pure water (water without any other materials and just
       bring hydrogen and oxygen) is a perfect insulator. Typically,
       insulators are the biggest counters to lightning users, as
       insulators can usually block lightning attacks (some insulators
       are more effective than others).
       - Advanced Lightning Skill: Electrical Conduit
       Conduction/Recharge/Supercharge: Unlike some elemental users who
       cannot absorb their elements (while most can, it's not something
       all elemental users can do), almost all lightning users end up
       becoming conduits for electricity. By turning oneself into a
       conduit for electricity, users generate and hold electrical
       charges within their body, and can utilize their electrical
       energy to charge up their bodies in a manner similar to
       batteries. Users become conduits to store electrical energy, and
       this allows them to store more power than most other elemental
       users. However, this isn't just for storing electrical energy,
       because users can also use this ability to absorb electrical
       energy from the area around them. By becoming a conduit for
       electricity, a user can actually recharge their lightning energy
       they keep stored by absorbing lightning from other sources, such
       as using electrical wires or other sources of electricity. By
       doing this, lightning users not only have a way to store more
       power than other elemental users, but can also recharge their
       energy more easily than other elemental users. By being able to
       recharge their energy, a user is able to more easily regain
       their power than most other elemental users would be able to.
       The last thing to note is that those that use this can also
       supercharge their bodies with electrical energy, where they can
       store more than they normally would and use it to enhance
       themselves. While enhancing oneself with lightning is usually
       more covered in the lightning combat enhancement ability, this
       particular use is more based around supercharging one's body
       with electrical energy so that they have far more energy than
       normal to use against enemies. Some users can overcharge their
       bodies more easily than others, and if not used with physical
       enhancement, this is often used to be able to hold more energy
       than one normally would so that users can have more energy to
       use against stronger enemies. Typically, the only real major
       danger to this power, is that water can short out any electrical
       energy that one has stored if one doesn't learn to conduct
       themselves through water, and the user's lightning absorption
       can still be affected by things like corrupted lightning or
       other energy types that act like lightning but aren't (like
       spirit lightning).
       - Advanced Lightning Skill: Electrolysis: This is a basic power
       that is used by lightning/electricity users, which is necessary
       to learn how to utilize how to conduct electricity through
       objects for some sort of reaction. This is an advanced power
       that utilizes conductivity for a different purpose than just
       conducting electricity through an object. Electrolysis is a
       process that happens when electricity is passed through an
       object that causes some form of reaction, which is best done
       using direct currents of electricity to run through an object.
       Different materials usually have different reactions, depending
       on the material. For example, running an electrical current
       through water uses electrolysis to separate water back into
       hydrogen and oxygen (which lightning users can use against water
       users and ice users), and most don't know that electrolysis can
       actually be used on flames to reverse their ion charges and
       short out flames (meaning that lightning users can actually
       learn to negate fire to a degree). There are a few uses of this
       process, and advanced lightning users can learn how this affects
       certain types of materials in order to cause certain reactions.
       For the most part, this isn't really a necessary power for
       lightning users to learn, but can be very useful if a lightning
       user learns it and finds creative ways to utilize it (in that
       this can also be used to counter other elementals that some
       lightning users wouldn't normally be able to counter). For the
       most part, this is done by using electrical currents on certain
       materials, and when done, this is meant to trigger some sort of
       reaction using the electrical current. And as mentioned, direct
       current is usually applied to this which is how this skill is
       best applied. However, because this uses electrical currents, it
       is important to note that one has to control the electrical
       power used, as some electrolysis processes can become violent if
       current that is too strong is used, and since this requires
       electrical currents, shorting out electrical currents can be
       done to counter the currents used for this, in which opponents
       can usually stop this process if they can interrupt the
       electrical currents used for this skill.
       - Advanced Lightning Skill: Magnetic Force Manipulation: Once a
       lightning user has learned to take advantage of ions and the
       charges of atoms, advanced lightning users can learn to control
       magnetic forces and magnetic fields. There are a few ways to use
       this. The first is that many who use magnetic manipulation often
       use this to control things that are magnetic, by manipulating
       the magnetic fields. Advanced users can even learn to control
       bio-eletrical magnetic fields generated by people as well to do
       things like pushing or pulling people towards or away from a
       user. This becomes easier the more conductive an object is,
       where magnetic users are able to manipulate objects especially
       if they run electrical energy through the object. Users of this
       can learn to do a variety of things, such as being able to
       create blasts of magnetic force, create magnetic shields, and
       even being able to use magnetic fields to generate electricity
       one can use in combat. There are many ways to use magnetic
       force, and the ability to use this depends mostly on the user's
       knowledge. Users can also even learn to sense or even see
       magnetic fields if they train their senses while learning how to
       sense electrical energies. While magnetic manipulation is often
       considered it's own power, lightning users can learn this as
       well and manipulate these forces to a degree. However, not all
       objects are able to be manipulated in this manner, due to the
       fact that not every material has magnetic fields. For example,
       molten metal doesn't have magnetic fields, and cannot be
       manipulated. Also, insulators can't be manipulated, as
       electrical energy doesn't flow through insulators very well.
       Water/ice can also be deionized, making magnetic manipulation
       impossible depending on the knowledge of the person using water
       or ice. Another thing to note is that in order to manipulate
       electrical energy, one has to lock onto the magnetic frequency
       of the magnetic field, which can be altered by others to negate
       magnetic control. These days, there is a lot of technology that
       is designed to use this, and those like other lightning users
       have learned how to do this. By using an electrical current, one
       can scramble a magnetic signature without needing lightning
       manipulation to do so.
       - Advanced Lightning Skill: Bioelectrical Aura Manipulation:
       This technique allows a lightning user to utilize magnetic
       control to sense and also manipulate bio-electrical magnetic
       fields generated by living things. Many know that humans all
       have their own magnetic field that is generated by their bodies.
       Lightning users can learn a few things about magnetic fields in
       order to utilize certain skills. For example, lightning users
       can use bio-magnetic fields to feed their power, by absorbing
       magnetic energy to generate electricity that they can use. Users
       can also learn to make bio-electrical energies visible using
       electrical and magnetic energy, which can be useful to some
       especially if they want to learn to sense people's bio-magnetic
       fields. One way to use this to affect others is that one who can
       manipulate these forces can push or pull people by manipulating
       their magnetic fields. Users can also use this to influence
       one's conductivity, by turning their magnetic field into a high
       powered magnet by manipulating the magnetic forces, such as
       being able to use this to stick someone to a solid metal
       surface. This can also be used to control someone's body to a
       degree, in which advanced users can use this to manipulate one's
       aura to move people like puppets (though this is difficult to
       use on living people because living people can resist being
       controlled). Users of this skill can also hold people in place
       by controlling their magnetic field, holding them in place. This
       skill is not easy to learn, and is something not a lot of
       magnetic users can learn to use without scientific knowledge.
       Also, any control exerted can be changed by running an
       electrical current to scramble one's magnetic frequency, or by
       finding a way to negate one's magnetic field's frequency in some
       manner. And depending on the skill used, some skills require an
       immense amount of concentration especially of this is being used
       to try and control someone, since strong enough people can
       resist this to a degree. Typically, opponents who are creative
       or scientifically minded can find ways to counter this if they
       know enough about magnetic fields, even if they aren't a
       lightning user.
       - Advanced Lightning Skill: Magnetic Shield: This lets a
       magnetism user create a magnetic shield using magnetic energy,
       letting them use it to block objects with a magnetic charge from
       getting into it. Users learn this by manipulating magnetic
       energy and creating a shield or barrier around them in a way
       they can block out physical objects. This can also counter
       certain energy types by using magnetic fields to block out other
       energy as well, making it a great defense ability. This is a
       barrier style where they create a sphere 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 and
       metallic weapons. Advanced users can also generate
       electromagnetic forces from their magnetic shields, such as
       repelling things that hit the shield back (such as reflecting
       attacks or causing knockback to those who hit it). When used,
       this is usually used defensively, and those that use this may
       even use this to generate electrical energies to attack
       opponents with if they are able to convert magnetic energy into
       electricity. Of course, strong enough attacks and objects can
       still break through this shield if used properly, and powers
       like water and molten metal manipulation can break through this
       shield very easily (Anything with little to no electrical charge
       can much more 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. Users should also know that keeping this active will
       use up energy in order to keep this active, due to this needing
       a constant electrical current to keep active. That means that
       overusing this can wear down a user's energy. Opponents can also
       alter magnetic fields using electrical currents, which can also
       break these shields as well. Typically, counters to magnetic
       force can counter this, and the only difference between this and
       normal magnetic fields is that the magnetic shield uses its
       energy to physically stop objects and energy by using the
       magnetic energy for defense.
       - Advanced Lightning Skill: Magnetic Blast: This is another
       ability using magnetic forces that advanced magnetic users can
       use in battle. 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 (usually by transforming electrical
       fields using electrical currents). By using this, many lightning
       users can use this to do different things, but the main thing is
       that lightning users use this as an offensive ability to attack
       opponents. When fired, these blasts hit with concussive force,
       and are designed to do physical damage more than magnetic or
       lightning damage (though they can still be made to do electrical
       damage to opponents depending on how the magnetic forces are
       changed using electrical currents). 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 electrical 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 not let themselves get
       hit by this, 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.
       - Advanced Lightning Skill: EMP and Ionized Atmosphere: By
       utilizing magnetic forces, users can create two major kinds of
       magnetic disturbances that can be used by lightning users and
       magnetic users. Both of these abilities are done with
       electromagnetic radiation, which is concentrated and manipulated
       by those with advanced knowledge of how to manipulate
       electromagnetic forces. The first is method is creating EMPs
       (Electromagnetic Pulses), where users concentrate their magnetic
       forces into a large burst of raw electromagnetic radiation to
       release that burst as a large blast of energy. EMPs are known
       mostly for shorting out electronic devices, and can even be
       useful against mechanical enemies if the mechanical enemies
       don't have strong enough resistance to EMPs. This is an ability
       that is charged up and released by lightning users or magnetic
       force users, and then released as a blast wave. This doesn't
       usually do damage to people, but the magnetic forces can
       generate electricity that can be dangerous to others from things
       affected by the wave as an effect of this wave. The second way
       of using this is to create a highly ionized atmosphere, which
       can affect a smaller area and short out mechanical devices more
       easily. Because this is not just a blast wave and is a constant
       effect, mechanical devices or enemies stuck with the effects of
       an ionized atmosphere will short out more easily and can be used
       to damage tech resistant to electricity. This is a great way to
       fight mechical opponents, or to affect mechanical devices if
       users want to affect or destroy them, since this ability does
       damage to most kinds of mechanical devices. This does require
       scientific knowledge though, as this is a skill that cannot just
       be done easily since it requires knowledge of electromagnetic
       radiation, and advanced ability to manipulate magnetic forces.
       It should also be noted that those with resistance to EMPs can
       resist this to a degree, which those like robots, cybernetically
       upgraded people and those with strong tech usually have
       resistance to EMP based effects. And while resisting ionized
       atmosphere's is more difficult, there are ways to resist that as
       well. And those that don't have any tech won't be affected by
       these, as this only really affects technology (most EMPs don't
       affect living beings if they have no cybernetics).
       - Advanced Lightning Skill: Electrical Signal
       Sense/Jamming/Manipulation: When one is able to manipulate
       magnetic forces and electromagnetic force, they can also
       eventually learn to process electrical signals used by
       technology. By being able to learn how to process electrical
       signals, this leads to magnetic or lightning users being able to
       learn how to sense these signals, where users can sense and
       track signals used by technology. There are a few aspects of
       this power. As mentioned, users are able to sense and process
       electrical signals, where they can read signals like radio waves
       and technological signals that they can interpret. This is a way
       that lightning users can interact with others, where they are
       not only able to sense these waves, but can actually manipulate
       these waves as needed. For example, a lightning user who could
       tap into a radio frequency may be able to send a signal through
       that radio frequency by manipulating that frequency. Some can
       track signals as well, where users can learn to use this by
       processing signals and finding out how to track the origins of
       signals (which takes practice and knowledge of electrical
       signals, but users can learn to track signals with enough
       experience sensing electrical signals). However users can also
       learn to manipulate eletromagnetic signals with electromagnetic
       energy in another way, where users can learn to interrupt
       electronic signals by using electromagnetic interference to
       interrupt electronic signals, which is a very effective way of
       doing things like cutting off communications enemies may try to
       use. Depending on the user, there are a number of ways to use
       this, with advanced users even being able to come up with
       tracking devices that emit signals they can track (usually by
       making small tracking devices they can throw onto people that
       will stick to them and emit an harmless signal that the
       lightning user can track). This ability is based around signals,
       and usually isn't something that hurts people, with exception of
       people who can create feedback in electrical signals. Most users
       just have to get by without electronic signals, or use
       non-technical means to communicate.
       - Advanced Lightning Skill: Technological Control and Hacking:
       Advanced lightning users that learn to control electromagnetic
       forces and can learn to control eletromagnetic signals can also
       learn this ability. This is an extension of controlling
       electromagnetic signals, where lightning users eventually learn
       to take control of electromagnetic signals in technology. The
       major use of this is that users can control technology using
       their electrical signal manipulation abilities, which is used by
       those that have mastered the ability to manipulate electrical
       signals. Users do this by manipulating electronic signals, and
       if needed, they can also use their lightning to manipulate
       technological objects like robots and machines designed to move
       around using technology (Like drones). However, advanced users
       can go beyond just controlling technology, as they are also able
       to hack technology such as computer systems by using their
       electronic signal manipulation. Depending on the skill of the
       user, some users can hack stronger systems, and if a user has
       knowledge of hacking, they can utilize this even more
       effectively. Another thing users can learn to do is use control
       of electronic signals to store and create information that can
       be transferred to computer type technologies, such as some can
       actually store data as electrical signals that they can copy
       onto other technological devices. There are a number of ways to
       use this, and this usually depends on the knowledge of the
       lightning user. However, this does require a few things to know
       before users can use this to control technology. While it is
       possible to control technology without controlling electrical
       signals, this is only possible with simplistic robots without
       defenses to being controlled where users can control
       technological enemies by using their magnetic force
       manipulation. In order to use this to its fullest capability
       though, users must master both electronic signal manipulation
       and they must know how the technology works that they're trying
       to control. It should also be noted that there are defenses put
       in place over many systems in the current age, that are designed
       to not allow this. Such as many advanced systems have anti-hack
       and anti-tech control, and some even have anti-magnetic force
       protection to cancel out any lightning user's control of
       technology in order to protect their technology.
       - Advanced Lightning Skill: Lightning Physical Combat
       Enhancement: Lightning users often learn how useful electrical
       manipulation is used in physical combat, usually by using
       electricity to enhance their bodies. This grants lightning users
       the ability to enhance their physical combat using lightning
       manipulation, by using electrical currents running through their
       body to super charge their body. When channeling this through
       the body, users are able to enhance their bones, muscles and
       tendons with electricity, increasing their efficiency and
       supercharging their bodies. While this isn't something that
       normally would be able to be used without supernatural
       enhancement, lightning users have developed this art by turning
       themselves into conductors and using the electricity to their
       advantage. As one might imagine, this increases the body's
       physical abilities considerably, where users can move much
       faster and hit harder when they are amped up with electrical
       energy. And when used, users can also release electrical energy
       from their body to electrocute people through physical contact.
       When used, this mostly enhances strength and speed more than
       anything. When used, the amount of enhanced ability usually
       depends on the amount of lightning used more than the type of
       lightning used to enhance the body, since the power put out
       depends on how much energy is used. However, some lightning
       users can have unique effects if other types of lightning are
       used (though they have to be careful since some types of
       lightning may cause damage to the body if the lightning contains
       an element the user is vulnerable to, such as heat lightning
       would damage a normal lightning user's body if they try to use
       it in combination with this power. However, the amount of the
       increase is determined by how much power the user puts into
       themselves with this. If a user puts too much, they can gain
       high power, but this can actually do physical damage as the body
       will overpower itself and could do things like tearing muscles
       and breaking bones if the body cannot keep up with the enhanced
       abilities. Of course, less power means that the technique will
       be safer, but users won't have as much enhanced speed and power
       to use. That means that this technique requires a balance
       between not using too much and using enough power to be useful.
       There is also a risk of too using too much power for another
       reason, which is users can end up using too much energy and
       leave themselves low on energy they want to use in battle.
       - Advanced Lightning Skill: Body and Brain Scan: Nerve/Brain
       Signal Interruption: A lightning user is able to scan someone
       through their ability to process electricity, usually by reading
       their nervous system's electrical signals. Through this, a user
       is able to read someone's body, telling what state the person's
       body is in or sense abnormalities by analyzing the nerve signals
       that are running through the body. The biggest use for this is
       to remove abnormalities, where a user is able to notice certain
       things like certain illnesses from the blood, tumors and even
       abnormalities in the nervous system. This skill reads the nerves
       electrical signals (usually through physical contact), and the
       user is able to compare how the nerves are running compared to
       others or even compared to themselves. There are a few different
       applications of this ability, but this application is only for
       reading and understanding the nervous system of others, whether
       it's reading the nerves movement commands through the body, the
       mind's ability to communicate with the body, or the electrical
       activity in the brain itself. This is an advanced electrical
       user ability, one that requires knowledge of not only how to
       read electrical signals, but also requires knowledge of the
       nervous system (and the differences of the nervous system in
       others compared to themselves and others like them). Advanced
       users can even use this in battle to read the movements of a
       person, where some can actually read the movements of a person
       by reading the signals the mind sends the body. Since almost any
       being usually has to have a nervous system of some kind (unless
       they're an artificial being, in which case it depends on the
       artificial being), this is an ability that can be used on almost
       anyone. However, those with strong psychic resistance may be
       able to resist this ability, and if someone is using a
       instinctive style that doesn't require nerve communication
       (Which is very rare) then this cannot read their movement. And
       just because they can process the nerve signals, 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 specifically (usually). However, there are
       limits to this ability, as they can only tell where signals are
       being sent, not what the signals actually are. And some may
       require physical contact to gain a connection to interpret these
       signals.
       - Advanced Lightning Skill: Nerve/Brain Signal Interruption:
       This is a power that many lightning users have that is a
       variation of the body and brain scan ability, and is a more
       complicated use of the power. This power takes a more aggressive
       approach to interpreting the nervous system, where the user
       doesn't just focus on reading someone's nerves, but they can
       take active measures using their own electricity to introduce
       their own electricity to interrupt someone's nervous system.
       When using this, a user simply needs to introduce their own
       electrical signals into a body in a way that the user can
       interrupt the signals going through the body (usually through an
       electrical attack or through physical contact and manipulating
       the nerve signals directly). This can be used in a few ways,
       with the main one being that one can disable movement by using
       this on the body. For example, if an arm is affected by this
       (usually through a lightning attack or through physical touch),
       then the arm's nerves will have trouble communicating and could
       disable their limb as long as the foreign electrical energy is
       in the body interrupting the nerve signals. The second major use
       of this is that one can use this to stun or disorient opponents
       by affecting the nerves in their brain, in which they release
       electrical signals into the brain that can cause adverse
       reactions in the brain. Some have unique ways of doing this,
       such as some may be able to temporarily control one's senses
       through controllling the nerve signals, or some might use this
       to disable nerves temporarily. Typically, the nerves will
       reorient themselves after a while, once the foreign electrical
       energy has been adapted to and purged (which could take up to 3
       combat rounds in someone who isn't an electricity user). The
       good thing is that one doesn't need to be a lightning user to
       eventually reorient themselves, as it just takes time if one
       doesn't have a way to induce a way to reset the nervous system
       (usually by using an electrical current to counter the one used
       to control the nerves originally, which lightning users can do,
       or someone can do if they have access to an electrical energy
       source). Opponents with high combat adaptability or anatomy
       knowledge can also adapt to certain nervous system effects, as
       some opponents can adapt to the signal changes much faster than
       others can depending on their combat abilities.
       - Advanced Lightning Skill: Lightning Beam: Some lightning users
       can fire beams of concentrated lightning, which are designed for
       piercing opponents similar to energy users like ki users who
       learned to fire beams of energy. Lightning users with this
       ability 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, or some
       opponents can block this using insulators if the user doesn't
       have the ability to overload insulators (Which usually has to be
       done consciously). For the most part, dodging these is more
       recommended than blocking these. Other energy beams can also be
       used to counter this, in which the two beams will usually hit
       each other and explode or may cancel each other out depending on
       the energy used by the opponent.
       - Advanced Lightning Skill: 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 is also used by people who want to affect
       opponents with a current of electricity more than just blasting
       them with a single blast of electricity, in which streams of
       electricity can do far more damage depending on the electrical
       current used. 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 by releasing a constant current of electricity. The second
       method people use of this is when users create streams of
       electricity around them, usually to be used defensively to
       affect those that try to attack them. This 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 due to
       the constant stream of electricity having to constantly use
       power in order to be effective, and cannot be maintained for
       long periods of time. Most users cannot use this for more than
       few rounds at a time without recharging their energy. 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.
       - Advanced Lightning Skill: Piercing Lightning Attacks: This
       technique was developed among advanced lightning users that
       figured out how to concentrate lightning into stronger attacks
       through techniques like the chakra user's Chidori. When used,
       this technique is done by a lightning user building up and
       condensing eletrical energy, building speed and power through
       both their electrical energy and their physical abilities. Users
       can use this in a few ways, but the major thing to note about
       this attack is that most users often use this to create attacks
       that can more easily pierce defenses from shields to armor to
       even energy barriers. Users charge up this type of power by
       charging and condensing lightning, in which a user builds up
       power in order to generate the power needed to use this skill.
       When charging the energy needed for a lightning piercing attack,
       users can also charge more energy by putting more energy into
       the attack, which usually takes a little longer but allows a
       user to up the power of the piercing ability of this type of
       attack. Users also have to learn to utilize lightning to reverse
       the bonds of ions, where in order to use this, users have to
       learn how atomic bonds work and how to separate them using
       electrolysis. At it's strongest, there have been reports of
       those with strong enough attacks that can pierce even
       adamantium. 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. Also, in order to use
       this effectively, it takes enhanced strength and speed, due to
       it requiring a lot of power to use this skill no matter the
       lightning user even with advanced lightning user knowledge.
       - Advanced Lightning Skill: Chain Lightning: This is a skill
       that lightning users developed to attack groups of enemies more
       effectively, in which lightning users learn how to pass current
       from one object or person to another in a chain event that hits
       multiple objects or people. This is done by those who learn how
       electrical currents work, how conductivity works, and how
       currents pass from place to place. Users learn to use this as an
       extension of their electrical currents ability, but can not
       fully master it until they have a better understanding of most
       of the abilities of the advanced lightning users since this uses
       a number of skills. Typically, this is usable with almost any
       kind of lightning attack once the user learns it, such as a
       lightning stream or a lightning blast, and some users have
       specific techniques using this ability. When using this, this
       usually flows like an electrical current, but is made to flow
       from object or person to the next in a current of electricity
       that can be passed to multiple people, and then branch out from
       those people to hit multiple people. When used properly, this
       can usually chain multiple opponents, with some even being able
       to chain their lightning among entire groups depending on their
       knowledge and skill of conductivity and electrical currents.
       This ability also requires a mastery of the lightning stream
       power, where users have to learn how to conduct electricity in
       such a way in order to learn this skill. This requires a lot of
       knowledge to use, and requires a lot of the advanced lightning
       user skills to be mastered before one can learn this. This isn't
       as easy as just electrocuting someone, and requires scientific
       knowledge to pull this off effectively. 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 the current of
       electricity active and moving as well as keeping the currents
       branching out. 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.
       - Advanced Lightning Skill: Lightning Strike: One of the
       greatest sources of electrical energy doesn't come from
       electronics or wires, but comes from nature itself. Advanced
       lightning users can learn to tap into the power of nature
       through the use of storms in which users can learn to tap into
       the power of lightning in order to control bolts of lightning.
       When using this, users often  have their own ways of using
       storms, where some will have lightning strike them to power them
       up, or some will have lightning strike an enemy. However, what
       is constant is that users can use the power of a storm to their
       advantage in some way, usually depending on their skill. Some
       will have their own ways of using this, such as some users fire
       lightning up into the clouds to absorb lightning and then strike
       down using amplified electricity that is controlled by their own
       power, or some will also just manipulate the lightning directly
       if they can take control of it (though usually this depends on
       the user, as not all users have the range to control lightning
       in the clouds due to the distance storm clouds are from the
       surface). And if a user can use their power to convert the
       lightning into unique lightning type such as how a Darkfire
       might convert lightning into a dark or holy lightning depending
       on their skills, then they can have different effects when the
       lightning is used. However, this can only be used when there's
       storm clouds with lightning overhead (it doesn't have to be
       storming, but the clouds and electrical potential has to be
       there), and if there's no storm clouds, 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 hide from the lightning strike. It is also possible to
       protect oneself using earth manipulation or using insulators
       that don't conduct electricity. Also, 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 no matter how this is used. Most users
       only use this against the strongest of opponents, usually as a
       trump card or a final technique they may possess.
       - High Level Lightning Skill: Microwave Radiation Manipulation:
       This is another of the most unique manipulations of lightning,
       in which high level lightning users can learn to manipulate
       microwaves, which most don't know are electromagnetic waves. By
       using lightning and magnetic manipulation, a lightning user can
       create and manipulate microwave radiation, which can be used in
       battle. By manipulating microwave radiation, there are a few
       different ways to utilize this power in battle. The first is
       just using it on people, in which microwaves can heat up a
       person's skin to the point that it burns, making it a great way
       to fight opponents who might be immune to electromagnetic
       powers, since these waves literally cook matter. This power can
       do severe damage to a person, as the microwaves can kill someone
       if they are exposed to them long enough. Microwaves can do
       severe damage to people beyond burning their skin, as microwaves
       can heat and burn the lens of the eyes to the point that one can
       be made blind if they are exposed to enough microwaves (though
       supernatural regeneration could prevent this). Another means to
       utilize this is to use this to essentially interrupt the ability
       to use technology, as technology's circuits can be fried using
       microwave radiation. The last major way this can be used is by
       manipulating this using metal in contact with other metal, in
       which this generates heavy amounts of plasma when two pieces of
       metal are close together, and can generate a powerful plasma
       that can cause damage beyond just manipulating normal lightning.
       Depening on how it's used, microwave radiation can be quite
       dangerous to others. However, while using microwaves may be a
       good means to fight opponents, it is just as dangerous to the
       user as their opponents, since microwaves could hurt them as
       well since there is almost no being immune to the effects of
       microwaves. The best way to avoid these waves is by dodging
       them, as these waves can only be blocked by materials like
       aluminum, which can be used to block out microwaves completely
       (microwaves do damage by passing through objects and blocking
       them negates this damage entirely). Typically, the best way to
       avoid microwaves is to not be in the same area as them.
       - High Level Lightning Skill: Insulator Conduction: This is an
       advanced lightning technique that only a few master lightning
       users can usually handle that is a variation of the lightning
       stream technique. 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 with the right currents. The
       key is overpowering the resistance of the electrical current
       using the electrical energies of one's lightning, and
       compensating for it by using more lightning than the material
       can resist. For example, users of this technique could
       essentially run an electrical current through a wooden block, if
       they could put enough electricity in it that overpowered the
       wood's resistance to electricity. There is only one perfect
       insulator that this cannot be used on, and that is distilled
       water, which has no ions, or electrical charges, and doesn't
       have any conductive minerals in it (meaning that there is
       nothing that can transfer electricity in distilled water). Other
       than distilled water, any other material can be overloaded if
       one puts enough electricity into it, and makes a great way to
       attack opponents that aren't expecting a lightning user to move
       their lightning through an insulator. This technique is a highly
       advanced lightning user technique that most users cannot
       generate enough energy to use, as it requires not only knowing
       the molecular structure of objects, but also how much electrical
       power and what kind of electrical current is needed to overload
       an insulator (in which most materials require a lot of
       electrical energy before their resistance can be overpowered).
       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.
       However, it is worth noting that some materials are not
       overpowered without a lot of energy expended, so users should be
       careful when using this, as this can utilize a lot of energy
       depending on the material. The reason most lightning users never
       learn this is not because they lack knowledge, but because they
       lack the amount of energy needed to do so (in which only those
       with enough electrical energy can even learn this).
       Basic Vampire Race Abilities:
       - Vampire Dark Nature/Connection to Darkness: It's no secret
       that most vampires are creatures of the night. And because of
       their cursed and undead type nature, they have a natural
       connection to the dark. This goes so far for many vampires that
       they aren't even able to go out during the day. Vampires have a
       natural connection to the dark, which is the source of many of
       their darkness based abilities. This darkness nature is not just
       a normal darkness nature though, but the darkness nature is an
       unholy nature, which is something that makes them a type of
       unholy creature that focuses on dark power. For the most part,
       vampires don't have to be of clans like the Lasombra to take
       advantage of this dark nature, as there are plenty of ways to
       take advantage of this nature. With this nature comes a number
       of abilities, and vampires end up being a unique kind of
       creature with connection to the darkness do their natures. For
       the most part, the vampire power is something of a curse to
       most, but unlike werewolves, vampires have more darkness and
       undead type power in their nature than cursed power. There are
       many ways vampires take advantage of this, where some use
       darkness manipulation in their arts like the Lasombra, or some
       that utilize the dark nature for other things like dark arts or
       dark magic. There are a number of ways one can learn to use
       their dark nature, but almost every clan accounts for this dark
       nature in some way, with exception of those like the holy
       vampires who have holy natures instead of darkness type natures.
       This is typically a type of cursed power with undead elements
       (though not undead to the levels of creatures like zombies),
       where this is a negative power that is on the same level as
       unholy energy and basic demonic energy, and this is even
       something that some vampires realize can combine with other
       natures depending on the vampire, such as how some take demon
       power in order to become demonic vampires. This dark nature is
       the basis of most vampires, although there are rare occasions
       where normal vampires may have different natures depending on
       the vampire. Because of this nature, most vampires gain a major
       weakness to sunlight, which burns them alive if they are not
       true daywalker vampires, or vampires with ways to block the
       sunlight from reaching them (such as how the Hazeldines use
       darkness barriers to go out in the day so that the sunlight
       doesn't reach them). As for countering this nature, holy power
       is the best way to do so, where those that fight vampires will
       almost always use holy weapons specifically since they are best
       for killing vampires. However, there are weaknesses to vampires
       that can be exploited, usually depending on the clan they come
       from as each clan has specific weaknesses (more in weaknesses).
       - Vampire Darkness Empowerment: Vampires, thanks to their dark
       nature, gain empowerment in the dark. Most vampires can only go
       out at night, so they often don't realize they can are empowered
       by the dark, but those that go out in the day often realize that
       they are stronger at night (if they are a vampire type with a
       dark nature). However, this doesn't just apply to night, but
       this works in any absences of light, due to the fact that their
       dark nature works as long as there is an absence of true
       sunlight. This grants vampires the ability to not just use the
       night, but can use almost any dark area, whether it's
       underground, in a building with no windows or lights, or using
       even using shadows. Depending on how much darkness is around
       them, vampires gain more power the darker it is. This means that
       vampires are at their strongest when there is no light, and are
       deadliest when they are in pure darkness. Of course, vampires do
       have their own variation of darkness vision some races like
       death wraiths have, which they use to see in pure darkness. When
       this empowerment takes effect, this empowers the vampire's
       abilities, both their physical and supernatural abilities. Any
       abilities that use darkness or dark natures gain a boost in
       power and ability, and some arts may be uniquely used with this
       power-up. Of course, vampires also gain enhanced physical
       abilities, where the darkness gives them better physical stats
       the darker it is around them. Typically, vampires are usually at
       their strongest during the nights of the new moon, where
       vampires have an advantage due to new moons having very little
       moonlight. However, areas that have no light also grant vampires
       much more enhanced dark power, depending on the area. There are
       different ways some may take advantage of this, depending on the
       vampires. For the most part, this empowerment may be strong, but
       strong enough light does cancel out this empowerment if one can
       use light, or use sources of light nearby to reduce this
       empowerment (opponents can use things like street lights or even
       lights in buildings to reduce the darkness and weaken this
       empowerment depending on how strong the light is.
       - Vampire Darkness Manipulation: As one might guess from their
       natures, vampires can also manipulate the darkness around them.
       This is a basic darkness manipulation, where users are able to
       use darkness energy, also known as shadow manipulation. Vampires
       have the ability to manipulate darkness in some form, no matter
       how little they can. Typically, this depends on the clan the
       vampire belongs to, as clans can be born with more or less
       darkness manipulation depending on the clan. For example, some
       clans like the Gangrel clan don't really utilize darkness in
       combat and many clans that don't use darkness often don't even
       ever fully achieve their manipulation of darkness energy.
       However, on the other end of the spectrum, those like the
       Hazeldines and the Lasombra have specific arts for using the
       darkness, which allows them to use the darkness much more
       efficiently than others. When used, vampires are able to do
       things like meld into shadows to use shadow travel, manipulate
       the acidity of their shadows to make them more corrosive, or
       even use darkness projectiles to try and spear opponents. Some
       advanced users can use darkness for other things, such as
       manipulating gravity and distorting time and space (which
       requires a scientific understanding of how dark energy affects
       gravity and distortions, and is typically a high level darkness
       user power that not many achieve). Some master level users may
       even be able to create small black holes using darkness to
       absorb light and physical matter temporarily (though these black
       holes usually cost a lot of energy to maintain, and this also
       requires immense scientific knowledge where only the highest
       level darkness users can learn this). When used, this darkness
       can even be used with other forms of darkness, where some may
       learn other darkness types if they have the affinity, such as
       some can tap into primordial darkness if they utilize their dark
       nature well enough. Typically, the only real danger of using
       darkness is if the users connect to the shadow realm, which can
       be dangerous and is usually avoided (even vampires often know
       not to mess with the shadow realm unless they absolutely know
       what they're doing). Avoiding this is like avoiding any other
       darkness manipulation, such as using strong enough light
       abilities, or some more creative people can use other powers to
       counter it as well.
       - Vampire Spirit Energy: There are many vampires that have
       abilities that run on their spirit energy, such as how the
       Darkfires have powers that let them combine elementals with
       their spirit energy. This energy comes from the spirit of the
       vampire, just as normal spirit energy would come from any other
       soul. Most vampires have spirits that are cursed in nature, but
       have positive and negative spirit energy much like other souls.
       Depending on the clan and arts, vampires can learn to utilize
       their spirit energy for specific arts. Thanks to this, vampires
       can often learn different skills using their spirit energy,
       depending on the vampire. This is one of the main powers a
       vampire uses to power certain abilities, which works alongside
       vampire psychic energy to operate as two of the major sources of
       vampire power besides their darkness nature. This mostly depends
       on the vampire, and the clan abilities they possess, as not all
       vampire clans power their abilities on psychic power. For
       example, some clans may focus more in physical combat, and may
       not utilize spirit power. This energy is a basic energy which is
       summoned by vampires when needed, usually to use special
       techniques they gain from their clan. With the exception of
       those like holy vampires, vampires almost always have their own
       balance of negative and positive spirit, which must be
       maintained if one is to use their spirit energy. Because of
       this, spirit energy isn't too difficult to use, but vampires
       often never tap into the full ability of spirit energy, since
       this is usually used passively by vampires without realizing
       what it is that grants them power. Those like the Darkfires know
       that this is spirit energy, but most don't go beyond knowing
       that which is a good thing at times because it makes them less
       likely to be noticed by the spirit plane since they don't tap
       enough into that plane. If they were to, they could essentially
       learn to utilize spirit more carefully, such as learning spirit
       user techniques. However, this is still countered like most
       other spirit energies, with holy energy being the best thing to
       counter the cursed nature of vampire spirit, or using counter
       natures (such as using positive power to counter negative spirit
       and vice versa).
       - Vampire Psychic Energy: This is the second most common power
       that vampires possess that they use. Not only do vampires use
       spirit energy to power some of their abilities, but vampires
       also possess a natural ability for psychic energy to do certain
       things. For example, clans that utilize the Dominate discipline
       rely on psychic energy to utilize their ability to influence the
       mind. This is a basic power that vampires utilize that grants
       them some psychic abilities, which are usually used in clan
       techniques, such as the clans that use the Dominate or Presence
       Discipline. A psychic energy isn't normally considered a "holy"
       or "unholy" power, a vampire normally uses this as a neutral
       power that is purely affected by the mind (though psychic power
       has a tendency to be mystic in nature). In addition, what they
       can do with their psychic energy often also depends on the
       vampire, where different clans have different ways of using
       this. Some may use this to hypnotize others, while others may
       use this to project their presence on others, or some may even
       have psychic abilities they can utilize as well. Some psychic
       vampires may even have certain attack arts, such as telekinetic
       blasts or other psychic abilities they can use to attack.
       Depending on the vampire and their clan abilities, this is an
       energy that can be quite versatile and used for a number of arts
       that one can learn. Almost any vampire can utilize psychic
       energy to the same degree, and what they can do it with depends
       on the clan. This means that the weaknesses to their psychic
       power also depends on the abilities and the clan (each psychic
       ability has its own downsides and weaknesses). For example,
       trying to hypnotize others may not work on those with strong
       will, as those with strong will can resist hypnosis and psychic
       influence and some may even have arts or technology to resist
       psychic influence (such as how nanomachines used by Foxhound in
       the Crow Mercenary universe can resist psychic influence by
       regulating the mind). Typically, attack skills also have
       weaknesses, where many can be blocked or avoided in some way.
       Again, this mostly depends on the vampire and the abilities they
       have.
       - Vampire Dark Magic/Dark Arts Affinities: Due to a vampire's
       dark nature, there are a number of darkness abilities that a
       vampire can learn. Most vampires gain an affinity for darkness
       in some form, where some gain special abilities based on their
       dark nature. The first is a dark nature that allows darkness
       manipulation, which is already covered under a vampire's
       darkness manipulation. With this ability, vampires can learn
       darkness abilities, but their abilities may depend on the clan
       they belong to or the powers they are born with. The other two
       things to note are dark magic and dark arts, both of which are
       powered by dark natures. Dark magic is often powered by either
       darkness or dark mana, and vampire with magic usually gain an
       affinity for dark magic. While some rarely do gain normal magic,
       many often gain dark magic instead of normal magic. Depending on
       the magic, vampires often specialize in dark magic before other
       forms of magic. However, some vampires do specialize in other
       magics, such as some in psychic magic, some might focus chi
       magic, or some may other forms of magic that don't convert to
       dark magic. This depends on the vampire and their abilities. The
       other thing to note is dark arts, where darkness users can learn
       the dark arts if they are able to learn them. There aren't too
       many known clans to specialize in the dark arts that are still
       around though, as the few that did have either been wiped out
       during previous Sabbat/Camarilla wars, or have been taken out by
       the other groups. However, those that do may be able to learn
       dark arts that they can utilize, which are arts powered by
       darkness that can be used with a connection to the darkness.
       While it should be noted that these powers are useful, not all
       vampires have magic affinities or dark arts affinities, and this
       mostly depends on the vampire and the abilities they are born
       with. And of course, as one might guess, these affinities are
       best countered by holy power, but also light abilities can also
       counter these darkness powers fairly well, depending on the
       powers used. There are other ways to counter darkness, but holy
       power usually remains the best for fighting vampires.
       - Vampire Shadow Meld/Vampire Teleportation: Vampires have a few
       options when it comes to teleportation. The first is that
       vampires with darkness manipulation can learn to shadow travel,
       where they are able to connect to the shadows and travel using
       shadows. This is a basic art for darkness users, which allows
       them to use the shadows connection to the shadow realm to move
       from shadow to shadow. Users can use shadows to travel around,
       where they are able to connect to any other shadow in the world
       they want to travel to. The second option is that some vampire
       clans have unique teleportation arts that are used to teleport
       around. The two most well known ones are the Tepes clan ability
       to teleport using the power Demon's Gate and the Darkfire clan's
       ability to teleport using their elemental teleportation.
       Depending the vampire and the clan they are in, there are many
       different arts out there that allow teleportation. Most usually
       work in one of two ways. The first is that they connect to an
       area somehow, in which their teleportation connects to an area
       and they use it to go there. This method is usually a fairly
       instant teleportation, where users can just teleport at will as
       long as they have the energy to teleport. The second method is
       teleport using portals where some vampires may do things like
       creating dark magic portals, or some vampires may have arts that
       create portals to other areas. This is usually done through
       incantations or preparation, where a vampire creates a portal
       that connects two areas. Typically, teleportation using portals
       is more reliable than just teleporting, since this focuses on
       connected two areas and doesn't usually require as much
       concentration. Depending on the art, there are different ways to
       use this, but almost all arts usually end with the same result
       of allowing a vampire to get from point A to point B by
       teleportation rather than having to travel there by normal
       means. However, no matter the art, a vampire usually has to know
       where they want to go, and if they don't, they may end up
       anywhere in the world if they either don't have a location in
       mind, or they get messed up at certain moments while
       teleporting. And depending on the level of error, some have
       ended up in random areas without meaning too. Also, most
       teleportations cannot usually travel to other universes or
       through time, unless the vampire has some form of distortion
       power or some way of breaking the time-space barriers that
       separate the universes and timelines.
       - Vampire Life Force/Soul Energy Absorption: Vampires have the
       ability to utilize life force and soul energy, which is usually
       dependent on the vampire. This ability allows a vampire to
       absorb life force, usually through blood, to sustain their own
       life. While part of this has to do with their feeding, vampires
       also can use their ability to absorb life force to absorb more
       power from others by taking their life energy. This is usually
       done when drinking their blood, where they bite into someone and
       drain their life energy through their blood. However, there are
       some vampires who develop arts to absorb life energy normally,
       in which some do have energy drain abilities through physical
       touch. The other thing to note is that vampires can also take
       souls, where vampires have the ability to take souls and either
       use them as sacrifices if they are about to die, or some
       vampires use souls to gain new abilities or even to use as
       familiars. Depending on the vampires, many vampire clans have
       different arts for this if they utilize it. Some examples
       include the Tepes family being able to use life energy to create
       familiars out of the people's life energy, or the Darkfires
       taking souls and putting them into demon or holy armor
       familiars. Different clans will all have different ways to use
       this if they do use this, and some may even use this without the
       need for using clan arts depending on the vampire. However,
       there are some downsides to using this. Those that use life
       force absorption or soul absorption for new abilities will also
       gain whatever weaknesses of the powers they gain, and depending
       on the power, some powers may require a slight physiological
       change to their bodies (such as dragon power turning a vampire
       into a dracopyre). Those that use familiar arts using life force
       or souls can summon familiars, but most of the familiars can be
       taken out by holy powers, or any weaknesses that the person's
       original life force or soul had (IE a dragon familiar would have
       dragon weaknesses). Absorbing souls also comes with its own
       weakness, where those that absorb souls become unbalanced in
       life and death energies that requires them to continue devouring
       souls or else they will rapidly age until they die. Absorbing
       life energy is usually safer in that there aren't a lot of ill
       effects, but doesn't grant as much power as soul absorption
       does.
       - Vampire Familiar Creation: Depending on the vampire, vampires
       have a number of arts that allow them to gain familiars. Most
       vampires have some way of making familiars. One example is how
       some may use the life force or soul absorption technique to turn
       those they absorb into familiars, such as how the Tepes family
       art allows them to absorb the life force of others and turn them
       into familiars. This method is usually the most common for
       creating familiars, due to the fact that vampires can turn those
       they've fed on into familiars. There are many different methods
       of creating and maintaining familiars, depending on the vampire
       and clan they belong to, but the end result usually involves
       turning those they feed on into some form of familiar. When
       used, familiars are very useful in that they can fight on behalf
       of the vampire, usually using the powers the familiar is created
       from, and the familiars act according to the will of the
       vampire. Depending on the art, this could be as simple as
       manifesting an image of the person that became a familiar, or
       some like the Darkfires have specific ways to use familiars like
       attaching souls to demon or holy armors in their own familiar
       art or even the Gangrel clan that can make familiars out of
       animals. No matter how its used, those that are turned into
       familiars become permanent additions and extensions of the
       vampire that the vampire can summon and de-summon at will. With
       this, the vampire could use these familiars in battle to fight
       enemies, or they could use them for other purposes, such as
       sending a familiar to scout an area. Depending on the familiar
       art, most vampires usually have a connection to their familiars
       where they can usually connect with them in some way, and many
       vampires often have ways to share their senses with familiars.
       There is usually no limit to how many familiars a vampire can
       store up, as this mostly depends on if they want to. However,
       there are some familiar arts that may limit how many a vampire
       can summon at once. For example, some users cannot summon more
       than a few familiars at a time due to the power required to keep
       familiars manifested. And even though familiars are useful,
       opponents can still destroy familiars with certain abilities
       depending on the familiar, such as soul based familiars can be
       destroyed with spirit destruction abilities, or some familiars
       that take physical form can be destroyed like normal beings.
       Typically, when destroyed, many familiars often cannot be
       summoned for a while, or take more energy to summon a familiar
       again after it has been destroyed.
       - Vampire Feeding Ghoul Creation: When vampires feed on someone
       that they either don't turn into a familiar or they don't turn
       into a vampire servant, they usually kill the person they feed
       on. However, when dead, the person doesn't die, but instead
       becomes a vampire-like zombie creature known as a ghoul. When
       turned into a ghoul, people fed on by vampires are turned into
       another kind of servant of the vampire, where they become
       creatures that only care about feeding on human flesh due to
       their zombie-like nature. When in this state, the person dies,
       but the body remains animated, depending on the vampire and
       their arts to create ghouls. For general vampires, feeding on
       someone without completely absorbing their essence usually
       creates ghouls, and depending on the vampire clan, some may use
       the ghouls to their advantage. These ghouls are under the
       command of the vampire who creates them, in which the vampire
       tells them what to do and they obey. While ghouls aren't smart
       by any means, many ghouls are at least smart enough to be able
       to use weapons like blades, guns or any other thing they can use
       to attack enemies. For the most part, people who become ghouls
       lose all personality and become undead creatures who cannot
       interact anymore with people. Most ghouls only care about eating
       human flesh, and will turn those that they kill into ghouls as
       well (allowing ghouls to make more ghouls by feeding and killing
       others). Most ghouls can take heavy damage, where they will keep
       going even if most of their body is destroyed. However, like
       most undead, holy power can destroy them, where holy power and
       holy weapons are the best way to kill ghouls. Destroying the
       heart or brain with a holy power or weapon usually kills them,
       with silver usually being the best way to kill a ghoul (which
       can be used by anyone). Another thing to note is that in most
       cases, the ghouls only last a certain amount of time after being
       created. After a certain amount of time, they will return to
       being dead, once the power that they have has faded. And if the
       vampire who created them dies, usually the ghouls will die as
       well (except in certain cases like the Freakchip vampires).
       - Vampire Intangibility/Mist Form: Many vampires also possess
       some form of intangibility, which is another power that they
       have. There are two major things that many vampires have. The
       first is intangibility, where they can phase partially into the
       spirit plane. When doing this, they can pass through objects
       almost as though they were a spirit depending on the vampire and
       the intangibility art used (different clans may have different
       arts to use intangibility). The most known intangibility is the
       art the Tepes family uses. There is also another major
       intangibility art to note, and that is how some vampires can
       turn into mist as part of their basic vampire abilities. This is
       most often noted with the Nosferatu, who have abilities centered
       around being able to turn into mist. This is an art not all
       vampires learn, but many can learn to turn into mist if they
       learn to focus their intangibility properly. There are a number
       of intangibility arts out there, such as how the Lasombra can
       fuse to the shadows, or how the Darkfires can turn into
       elemental forms. For the most part, intangibility can be useful
       for going through objects, but is also useful in battle where
       users will often use intangibility to avoid attacks (usually by
       allowing attacks to phase through them depending on the
       intangibility art used. There are many ways to use this
       depending on the vampire, and many clans have techniques that
       utilize intangibility in some fashion. However, while this is a
       very useful skill, some vampires can only stay in this state for
       a certain amount of time before returning to normal (depending
       on the vampire as some arts are different). Another thing to
       note is that almost all intangibilities can still be attacked if
       one knows how to attack. The best way to attack someone who is
       intangible is to use some form of attack that attacks the
       spiritual plane, as this can attack a vampire even if they are
       intangible. Another thing to note is that vampires have to be
       careful when they use this, as vampires have to be careful they
       are not in solid objects when they return to solid form. If they
       are, then the solid matter will often override their bodies, and
       they will take damage or lose parts of their body. For example,
       a user could put a sword through a vampire's body, and if they
       become tangible again, the part of the body where the sword is
       will usually be split by the sword if the sword is still in
       their form when they return to normal.
       - Vampire Coffin Dark Sleep: When a vampire is near death, or
       sometimes if the vampire dies, the vampire goes into a special
       sleep. They go into a dark place, where the light won't reach.
       The most common example is how some vampires sleep in coffins,
       in which vampires may choose coffins for the lack of light. When
       using this, vampires can usually cheat death by going into a
       regenerative sleep where they will slowly recover over time the
       longer they are in sleep. Some also use this to go into
       hibernation, usually as a means to not have to feed for long
       periods of time. Depending on how its used, this has even been
       known to bring some vampires back to life where vampires will
       often be put into coffins, and they may eventually come back to
       life after enough time has passed. This has to do with the dark
       nature of vampires, where they can sleep in dark areas and use
       their darkness empowerment to regenerate their bodies. Some
       vampires may have different arts for this depending on the
       vampire and whatever clan they belong to, but most vampires can
       use this in some form depending on the clan. There have been
       reports of some vampires going into sleep for a hundred years
       and then awakening, or some that will use this sleep to recover
       from deadly injuries by going into sleep. Vampires are able to
       use this as needed, where they only need a dark place where they
       can sleep where they won't be affected by light. This is why
       some chose sealed coffins, due to the privacy that they allow
       since they can seal themselves inside and others cannot easily
       get them out. Depending on the vampire, some actually can store
       the soil of their birth place in their dark area where they
       sleep, in which they can use this to boost their recovery. It
       isn't known why this helps them recover faster, but this,
       combined with this sleep, can often help regenerate vampires
       even faster, where some have even been able to avoid having to
       drink blood for longer periods of time while doing this.
       However, there is always the danger of being interrupted, and
       vampires are usually most vulnerable when they are asleep. If
       sunlight hits them when they are sleeping, it can destroy them
       (usually), and those that take it upon themselves to kill a
       sleeping vampire can usually do so with the right weapons, like
       silver or wood (depending on the weakness of the vampire).
       - Vampire Blood Rage: This is an ability that tends to be more
       of a weakness to a vampire, in most cases, than a strength. A
       blood rage is what happens when a vampire goes into a frenzied
       state, usually either losing their mind temporarily, or they may
       go into a frenzied state for a certain period of time. When used
       vampires in this state often gain enhanced physical stats, where
       they gain power that makes them stronger when in this state.
       Typically, vampires in this state are much harder to kill, and
       with their enhanced state, they will often have highly enhanced
       physical stats. It's not entirely known what causes a blood
       rage, as triggers may be different depending on the vampire. One
       known trigger is that some vampires go into these rages when
       they smell or see blood, where some vampires who go a long time
       without human blood may be at high risk of going into this state
       as their bodies tries to force them to consume blood for their
       own survival. Some vampires also go into this state out of anger
       or desperation, where some will go into this state based on
       their emotional state. If used in this manner, their anger often
       amplifies their state even more than blood rages caused by
       seeing or smelling blood. Because of this, vampires can be very
       dangerous when this state, because not only do they not have
       control over themselves, but they can be very unpredictable.
       This is usually a problem with younger vampires without as much
       experience, as some freshly turned vampires may go into this
       state while not being used to the vampire states they are in and
       what certain triggers will do to them. As vampires get older
       though, they go into this state less and less, and usually only
       go into this state when in extreme hunger and they smell or
       sense blood. However, there may be some vampires who utilize
       this rage in some way, where some may gain empowerment by anger
       to gain a frenzied state, or some may use this to gain enhanced
       amplification to fight certain enemies if they tap into this in
       desperation. However, while vampires in this state are harder to
       kill, vampires usually cannot pull themselves out of this state
       on their own, and usually either require someone close to them
       to talk them out of the state (if the person has anyone they
       care about), or they must continue in the blood rage until the
       blood rage subsides, which usually happens after enough time has
       passed that the trigger that caused the blood rage has passed,
       or the emotional state that caused the rage has passed.
       - Vampire Shapeshift: Just like other races, vampires have the
       ability to shapeshift their bodies using their ability to change
       form. This is an art that lets a vampire take a new form,
       whether it's human or some vampires can take other forms like
       those of animals or other supernatural creatures. This is an art
       that is used for basic form changes, where the specific changes
       can usually depend on the vampire. Many are familiar with
       angelic and demonic shapeshifting, and this is very similar in
       nature. Those that use this can change into almost anything if
       they know the form they want to take and how the form works.
       Depending on the skill level, some vampires can even disguise
       their aura to sense as though they are something else, where
       some users can change their presence almost entirely with this
       art. One such example is the Tepes shapeshifting art, where they
       will often use this to take other creatures forms and sense as
       other creatures, such as using an animal disguise and changing
       their presence into that of an animal. This can also be used in
       battle, where vampires can shapeshift their bodies in certain
       ways, where some can do things like shapeshift their claws, or
       shapeshift their body into other forms like summoning wings to
       fly. There are arts for using shapeshifting, such as how the
       Gangrel clan uses shapeshifting to shapeshift their bodies to
       gain animal-like traits, such as using webbed feet to swim, or
       using claws to attack enemies, or even using certain creatures
       eyesight to see more efficiently. And some other clans have
       unique shapeshifting abilities, such as how the Darkfires have
       elemental shapeshifting where they can take the forms of their
       elementals (by combining with their intangibility art). This is
       a very useful skill if a vampire is creative enough, as vampires
       can take all kinds of forms. However, while they can take all
       kinds of forms, they cannot do things like changing their
       abilities (for example, changing into a dragon won't give them
       dragon abilities) depending on the arts used (Some may have arts
       to gain special abilities through transformation). Also, a
       vampire's mass stays the same when they change, so changing into
       larger beasts may sound useful, but vampires who go into larger
       forms often take more damage and cannot hit as hard as they have
       less weight when in larger form. Typically, while all vampires
       have this, most don't use it unless it's for a clan art that
       uses this power.
       - Vampire Unique Forms: Some vampires have arts that grant them
       unique forms, which could be any number of forms some of which
       may come with special abilities. For example, the London Branwen
       clan and the Darkfire clan both have unique forms they can gain
       through shapeshifting arts, where they gain unique forms they
       can change into that have special abilities that they can use
       depending on the form. This depends on the vampire, and many
       vampires may have different ways of using this, such as the
       Gangrel and Branwen vampire clans have arts that allow them to
       take unique animal forms. And there are some vampires who can
       gain other unique forms, such as enhanced forms that can be used
       in battle. For example, the vampire ninjas suppress the entirety
       of their vampire form, and release their full vampire selves in
       their battle form where they extend their vampire wings and
       their eyes change to a red or yellow glow (red if they survive
       on human blood or yellow if they survive on animal blood). There
       are some vampires that utilize this as a means to keep a
       relatively human form, where they save their vampire form for
       fighting enemies. There are also transformed states like vampire
       released forms, used by clans like the Darkfire and Tepes clan
       who can release their full vampire power. For the Darkfires they
       use their Darkfire released form which is unique to the
       Darkfire. And for the Tepes, they usually have a form of level
       restraints where they can go to Level 0, where those restraints
       are completely gone and their full vampire form takes effect,
       such as how Alucard Tepes's form takes the form of Count
       Dracula. There are many ways to use this training, where
       vampires will often have different arts depending on the clan
       they are born into, and any other abilities the vampire might
       have. However, most of these forms have weaknesses, depending on
       the art. Such as how the Darkfire full release form is only a
       temporary power-up, or how the vampire ninja's full vampire
       battle form grants them more weakness to vampire weaknesses
       (such as holy silver or holy weapons) since they release their
       full vampire power. And unique forms may have unique weaknesses
       as well.
       - Vampire Blood Powered Abilities/Blood Power Amplification: One
       reason for vampires to drink blood, is for the effect blood has
       on their special abilities. This is something that typically
       works differently depending on the clan. For most clans, the
       first and main reason blood is used is that blood is used to
       power a vampire's abilities. In this method, vampires take blood
       not only to sustain their bodies, but also to maintain their
       power, where the blood of those they drink become the source of
       their power. By using blood like fuel, most vampires power their
       supernatural abilities on blood, and this is used to allow
       vampires to keep using their power. In much the same way food
       fuels the body, and certain foods fuel the body's ability to
       carry out tasks, blood also works this way to power a vampire's
       abilities. This is something that almost all clans use, where
       their blood powers their abilities, and is a passive skill. The
       other skill that not all vampires have, is to use blood as an
       amplifier, in which clans like the Tepes clan have been able to
       use blood like an amplifier to essentially allow them to use the
       blood they take to amplify their power rather than simply
       sustain it. In this method, vampires usually store the blood and
       power up the more blood they have, usually in combination with
       skills like soul steal or life force drain. When using this
       method, this is another passive skill, and is used alongside
       powering their abilities. For the most part, this is a basic
       passive skill vampires have that most don't think about, unless
       the vampire clans have a way to utilize this like certain clans
       like the Tepes family do. However, this does mean that vampires
       do have to drink blood in order to sustain their power, and most
       vampires (exceptions must be stated) drink blood to survive.
       Typically, this depends on the vampire, as some survive on
       animals, some on humans, and some may even drink the blood of
       other supernaturals. And those that use blood as an amplifier
       have a dangerous side effect. Certain abilities being amplified
       can amplify them to a state beyond the vampire's control, or
       certain abilities being amplified could cause unexpected things
       to happen, such an amplified power could go out of control
       because the blood amplification was too much. When this happens,
       the only way to stop the power is to drain the blood of the
       vampire until the power lowers to a level they can manage.
       - Vampire Hypnosis/Charm: Many are familiar with some vampire's
       who have the ability to hypnotize their human victims. Most
       vampire do this with psychic power, where most vampires have
       some psychic power that they can use. Depending on the clan,
       there are disciplines specifically designed around this
       hypnosis, such as the presence and the dominate disciplines.
       Typically, this is designed to manipulate humans, where vampires
       will often use this to hypnotize humans to do a task for them,
       or they may use this when feeding on a human so that the human
       doesn't try to fight or run away when the vampire is feeding on
       them. This art is usually done through eye contact, in which
       many 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 quite useful depending on how it's
       used. Typically, the use of this depends on the vampire, and how
       they want to use this, as most vampires don't rely on this
       unless they either have specific disciplines or skills, or they
       have a real use for this skill. Those with strong wills are able
       to resist this power as one would expect, 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 (again, different vampires have
       different arts for 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 that fall
       within what the person being hypnotized would do, as some more
       complicated ones will meet heavy resistance. For example, a
       simple command like having someone grab something for them would
       be less likely to be resisted than if the vampire used a command
       like ordering a person to kill another if the person doesn't
       want to kill. Typically, the more risk to the person being
       hypnotized, the stronger their minds will be able to fight
       against the hypnosis as a defense mechanism to preserve their
       own life. 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.
       - Vampire Third Eye: Vampires have a unique ability, where they
       gain a special sixth sense known as the Third Eye. Those
       familiar with the concept will likely be familiar with how this
       works, where vampires naturally have this to gain a passive
       sense that lets them sense the world around them. One major use
       of this is that vampires are able to use this to sense the world
       around them, usually being able to sense where things are, and
       sense the presences of living beings. This lets a vampire sense
       the presence of others, and not only read their presence, but
       the vampire can also read what they are and how strong they are
       by the presence. For example, some vampires can recognize
       dangerous threats others wouldn't be able to sense, such as
       vampires may be able to sense powerful beings most beings cannot
       sense, and this also even gives vampires the ability to sense
       the spiritual plane to a degree (though not nearly to the degree
       of those like spirit users unless they go through special
       training). However, this also has the ability of seeing through
       the world, where vampires can see through things to see the
       world around them as it really is. This allows a vampire to use
       this ability not only to sense presences, but they can also do
       things like sensing deception, or they can even sense things
       like illusion skills or they can sense other skills being used
       by a being. Unlike other beings with presence senses, vampires
       specialize more in sensing the world rather than focusing on
       individuals, and this can allow a vampire to gain a very strong
       sense of the world using this skill. Vampires using this skill
       can also tell where things are at farther distances than other
       creatures, and can use this to more easily target certain people
       or objects. This skill uses mental focus to focus on images, and
       allows vampires to see the world in a bit of a unique way.
       However, there are ways this power can be deceived, such as
       other vampires may be able to affect the vampire's mind, or some
       may be able to outmaneuver this sense if they are fast or
       skilled enough. Also, certain presences cannot be sensed,
       specifically among those that have a presence suppression skill.
       Vampires with this skill can be deceived by it, where some have
       ways to fool these kinds of senses.
       - Vampire Darkvision and Enhanced Senses: Vampires have highly
       enhanced vision, and gain highly enhanced ability to see in the
       dark. Vampires are able to see in the dark as easily as in the
       light thanks to their dark natures, and are able to operate even
       in complete darkness thanks to their ability to use similar
       darkvision to creatures like death wraiths. Vampires may have
       varying degrees of this power depending on the vampire and the
       clan they belong to, with some having stronger vision than
       others in the darkness and some can strengthen this vision over
       time and training. All vampires have this darkvision to some
       degree, though depending on the vampire, some may not see as
       well in total darkness as others with stronger darkvision. In
       addition to this though, vampires also have highly enhanced
       senses depending on the vampire. The second thing to note is a
       vampire's enhanced senses, where vampires all have enhanced
       senses thanks to their vampire enhanced states. Each vampire may
       have a different balance of senses, but all of their senses are
       enhanced to some degree depending on the vampire and sometimes
       depending on the clan. This can also depend on training, as
       vampires can train their senses through combat training in order
       to get the most out of their combat training. However, while
       most vampire do have highly enhanced senses, a vampire's
       enhanced senses can be overwhelmed by certain things, such as
       enhanced sight and darkvision could be overwhelmed by a
       flashbang (which can work quite well against a vampire), or a
       strong sense of smell could be overwhelmed with a strong enough
       smell such as chlorine gas. This depends on the vampire and
       their senses, but most vampires can be overwhelmed in their
       senses in some way with almost all being vulnerable to
       flashbangs due to their darkvision and enhanced vision. However,
       there are some that are more balanced in their enhanced senses,
       and these senses may not be as easy to overwhelm. However, as a
       tradeoff, those with lesser enhanced senses cannot match those
       with higher enhanced senses. Depending on the vampire and clan,
       some may even gain special senses that are unique to them or
       their clans as well.
       - Vampire Claws: Many don't often realize it, but just like
       werewolves, vampires have claws as well that extend from their
       fingernails that they can use. While vampires don't show off
       their claws, and most don't use them unless they have arts to do
       so, these claws are still usually present in most vampires.
       Typically, vampire claws are as much of a weapon as a werewolf's
       claws, where vampires can use their claws in much the same
       manner. Depending on the vampire and abilities, certain vampires
       may have arts that can utilize their claws effectively, such as
       some clans may keep their claws maintained and sharpened, or
       some may have specific disciplines to use their claws like the
       Gangrel clan has specific arts using claws. While a vampire's
       claws are naturally sharp, vampires, like werewolves, can
       sharpen their claws to deadly effectiveness, where their claws
       become deadly weapons that they can use. Depending on the
       vampire, some claws may be different sizes, or some might have
       slightly different capabilities, but there are plenty of ways
       for a vampire to use their claws in battle if they choose to
       (though not all vampires may have claws, depending on the type
       of vampire). Most vampires can be very dangerous with their
       claws even if they don't use them much, and can easily rip
       people to pieces with their claws if they have the skill too.
       Typically, the level of skill using a vampire's claws depend on
       the vampire, as not all vampires use their claws, and some may
       even not realize they have claws depending on the vampire if
       they passively keep them suppressed. If one wants to avoid the
       claws though, avoiding the claws just requires the opponent to
       avoid the strikes of the vampire when the vampire is using their
       claws in battle, as their claws are a type of short-range close
       combat move (unless it's a case where they can fire slashing
       waves from their claws using things like physical attack waves).
       Most long distance claw slash attacks, if used, can also be
       dodged or blocked (Depending on the vampire and their abilities
       if the opponent can account for the vampire's enhanced strength,
       and their abilities), though opponents should be careful of
       vampires who have claws that are able to cut through metal, as
       some vampires do have much stronger claws that can claw through
       metal objects.
       - Vampire Discipline Affinity: Depending on vampire, and their
       training and clan, vampires are able to learn the vampire
       disciplines of any vampire clan that they have an affinity for
       (usually determined by the vampire clan they belong to. Every
       vampire clan has their own set of abilities and disciplines,
       which vampires can learn if they are trained. There are a number
       of vampire disciplines out there that vampires can learn
       depending on the clan. One category of disciplines usually uses
       supernatural abilities, where vampires utilize different
       enhancements to their vampire abilities (Such as the Lasombra
       using disciplines to enhance darkness control or the Gangrel
       clan using clans to grant them better shapeshifting powers to
       give them animal-like features). There are a variety of vampire
       disciplines, from physical combat, to transformation abilities,
       to even alchemic abilities that exist, and these are
       specifically designed to be used by vampires. This depends on
       the vampire, as their training usually depends on the clan they
       belong to, or the training they receive (as there are general
       vampires not part of clans that may use individual discipline
       abilities). Most vampires usually learn vampire disciplines in
       order to find ways to enhance their power further and take
       advantage of their skill affinities, so that they can use their
       abilities to their maximum. As one might expect, each discipline
       has its own set of strengths and weaknesses, which depend on the
       disciplines. For example, combat based disciplines are usually
       only used in close combat, where they often don't gain long
       range attack skills with combat based disciplines. What
       disciplines a vampire can learn is dependent on their vampire
       heritage and their training, as well as the clan they train in
       since they will most often learn these from a vampire clan. Some
       disciplines may require specific training before a vampire can
       use it, in which case the vampire must usually train for
       whatever power is required to use the discipline. For example,
       those vampires without certain magic affinities that are
       required for alchemy won't be able to learn any thaumaturgy
       skills, or vampires without good control of darkness cannot use
       the oblivion discipline.
       Vampire Disciplines:
       (Will do later)
       Darkfire Kenpo and Darkwolf Instinct Combat Training/Skills:
       - High Level 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. Thanks to Dufort's training to keep emotions out of
       his mind, he has come closer than almost any other to being able
       to use the full capability of this. While he is still imperfect
       in how he uses it, this typically is what he defaults to in
       combat since it was the style he was trained in first thanks to
       Kina Darkwolf in his world. Dufort is able to attack with more
       strength and speed than most other users of this style, save for
       those like Sirion who have mastered it.
       - 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). Dufort has also been
       trained in this, thanks to his father teaching him, as well as
       London Kindron and London Qrow also training him in Darkfire
       Kenpo.
       - Darkfire Kenpo Substyle: Tai Chi/Taijiquan (Shadow Boxing):
       Developed as a martial arts style, Tai Chi is often known by
       many as more of an exercise regiment than a fighting style. This
       style focuses on meditation, movement, and focus. While many
       recognize Tai Chi for slow movements, there are also faster
       paced forms that are taught for combat. This style uses
       coordination and relaxation to increase the body's
       effectiveness, rather than using muscle tension like many other
       styles. This is often more of a defensive style, in which a user
       focuses more on neutralizing or redirecting attacks, and usually
       doesn't focus on attack. This style is known for it's health
       benefits, as users of this style often use things like
       meditation to relieve stress in the body, and using movements to
       strengthen the body. Users of this style not only benefit from
       it in combat, but their training can also improve their daily
       life style, in which users of this style are less susceptible to
       stress and body tension, allowing their bodies to stay in peak
       physical shape longer. When in combat, the focus of this style
       is response to changes in outside forces, in which the body is
       trained to respond to different aspects based on how the person
       uses the style. In this style, the focus is not on opposing
       force to meet attacks, but is on redirecting and yielding to
       attacks. Users of this style learn flexibility and agility, so
       that they can more easily avoid attacks from opponents. However,
       just because this style is more defensive doesn't mean users
       don't have means to attack. This style focuses on throws,
       grapples and other methods to redirect opponents, in which users
       of this style take advantage of an opponent's momentum. For
       example, when an opponent throws a punch, the user may use a
       technique to duck under the punch and then throw them while
       their momentum is carrying the opponent forward. Because the
       body is trained to react to certain forces, this style tends to
       focus on honing the body to react instinctively, and allows
       users to train themselves defensively. Because of how this style
       is, this style is not a powerhouse style, but does work well
       against powerhouse styles as this style can redirect stronger
       opponents and sometimes counter faster opponents. This style is
       more about avoiding fights rather than engaging, meaning this
       style is not usually for those seeking fights, but more for
       those seeking to avoid fights. The major weakness of this style
       is that it relies on relaxation and coordination, so opponents
       who let anger or other stress causing emotions into their life
       will often be hindered in this style. And like any style, this
       style may be countered depending on the user, experience and the
       techniques an opponent might have. Dufort was taught this style
       as one of his primary styles using Kenpo, not just because of
       the combat potential, but the more calm aspects of this style
       allowed Dufort to train his mind to calm himself more easily so
       he wouldn't be as prone to emotional outbursts.
       - Darkfire Kenpo Substyle: Baguazhang (Eight Palms): This
       sub-style is known for it's use of circular movement as well as
       it's coiled and uncoiling actions. This style is based around a
       more balanced style, using similar techniques to the Tai Chi
       style. This style is more about open palm strikes, known for
       it's flexibility and body alignment. Users learn a lot of low
       stances, staying low to the ground, and striking opponents
       vitals through proper striking techniques, throws and precise
       footwork. This style is a very balanced style, allowing a user
       to build their stats up more evenly than some other styles. This
       is a very simple style to learn, as it is pretty simple to train
       and learn, but it is still a very skilled style to those that
       would take the time to master it in its entirety. While this
       technique isn't about overwhelming power or about pure defense
       like some styles, users of this style can still keep up with
       many other focused styles, as this style has some useful
       techniques like how to break one's defense with an open palm
       strike or using certain close combat grappling and joint locks
       to disable others. By using this style, users have more of a
       circular movement around their opponents, and focuses on
       patience rather than rushing in. Those that practice this must
       have the patience to keep calm and watch their opponents,
       waiting for openings or waiting for opponents to make their
       moves in order to counter-attack. This style may seem simple,
       but it's training allows for more focus and control, and is a
       great style for those that want to learn to focus and learn
       patience since the style teaches focus and patience to help
       focus the mind. This, similar to Tai Chi, is a style that not
       only trains the body, but also trains the mind as well by
       training reflexes, reactions and even helping improve thought
       when in stressful situations. Though simple, this style is not
       to be underestimated, as masters of this style are very good at
       countering other styles. Though, as one might expect, opponents
       can outclass this style with certain more focused styles (like
       pure power styles or pure speed styles might outclass this since
       this doesn't focus on specific stats). When facing a style, it
       is not just the style itself, but mastery, experience and
       technique that often determine who will win using certain
       styles.
       - Darkfire Kenpo Substyle: Hikaken/Piquaquan (Chop Hanging
       Fists): This is a substyle of Chinese Kenpo, which goes by the
       name Hikaken, or is also known as Piquaquan (chop-hanging
       fists). This sub-style focuses on striking power, relying on the
       rotations of the arms and it's open palmed techniques to create
       stronger striking techniques. This style lets the user use their
       arms and legs like whips to build up incredible force in their
       attacks, which lets them not only hit harder and faster, but
       makes their techniques even harder to dodge. This technique uses
       training similar to Baguazhang, except that this style focuses
       more on attack than on defense. This sub-style is incredibly
       powerful, in which those who master it can even overpower
       certain metals such as an advanced user who dented the top of a
       bus with this style. This style uses rotation, in which the body
       rotates to build momentum and strength, to strike opponents.
       This is a dangerous style to opponents, as this style can
       usually break the bones of opponents hit with this style and do
       severe damage to the body when opponents are struck, due to the
       strength of the techniques of this style. Combined with the
       enhanced movement, this style can be a great style for keeping
       opponents on the defensive, as this style is focused more around
       overpowering opponents than on defending them. However, that
       doesn't mean that defense takes a backseat in this style, as
       this style still uses enhanced movement to move around enemies
       using rotational movement (such as the stepping method Kouho
       Haiho). This style is best used at medium to long range, and is
       capable of producing massive damage against opponents when used
       properly. This style is a much more offensive style, focusing
       more on offense than on defense, though this still uses movement
       to great effect, as this style focuses on not wasting a single
       move, as every move in this style has a purpose, whether it's to
       dodge an attack, or build momentum. Though those who use this
       style often find ways to use dodging to build momentum for
       attacks. The only real problem with this style is that those
       that use this style recklessly can do just as much damage to
       their body as opponents, as some users have been known to
       shatter the bones in limbs when doing this if they execute
       techniques wrong. And like most styles, there are other styles
       that can counter this style, depending on the style, experience
       and abilities an opponent might have.
       - Darkfire Kenpo Substyle: Chishoken/Ditangquan (Ground Boxing):
       This is a very difficult substyle of the Chinese Kenpo style, in
       which the user focuses solely on speed and acrobatics, usually
       using speed and fast attacks to try and overwhelm opponents. In
       normal Ditangquan, the users would focus on defense and offense,
       but this version of the style was modified by users for those
       that have a more speedy and offensive style. Users of this style
       train in aerial acrobatics, as well as things like tumbles,
       falls, turns, somersaults and other movement options in order to
       train their movement and agility in combat. By doing this, users
       are able to not only take on opponents with blinding speed, but
       can also take out groups of opponents extremely quickly.
       Combined with the combat techniques to strike the opponents
       similar to other styles like Baguazhang, this style focuses on
       open palmed strikes, and strikes the vital points to disable
       opponents by using speed to try and strike their vitals enough
       times to disable them. This style is often favored by those who
       specialize in speed-based combat, and requires an immense amount
       of combat speed and flexibility to utilize this ability
       effectively. Because of the faster movement, the power of the
       attacks also increases, meaning this form also has increased
       power compared to some other styles as well. This style also
       trains the mind and reflexes, as the higher speed the body is
       trained to move at often requires the mind to react and operate
       far more quickly than with other styles. However, the main focus
       of this is speed and agility over all else, using techniques to
       keep opponents from being able to attack by using fast attacks
       to keep opponents on the defensive. Masters of this style can
       utilize this to almost appear to vanish when moving to dodge or
       attack, with some being able to move fast enough that their
       attacks are not even visible to the naked eye. When it comes to
       this style, the major downside is that the body focuses on
       agility and speed, so attacks are focused with that in mind. The
       increased power is more an effect at moving at higher speeds,
       but other than that, most attacks are actually a bit weaker
       since speed is more heavily trained for. This means that attacks
       are a bit weaker (though the increased speed increasing power
       and attacking vitals are both means to counter this weakness).
       The training of the mind is also important, as without this
       training, the mind wouldn't be able to comprehend how fast they
       were going which would be a major problem. Some that cannot
       process how fast they move with this style may have to only use
       this in short bursts. Other than that, mostly the same rules
       apply as other styles, where styles, users and experience
       usually combine to determine who will win overall as it is not
       just one factor that decides who would win a fight using a
       style. This is also the most difficult style to master,
       requiring time and effective training no matter the combat
       talent as this style requires building up the body and mind, not
       just learning techniques like most people think.
       - Darkfire Kenpo Substyle: Leiji (Lightning Strike): This is a
       style that is often replicated in other styles just as the
       aspect of flowing water is. Many styles focus on striking fast
       and striking strong like lightning. In this style, users learn
       to do just that. By using the Chrishoken elements of the Kenpo
       style, a Darkfire learns extreme speed, while also having to
       learn Baguazhang to strike opponents. When done correctly, the
       style will often be extremely fast, while also hitting with
       immense impact. When combined with lightning manipulation, users
       of this style are able to hit opponents and then use their
       lightning at the point of impact to blast opponents. While this
       may seem similar to the flowing water style in some aspects,
       this style focuses more on speed and striking power. When using
       this style, most Darkfires not only focus on amping their bodies
       with lightning to enhance their physical stats, but also focus
       on electrocuting their enemies when striking them or when
       blocking attacks. Some users of this style have even thrown in
       some aspects of Judo and Jujitsu to grab, throw or even lock
       down opponents and then use their lightning to electrocute
       opponents (usually as a means to disable them). Like Chrishoken,
       this is a mostly offensive style, designed around overwhelming
       an opponent and not allowing them to get an attack in rather
       than fighting defensively. Users of this style are both fast and
       hit with strong force, making this a great style to use
       offensively. Darkfires that use the grabs, locks and holds also
       have certain other options when fighting up close, which gives
       this style even better use against opponents. However, unlike
       the Chrishoken style that focuses more on offense, this style
       does have some defensive options that are carried over from the
       Baguazhang style. Users can not only use defensive blocks and
       parries, but can also use lightning defensively to electrocute
       people who try to make physical contact with opponents.
       Opponents that want to counter this style will often find that
       the best way to avoid electrical attacks is to use either water
       to short out the style's lightning, or use non-conductive
       clothes or armor to avoid getting electrocuted. Other than that,
       this style can be countered like any other speed based style.
       - Darkfire Kenpo Stepping Method: Sonido: This stepping method
       is the other stepping method used across the Darkfire Kenpo
       style, and seems to be based on hollow Sonido or hollow Sonido
       was based on the Darkfire's art (as it's similar in nature and
       both styles are similar enough to believe that one may have been
       copied from the other, but no one knows which came first in a
       chicken or the egg type situation). This is a supernatural style
       training in movement, in which users are able to move at high
       speeds, replicating certain supernatural beings movements using
       amplified physical stats and techniques. This style of movement
       uses supernatural movement styles in order to utilize their
       speed to the utmost ability. In the case of the Darkfires, they
       use their natural vampire physical amplification of their bodies
       to power the speed boost in this style. When used, this is
       designed to allow users to move at high speeds, covering
       distances between then or an opponent or even traveling at high
       speeds when needed. This style produces an audible boom or
       static when used, which led to it's name which literally
       translates to "Sound Step." Advanced users of this style are
       fast enough to leave afterimages, and some have even figured out
       how to use certain steps in order to leave behind essence that
       creates an almost solid afterimage. While not fully there, the
       image has some substance to it in which a user can do damage
       with this, or use it to fool opponents while they move behind
       them. This style is extremely fast, and when in motion, the user
       will often disappear from view because they move faster than the
       eyes can track. By using this, the Darkfires incorporated this
       into their combat styles, alongside the Kouho Haiho. While the
       Kouho Haiho is used at close range, this is used at mid range or
       long range in order to cover distances, but can also be used in
       close combat due to it allowing fast movement even if one needs
       to move around an obstacle. Some elemental style users have even
       combined this with certain elemental styles to grant them
       certain effects, such as those with lightning may boost their
       Sonido to enhance their movement speed by using lightning
       amplification to increase the movement and power of their body.
       Both stepping methods are essential for any Darkfire Kenpo user
       as the style uses Sonido and Kouho Haiho as a backbone of the
       Darkfire Kenpo style since the legs are usually the foundation
       of most combat styles. This is only a movement method though,
       and not a combat style unto itself, so using it on it's own is
       not always as effective. However, if one wants to counter this,
       they can usually know when someone uses it by the sound the user
       makes when they go into it. If one wants to counter it, there
       are plenty of high speed movement options and other movement
       styles that can counter this depending on the skill of the user.
       As with any style, the user can be overcome when using this
       depending on the opponent's style, skill, experience and
       techniques they may have.
       - Darkfire Kenpo Stepping Method: Kouhou Haiho: This is the
       stepping method used by those who use Chinese Kenpo, being
       derived from the Baguazhang sub-style and modified to work for
       the Darkfire Kenpo style as it's main way of moving around and
       using stepping methods. This technique is focused on dodging
       opponents, and specializes in moving around opponents while
       they're attacking. The key to this technique is how the user
       moves their feet, as when the user steps forward with the right
       foot they can put all their weight on it and that leaves the
       left foot free, allowing them to pivot away to the other side of
       the opponent. The user leaves their upper body in place until
       the very last moment, and by pivoting away, the user moves with
       immense speed when they pivot away. Users often use this in
       order to sidestep opponents and get behind them, in which this
       style is more about moving to avoid attacks. However, this style
       is far from being purely defensive, as this stepping method does
       also have offensive elements to it. The main thing is that this
       makes taking advantage of opponents easier, as the point of this
       movement to the side also can be used to knock opponents
       off-balance by kicking their legs while the opponent is in
       motion. By doing this, users learn to take advantage of an
       opponent's momentum, and use it to their advantage. Because it
       uses the opponent's momentum, not the user's own physical
       strength, most find the throws extremely easy to use when done
       right as this can knock even stronger and larger 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.
       Combat Abilities:
       - Weapon Combat Styles: While the Darkfires are known for
       regeneration, they are also known for physical combat. Depending
       on the Darkfire, Darkfires are skilled weapons users that
       utilize weapons depending on the background and training.
       Depending on the Darkfire, all Darkfires are trained in basic
       weapons styles, with the main basic styles being Kenjutsu and
       Kendo. However, each Darkfire can learn different styles
       depending on their combat abilities. There are many weapon user
       styles, from sword styles, to knife styles to even blunt weapons
       or other weapons. Depending on the skills of the Darkfire, most
       Darkfires choose skills based on their own specific skillset. In
       terms of the Darkfires, there are usually two main types of
       weapon styles that the Darkfires use. The first are the
       swordsmen of the Darkfire clan. Those Darkfires trained in
       swordsmanship, usually among the Darkfires that were former
       samurai in ancient Japan, often have sword styles designed
       around using swords in combat. Some of the more known sword
       styles beyond basic styles include the Shingetsu Style, and the
       Gatotsu style. In these cases, the Darkfires trained in
       swordsmanship often use katanas in combat as their preferred
       weapon. The second most common are the assassin weapon styles of
       the assassin type Darkfires who are trained for stealthful
       assassination. For the assassin type Darkfires, their styles are
       based not just around swords, but the assassin Darkfires tend to
       favor smaller weapons like knives and other weapons useful in
       assassinations. In this aspect, assassin type Darkfires tend to
       favor styles that are more suited to their assassin natures.
       Most assassin Darkfires usually favor some form of Ansatsuken,
       which is a Japanese concept of combat that spawned many assassin
       styles. Some examples of Ansatsuken include Satsujinken
       (Murderous Sword Style) which uses the sword to specifically
       kill opponents, the Sasoriken style (Scorpion Blade) that uses
       certain kill styles using knives to strike like a scorpion, and
       the Sentoken (Whirling Blade) that utilizes a variety of
       different weapons that are used uniquely for assassination
       techniques. Almost all Darkfires fall into one of the two
       categories, no matter how they are trained in their base skills.
       Of course, as one might imagine, there are plenty of styles, so
       a Darkfire can have any style they want depending on if they can
       find someone to teach them. Each style has its own strengths and
       weaknesses, which are different for each style. For example,
       speed based styles might be countered by power based styles or
       vice versa. Dufort doesn't really use weapons, but does know the
       basics of the Shingetsu style (even though he's never done any
       official training to learn the style).
       - Master Weapon Users/Marksmen and Weapon Counter Styles: During
       their time fighting and learning combat, the Darkfires have
       often become a master of weapons, in which most have trained in
       a number of weapons from swords to knives to staves, and even
       many knowing how to use guns. For the most part, Darkfires have
       to learn different weapons to learn different combat styles, so
       the Darkfires will often figure out how weapons work into their
       styles over time and find weapons that they are comfortable
       using. For example, the Darkfires may not be much for using guns
       in combat, but there are many Darkfires who have been trained in
       gun style combat, where many have become expert marksmen even
       among those Darkfires that don't use guns. However, the main
       purposes to train with so many weapons is not just to find what
       the Darkfire is comfortable with, but to train them in how to
       combat and counter weapons. For example, training in guns shows
       Darkfires what to look for in those that use guns, such as
       noticing when the enemy is focused on aiming, or using the
       barrel of the gun as a visual reference to see where the
       opponent is aiming their gun. This works for many weapon types,
       where Darkfires learn to understand how weapons are used and
       learn to recognize how their opponents will use weapons against
       them. While they do get this training in their weapon styles,
       the Darkfires also learn how to counter supernatural weapons,
       where the Darkfires train to combat supernaturals and learn to
       fight supernatural weapons. For example, a Darkfire can find
       ways to counter a weapons user that can fire lightning from
       their sword in some fashion, such as some who may use a metal
       weapon to absorb the lightning from the supernatural weapon.
       Depending on the Darkfire, the Darkfires are experts in weapons
       from using them, to even learning how to counter them. As the
       Darkfires would say: If one wants to counter something, they
       must first understand it themselves. This allows Darkfires a
       much more knowledgeable use of weapons, which they take
       advantage of. While Darkfires do tend to favor certain types of
       weapons depending on the Darkfire, they can use most any weapon
       to some extent, with Darkfires having varying skill with others
       depending on their training.
       - Supernatural Weapons Expert: During the Darkfire's specialized
       supernatural training over the years, which taught them a lot
       about supernaturals, the Darkfires have learned how to utilize a
       number of supernatural hunter weapons that can be used to fight
       enemies even if they are not supernatural hunters themselves.
       Among them include things like silver weapons to fight
       werewolves, holy weapons to fight vampires, and even dragon
       killer weapons to fight human form dragons. Before the varanium
       and stilled silver compounds to negate supernatural specific
       abilities, the Darkfires relied on special preparation and
       supernatural hunter weapons in order to combat supernatural
       threats (though the Darkfires did utilize varanium and stilled
       silver after they started to be used in the present timeline).
       For example, before going into a werewolf infested forest, the
       Darkfires would try to determine what kind of werewolves they
       were fighting, and if vulnerable to silver, they would utilize
       silver throwing knives and other silver weapons if the
       werewolves they were fighting were vulnerable to it. There are a
       number of supernatural hunter weapons that the Darkfires know
       how to use, and know how to utilize them thanks to their time
       spent fighting supernaturals. There are many types of
       supernatural hunter weapons and sub-weapons, but the Darkfires
       have a variety of weapons with some even coming up with their
       own weapons, such as Kindron Darkfire who came up with the idea
       to create spyrite weapons to fight dark spirits when he
       developed a stable spyrite material. Among weapons the Darkfires
       use include silver throwing knives, blessed holy weapons,
       throwing axes designed to take out an opponent's wings, holy
       water for fighting unholy creatures and demons, and even having
       angel blades if for some reason a Darkfire has to fight an
       angel. Depending on the situation and the Darkfire, most
       Darkfires have a collection of weapons. However, depending on
       the weapon, Darkfires do have to be careful, as they cannot hold
       certain holy weapons without special equipment, such as how
       Kindron Darkfire invented special gloves for holding holy
       weapons if one is not able to hold holy weapons/items normally.
       - Other Physical Combat Styles: While Darkfire Kenpo if often
       the favored style used by the Darkfires, the Darkfires do also
       tend to train and learn basics of other styles, whether it is to
       apply aspects to their own style or to learn how styles work so
       they can counter them. Just like weapon styles, the Darkfires
       also train in other combat styles to learn how to counter them,
       where they will even learn how supernatural combat styles work
       so that they can more easily combat them. Depending on the
       Darkfire, some may even choose to specialize in other styles
       other than Darkfire Kenpo if they find another style they might
       prefer. Because of how many styles are out there from official
       styles of combat, to supernatural combat styles, and even a lot
       of unique combat styles, it is hard to list each one. For the
       most part, it comes down to what the Darkfire wants to learn and
       if they can find someone to teach them certain combat styles.
       For the most part, martial arts styles alone are quite numerous,
       and depending on the preferred style of the Darkfire, they may
       find a style better suited to them, such as one Darkfire who
       chose to specialize in Muay Thai rather than the Darkfire Kenpo
       style. There are also many Darkfires who might learn
       supernatural combat styles, which is how many Darkfires come up
       with new variations of the Darkfire Kenpo styles, such as how
       some of the elemental substyles were inspired by aspects of
       other supernaturals (such as the elemental step abilities having
       some inspiration from the Hazeldine's unique elemental steps to
       match their own elemental combat styles). The most important
       aspect of combat though for the Darkfires is learning to master
       their own combat potential, and all their combat styles are
       based on this aspect. There are a number of combat styles
       available, so listing them all is impossible, but a general
       common thing is that the more styles one knows, the harder it is
       to master them all. While having multiple styles does allow one
       to mix and match aspects of styles more easily, trying to train
       in too many styles can limit one's combat ability. Another thing
       to note is that style has its own strengths and weaknesses. For
       example, grapple and throwing styles require close combat and
       making physical contact with opponents, or styles relying on
       power may be countered by speed-based styles that can dodge the
       power based style. Dufort usually defaults to his Darkwolf
       combat style, which is his primary combat style.
       - 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). Dufort has extensive
       knowledge of how to fight spirits, partially thanks to his
       werewolf alchemist training, and also thanks to his training
       with London Kindron to learn spirit purification.
       - Werewolf Alchemist Spirit Combat Knowledge: Because alchemists
       typically have to learn to fight spiritual opponents (due to
       them having to fight things like hollows and dark spirits),
       alchemists typically have a huge knowledge of how to fight
       spiritual opponents. This isn't just about blasting opponents,
       but alchemists have combat knowledge of how to attack spiritual
       opponents by using their spirit purification in physical combat
       as well as weapon combat. While the techniques of using spirit
       purification to attack spirits may work well, there are times
       where alchemists may want to attack spiritual opponents using
       physical attacks. Alchemists are extremely skilled at combating
       spiritual type opponents, and can apply this aspect of their
       combat to any part of their combat. There are usually two
       aspects to this style. The first is one may learn to utilize
       spirit purification techniques into their physical combat
       (usually by combining spirit purification spells with physical
       combat techniques). Among more popular methods of using this are
       magic bio-alchemic amplification of physical stats using
       bio-alchemy, or some users may learn to release blasts of spirit
       purification power from their physical attacks using shockwaves.
       This can be used a variety of ways, as it mostly just depends on
       the user, the techniques and abilities they have, and how
       creative they get with their attacks. The second aspect of this
       style is applying spirit power to physical attacks, whether they
       are physical combat or weapon combat techniques. While most
       alchemists do have their own combat styles, most are able to
       also apply their spirit knowledge to their physical combat in
       order to not have to waste power on techniques all the time. For
       example, an alchemist could apply this to a martial arts style
       and they could use physical attacks on a spirit while still
       doing damage to the spirit. This applies as well to weapons,
       where alchemists can apply spirit combat to weapons in order to
       attack spiritual enemies. This is a basic aspect of combat that
       many alchemists learn, and depending on how it's used, users can
       still be countered like normal combat styles. Aside from the
       spirit component of this aspect of combat, an opponent can still
       counter, and some opponents may counter this more easily (such
       as hollows and dark spirits may have their own ways to counter
       this even if this is still very effective on them as well).
       - Supernatural Training: Supernatural Strengths and Weaknesses
       Expert: Since most supernaturals have to fight other rival
       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
       will go after only rival supernaturals like werewolves might go
       after rival werewolves or vampires), most supernaturals can
       learn to fight many other types of creatures as well depending
       on their training. And depending on their training, most
       supernaturals have to learn how to fight different types of
       creatures whether they want to or not once they start training
       (as many supernaturals will get hunted down by not only other
       supernaturals, but by supernatural hunters for simply existing).
       Depending on the supernatural, 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 many types of races, including
       spells, exorcisms and traps used against almost all manners of
       supernaturals. Depending on the age and experience of the
       supernatural, most learn as much about killing other
       supernaturals as they can, as the more they know about fighting
       supernaturals, the higher their chance of survival against a
       wide variety of possible threats they may encounter. Of course,
       supernaturals 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 to balance knowledge and experience when fighting
       supernaturals, and being sure to know the strengths and
       weaknesses of most supernaturals if they want to survive, since
       threats may come in all shapes and sizes. Of course, this can be
       limited depending on the knowledge of a user, where some may not
       know about certain creatures, such as how the The'Galin were not
       in any history books before they just suddenly appeared, and
       only angels and demons from before time began knew of them.
       - Supernatural Training: Supernatural Hunting and
       Tracking/Tracking Avoidance: For the most part, supernaturals
       have to learn specifically how supernaturals are tracked, not
       just so they can track their enemies, but to learn how those
       like supernatural hunters might track them . Because
       supernaturals are getting smarter and learning to counter
       supernatural hunters, supernatural hunters have to be creative
       in how they handle tracking supernaturals, which also means
       supernaturals must adapt in response in a never-ending cycle.
       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 supernaturals can use
       tracking more effectively to learn more about the supernaturals
       they're tracking. For example, many supernaturals that don't
       rely on supernatural senses may use foot prints to track an
       opponent, but master level supernaturals 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,
       supernaturals 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 supernaturals 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 supernaturals have to
       understand that and use that knowledge to their advantage.
       Supernaturals 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. And while some may learn to use hunting and
       tracking without supernatural senses, many supernaturals also
       have supernatural senses that can also help them more easily
       track or sense potential enemies they may encounter, or
       potential enemies that might be tracking them.
       - Supernatural Training: Exorcism, Weakness and Trap Knowledge:
       Most supernaturals have to learn how to use exorcisms and traps
       for a multitude of creatures and mythologies, due to exorcisms
       and traps being something that can possibly save their lives
       against certain types of enemies. 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 and supernatural hunters are weak to, and how to
       cast out stronger supernaturals than they can handle if they
       want to survive. Supernaturals can 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 and human these days know that holy oil
       works well for trapping angels, and many 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 trying to learn to
       overcome. Most supernaturals 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 supernatural hunters who have come
       up with new tricks as more and more supernaturals are trained in
       supernatural hunter tactics. As such, many supernaturals that
       are experienced have had the time to build up their knowledge
       and even amateur supernaturals have learned about traps and
       exorcisms to some degree as there are numbers of cases where
       knowledge of this can help save a supernatural's life if used
       properly even against some stronger opponents. Some
       supernaturals have learned a lot about these not just through
       books, but by watching other supernaturals and watching
       supernatural hunters. Some even have unique ways to take
       advantage of these based on their knowledge and creativity, such
       as one set of supernatural hunters, who came up with the idea to
       carve devil traps onto bullets in order to prevent a demon from
       being able to leave the body they are in, which supernaturals
       took and used to counter demons as well.
       - Supernatural Training: Supernatural Hunter Extermination
       Experts: Supernaturals who want to survive supernatural hunters
       have to become experts in supernatural hunting techniques.
       Besides just using them to fight other supernaturals,
       supernaturals also have to use supernatural hunting tactics to
       counter supernatural hunters that hunt them. Most supernaturals
       will learn how supernatural hunters operate, whether the hunters
       are human, werewolf, vampire or even demon or angel. In order to
       survive, supernaturals learn everything they can about how
       supernatural hunters operate, and how to avoid most supernatural
       hunter traps or tracking. This is another aspect that makes some
       supernaturals even more dangerous, as many supernaturals in
       recent years have had to learn ways to counter supernatural
       hunter traps and learn quickly the tricks supernatural hunters
       used to find and combat them. Because all supernaturals do
       encounter supernatural hunters from time to time that will try
       to kill them (Some will hunt down supernaturals for simply
       existing), they will often not only learn through books and
       training, but most end up having to fight to survive against all
       manners of creatures (not just humans, as there are even
       supernaturals who act as supernatural hunters in some places).
       Usually, hunters will hunt down almost any supernatural creature
       even if some may only ever go after dangerous supernaturals, as
       many hunters will see supernaturals as enemies. Because of this,
       supernaturals have to learn quickly about how to avoid, counter
       and kill almost any manner of supernatural hunters (many only
       kill supernatural hunters when necessary, though the less moral
       ones will actively hunt down and kill supernatural hunters to
       protect themselves). Most supernatural hunters have to be very
       creative about how they lure out spirit users like many
       supernaturals, because of the fact that most learn over time how
       supernatural hunters work, where supernatural hunters have to
       learn new tricks and supernaturals have to again learn the new
       tricks in a never-ending cycle.
       - Supernatural Training: Presence Suppression/Crowd Blending:
       Most supernaturals have to learn how to blend into crowds and
       learn to avoid suspicion in order to avoid things like
       supernatural hunters. It used to be that supernaturals had to
       operate in secret in order to avoid the secrets of supernaturals
       existing from getting out as was the unspoken rules before
       supernaturals were revealed to the public. While that is not a
       focus anymore, supernaturals still learn to blend into crowds
       and learn to avoid suspicion from normal people, mostly to avoid
       unnecessary attention. 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, supernaturals
       often learn the best ways to avoid drawing attention to
       themselves in crowds, learning methods to keep suspicion off
       them. For example, some supernaturals will have ways to hide
       their weapons or supernatural items 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
       anything they might carry with them. Because a lot of
       supernaturals aren't human, many supernaturals also have the
       help of supernatural abilities to help hide their presences, and
       even humans can learn things like the assassin's wavelength to
       help them avoid detection by supernaturals and supernatural
       hunters. 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 to be able to avoid suspicion from
       supernaturals they are hunting or from supernatural hunters (as
       many supernaturals are always on the lookout for hunters). The
       Darkfires, no matter how they're trained, use this to blend into
       crowds whenever they can, as they often don't want to draw
       attention to themselves, which has become quite important over
       the years both to hide form supernatural hunters, but also to
       hide form enemy supernaturals.
       - Stealth, Stealth Killer and Infiltration Expert: While some
       would consider many Darkfires experts in this, almost all are
       experts in stealth and infiltration with varying degrees of
       knowledge. As one might expect, assassin trained Darkfires are
       the most trained in this, though the other Darkfires like the
       swordsmen of the Darkfires do also have to learn this as well.
       There are usually two methods favored by the Darkfires. The
       first is the more unpopular method where the Darkfire will often
       kill anyone in their path, in which the Darkfires that use this
       thinking usually operate under the assumption that one can't be
       found if everyone who can find them is dead. There is an
       advantage to this, as Darkfires who use this method will be able
       to avoid detection by killing people along a path and then not
       have to worry as much about having to sneak past those same
       people, but the downside is that if new people show up and see
       the bodies, they will know something is wrong without fail. Of
       course, there are some that will use non-lethal force to take
       down opponents instead of just killing them, as some Darkfires
       tend to not want to kill people they believe might be innocent,
       or some that may try to avoid killing unless absolutely
       necessary (And this is usually one of the more popular methods
       of infiltration among Darkfires). The only real problem with
       this method is that groups with strong communication are more
       likely to realize someone is attacking their group if they try
       to call out to someone only to find that they're not answering.
       The last option (and the most popular one among the Darkfires)
       Darkfires have is that some of them learn to sneak by without
       encountering enemies, which is favored by most Darkfires to
       avoid combat, and avoids a major weakness of the first method in
       that those with strong communication will be less likely to
       notice a Darkfire sneaking around if the Darkfire is not
       disturbing the area. However the major weakness of this method
       is that sneaking past without encountering enemies may result in
       less casualties, but Darkfires will have to avoid encounters
       before and after they accomplish their missions since they will
       often have to go through an area to get to where they're going
       and then go back through an area in order to leave that area.
       Darkfires are very good at this, even if they aren't trained in
       assassination, though assassin Darkfires are the best at using
       this to get past both supernatural hunters and supernaturals
       (though getting past some supernaturals may require preparation
       and specific items or strategies to avoid detection). However,
       stealth only goes so far, and depending on the skill level of
       the Darkfires, they may or may not be good at this (for example,
       assassin Darkfires are often masters of this, but swordsmen
       Darkfires are usually not too focused on stealth since they
       rarely ever have the need to sneak around).
       - Murderous Intent Sense: This lets those with this sense when
       an attack is coming, usually by being able to tell when someone
       has the intent to kill. This is a skill most warriors get by
       fighting constantly for many years, learning how to sense
       someone's murderous intent usually through encountering it
       first-hand enough that they start to develop a strange sense
       that lets them read people and be able to tell when someone has
       the intention to kill. This lets the user read their environment
       as well as the people around them in order to see what attacks
       might be coming their way by reading an opponent's body language
       and the "sense" of people around them. This gives them a passive
       sense of reading people who might try to hurt them, as they can
       sense when someone is ready to attack, and most people can
       usually sense when that murderous intent is aimed at them. Some
       can sense this literally as an aura through things like ki
       sense, but most sense it in an instinctive way once their
       instincts have been developed through constant fighting and
       battles. This gives the user time to predict an attack, and to
       some extent, helps the person predict what opponents will do in
       a fight by reading their murderous intent. For example, by
       reading an opponent's body language, such as how they move or
       how tense they might be, a user of this can read opponents
       movements in order to predict how they will fight or attack, as
       some have developed entire fighting styles predicting people
       through this method, such as the Hiten Mitsurugi sword style
       that uses this to predict opponents. However, this sense is not
       perfect, and some opponents can't be read if they can disguise
       their murderous intent or they learn skills that can trick
       people with this sense. Those who have no ability to feel
       emotions also don't give off this murderous intent, as those who
       don't have emotions don't feel the intent to kill. This sense is
       usually pretty reliable unless one can suppress their murderous
       intent, and is usually instinctive among people who have seen a
       lot of battle and those that have fought for their lives
       multiple times. The only real way to develop this is experience,
       as no amount of training can truly grasp how this sense truly
       works as it is only a passive ability that one can pick up by
       experiencing murderous intent firsthand from enough people that
       they learn to recognize the murderous intent in the feelings
       they get from people.
       Combat Passives, Resistances and Affinities Skills:
       - Darkfire Natural Combat Talent: Celestian/Vampire Hybrid
       Combat Adaptibility: Dufort has a rather unique combat talent
       that he gained as a Darkfire/Celestian hybrid. Thanks to his
       training, Dufort has an almost unnatural talent to adapt in
       battle. Dufort is able to use his Darkfire combat talents
       alongside his Celestian adaptability, which grants him a unique
       combat talent. In battle, Dufort adapts to his opponent's, where
       he is able to adapt his body if he takes damage to strengthen
       itself against the same damage being done again. This
       essentially lets Dufort adapt to opponents and abilities, where
       his body will adapt and as he adapts to different powers and
       abilities, he takes less damage as his body starts to adapt to
       handle the power he is being affected by. For example, if he his
       constantly being hit by wind attacks, his body will adapt to the
       wind, in which his body will try to cushion the impacts of the
       wind attacks. And as he takes more hits, he will adapt more
       easily and gain stronger resistance to abilities. This makes
       Dufort a particularly dangerous combatant, due to the fact that
       he can adapt to almost any opponent, and gain resistances during
       battle to attacks. And when used alongside his natural Darkfire
       combat talents that allow Dufort to adapt more easily in battle,
       this allows Dufort to adapt far more than most other combatants.
       Typically, the more damage Dufort takes, the more resistance he
       gains as a result. Dufort is able to adapt to almsot any kind of
       ability or opponent, to a point where even physical attacks
       become less effective as Dufort learns how an opponent fights
       and how their style works. However, while useful, this
       resistance only comes about as Dufort takes damage. While more
       damage means more resistance, this also means that Dufort has to
       take the damage in order to gain the resistance (meaning Dufort
       would have to deal with the damage alongside gaining the
       resistance). Also, after the battle, if Dufort doesn't use the
       resistances he gains, then he will lose them, due to his
       adaption being a double edged sword. If he doesn't fight for a
       time, he will lose those resistances he gains, and then have to
       regain those resistances from scratch.
       - Darkfire Inherited Ability: Natural Combat Talents: Every
       Darkfire is born with unique combat talents. Since the Darkfires
       are a vampire clan and a family that learns combat from an early
       age to learn how to master themselves, the Darkfires are all
       born with some form of combat talent. This combat talent comes
       in a variety of forms depending on the Darkfire and what natural
       talents they are born with. For example, there are many
       Darkfires born with supernatural combat adaption where they
       develop a natural talent for subconsciously adapting to
       supernatural combat. For example, Hei Darkfire has a natural
       talent for adapting to his enemies combat style, where he can
       adapt to almost any combat style and learn how to counter it
       during combat. Some Darkfires could develop natural talent for
       other things though, such as some who have an instinctual combat
       sense that lets them instinctively recognize threats and avoid
       danger (with such Darkfires usually having some instinctual
       dodging ability). Among other natural talents include Darkfires
       who may have natural talents for certain weapon styles or
       skillsets. As mentioned, this combat talent is different for
       each Darkfire, and some may even have multiple natural talents
       (Such as Kindron Darkfire who had a natural talent for using a
       sword, a natural high IQ, and a natural combat adaption talent).
       This isn't just limited to how to fight though, as some even
       gain specific intelligence or reflex based talents that might
       not always apply to combat. Depending on the Darkfire and their
       talents, this comes in all shapes and sizes, making it hard to
       list each case of this, but the results usually blend together
       and most end up in the same result: The Darkfires are naturally
       talented in combat, and are not to be underestimated. While the
       Darkfires aren't skilled enough to take out every single threat
       out there, the Darkfires are very skilled warriors who have
       natural talents for combat that they have to figure out and
       train up. Of course, natural talent can only go so far, so it is
       important to note that the Darkfires also train their talents
       and don't just rely on the natural talent. This talent can be
       overcome by some opponents, especially among those that have
       natural talents of their own, or some that have no talent can
       overcome a Darkfire's talent if they are skilled enough through
       training or experience. Also, it is rare, but some Darkfires
       might be born without natural talents and can only get stronger
       through intense training to push beyond not having natural
       talent. Typically, this type of combat talent grows stronger
       more quickly when the Darkfire is younger, but levels out when
       the Darkfire reaches a certain older age once they reach a
       certain level of combat talent. This means that Darkfires
       usually have more growth when they're younger when they're still
       learning, but their growth slows down when they get older and
       their talent comes more from experience.
       - Darkfire Trained Ability: Trained Combat Talents: The
       Darkfires are not just naturally talented, and as mentioned
       before, the Darkfires train in combat at an early age. Whether a
       Darkfire has natural talent or not, the Darkfires all train in
       combat in order to build up their skills. There is something to
       be said for experience in combat helping a warrior grow, and the
       Darkfires are no different. Through training and experience, the
       Darkfires build up their combat from the ground up, to the point
       that most Darkfires will go so far as to train the basics for
       years before they move on to more advanced training in order to
       master the basic foundations of their skills which gives them a
       better ability to learn new things once they have mastered the
       basics. Just like the natural combat talents, this talent comes
       in a variety of forms, but the result is the same: Every
       Darkfire trains their combat to the best of their ability, and
       trains to gain the most of their combat. Through training and
       experience, the Darkfires can learn different things about
       combat. Among some of the more common trained combat talents are
       those that learn to adapt to opponents through experience, such
       as those Darkfires that were experienced with fighting the
       Hazeldines tailored their combat when fighting them to counter
       the Hazeldines combat styles. And some Darkfires may even learn
       to counter other opponents abilities through things like
       strategic thinking or by utilizing certain combat abilities in
       response to certain abilities in order to counter them. As time
       goes on, the Darkfires train themselves to use this more and
       more easily, where they may even use this combat talent without
       thinking, such as one experienced Darkfire who had trained to a
       point where they were able to dodge attacks instinctively as
       they had such combat experience that they could subconsciously
       recognize threats. The more experience one gets, the better the
       talent will become, no matter what trained combat talent the
       Darkfires develop over the years and no matter how much or how
       little natural talent the Darkfire has. Usually, the most common
       one is learning to adapt to combat styles as the Darkfires learn
       about more combat styles, or learning to adapt to certain
       supernatural combat by studying how others fight. As one might
       imagine though, this is something that also only goes so far
       depending on the Darkfire. This kind of combat talent starts out
       slow, but as the Darkfire trains, they gain more ability to
       learn as time goes on. Of course, all combat talents can be
       countered by stronger combat talents, or by opponents that might
       have special training to counter combat talents (usually through
       combat talents of their own). Typically, this is a combat talent
       that starts out small, but grows over time, in which this talent
       usually becomes stronger as the Darkfire's get older and more
       experienced. This typically gets stronger as the ability to
       adapt lessens as a Darkfire gets older, meaning that older
       Darkfires rely more on experience than natural talent.
       - Peak Combat Training Skill: Fast Healing: Whether human or
       supernatural, anyone can train in combat. Many who train may not
       have supernatural healing or other recovery skills that are
       specific to some races. However, through physical focus and
       training, combatants can learn to train their bodies to heal
       more quickly, by training their bodies into peak physical
       condition. Even among combatants with regenerative abilities,
       combatants will often train their bodies up so that they heal as
       quickly as possible. For example, a deep cut (as long as it
       doesn't puncture an organ or other vital spot) could heal in a
       few days (whereas most humans it would take months-years to
       heal), or certain smaller injuries could heal in a matter of
       hours. This utilizes peak human condition to train the bodies,
       and is not actually supernatural regeneration. For those with
       regeneration, it is still useful to learn this, as healing more
       quickly and effectively through combat training reduces the
       amount of work a supernatural regeneration would have to do
       (thus saving energy). However, those without supernatural
       healing rely on this more because this is their only real means
       of recovery. because this is gained through simple combat
       training and not through supernatural power, this particular
       faster healing is not negated by things like varanium or other
       regeneration negation abilities since this power is not any form
       of supernatural or even tech based regeneration. While it is
       possible to enhance healing with cybernetics and use nanobots
       produced by certain companies to heal even faster for tech based
       regeneration in many cases, it is still useful to learn this
       training. As one might imagine though, this is only an enhanced
       normal human healing, and doesn't use supernatural regeneration
       which means that certain injuries cannot be healed naturally.
       For example, a combatant who loses a limb cannot regrow a limb
       simply from using this healing, and this normal healing cannot
       be used to heal from fatal injuries without help from someone
       who can heal them before they die. This means that users with
       this can still be killed like normal if they are forced to only
       rely on this. And those with supernatural regeneration still
       have the same weaknesses as normal, such as regeneration
       negation.
       - Peak Combat Training Skill: Body Strengthening: This is
       another peak combat training skill that comes with training
       one's combat abilities. For combatants, most know that their
       body is their most important weapon they have, and have to train
       it to the best of their ability. Just like other combat training
       skills, combatants train this skill up as they train in combat,
       and can learn a number of ways to combat enemies. For the most
       part, this skill usually involves training one's physical stats
       to their peak, specifically strength, speed and agility. While
       durability and defense are also trained, this training focuses
       on strengthening the body's offensive skills, and training their
       movement options and combat options to their peak. Those that
       train in combat learn to build themselves up in strength, speed
       and agility. Some even work on things like flexibility and
       fluidity, so that they can move more easily. Typically, each
       combatant has a different mix-up of stats, where the specific
       stats are usually determined by a number of factors such as body
       type, build, and even race the combatant is (different races may
       have different physical capabilities, such as how werewolves may
       focus more on agility and movement). This can be trained a
       number of ways, but the best way one can train is to just keep
       pushing themselves physically, and eventually train themselves
       to the level that they want. Those that have this training can
       reach higher levels of physical ability that those without
       training can attain, and those that use this push their physical
       combat abilities to their max ability. While this isn't strong
       enough to push everyone into the highest levels of combat, this
       does often help even humans train to levels that allow them to
       at least try to keep up with some higher level opponents.
       Typically, the training depends on the combatant and their
       specific combat talents, but this is something that every
       combatant can learn even if they are not a supernatural.
       However, those that train this should know that this training
       can be countered by opponents with higher stats, or opponents
       with stats that counter theirs (such as using speed to counter
       pure strength). Each combatant usually has specific
       combinations, but each combination has some form of counter in
       some way among other combatants.
       - Peak Combat Training Skill: Enhanced Precision Body
       Control/Movement: For almost any combatant whether they're human
       or supernatural, few things are as frustrating as attacking an
       enemy and not being able to be precise or not properly using
       one's physical abilities. Any combatant that learns combat is
       going to, at some point, have to learn precision movement and
       control of their actions in order to utilize their combat
       training to the best of their ability. In order to train this,
       combatants build themselves up in learning to control their
       movements, and train themselves to precisely control their body
       and actions, usually through combat training. In this training,
       a combatant learns to specifically move and put their force of
       movement as fully into their attacks and movements as they can,
       which is designed to allow them to focus on movement and control
       during training so they can use precision control of their
       bodies when fighting. Depending on the combatant, there are many
       ways to do this, but most combatants train by learning to move
       with precision in their basic training, only moving the exact
       amount that they want to move. Upon learning to do this, they
       not only gain specific movement abilities, but advanced trained
       combatants often learn to better focus their physical strength
       and abilities with their more efficient movement and control. At
       first, combatants may not control their movements great, but as
       they get more experienced, they eventually learn to control
       their movement instinctually, as they eventually learn to do
       this passively. Some can even use this training to more easily
       move in battle, reducing the effects of things like friction or
       air resistance as some learn to move more efficiently as they
       train. This is a necessary skill that increases one's accuracy
       in combat, and is a necessary skill for any combatant since all
       combatants have to move effectively to be able to fight at all.
       Those that aren't skilled in this may not be able to move as
       effectively, and if they hesitate in battle, it can mean the
       difference between life and death.
       - Peak Combat Training Skill: Enhanced Durability and Defense:
       Just like with other combatant training, combatant's also train
       their body's physical durability and defense as a means to
       protect themselves and make their bodies stronger. While
       different combatants train in different ways, most train
       specifically to push their durability and ability to take hits
       to the limit of their potential, whether they are human or
       supernatural. Many often have to train themselves up in some
       way, depending on what they may have to face. Depending on the
       combatant, they may have a number of methods to train up their
       durability and defense. For example, more extreme combatants
       cause constant damage and train the body to heal and recover
       faster, or some may focus more on training through body
       strengthening combat techniques. As some may know, the body can
       strengthen itself as it gets hurt in order to adapt, such as how
       bones will grow stronger after being broken, which is often
       something combatants can take advantage of. This is made even
       more effective among supernaturals who use this, because with
       things like supernatural regeneration, this can be even more
       effective since supernaturals recover faster. Some combatants
       have become strong enough with this training to gain strong
       enough durability that their body becomes hard to pierce as they
       strengthen their bodies. Most combatants usually train up their
       durability as much as they can so that they are ready to take on
       many forms of threats, and thanks to this, many have to train
       their defense and durability as a result to avoid being killed
       by stronger opponents. Of course, as one might imagine, this
       durability training doesn't prepare for every eventuality, such
       as some stronger enemies can still overpower this training.
       Overall, while many combatants can show that they are strong,
       there are still many out there that can overpower and kill them.
       - Supernatural Enhanced Mind: Enhanced IQ, Reflexes and/or
       Memory: Depending on the supernatural, most supernaturals have
       enhanced minds thanks to their supernatural power. The first
       thing that is enhanced is their intelligence, in which some
       supernaturals gain certain intelligence boosts depending on what
       kind of creature they are and what supernatural power they
       possess. This has a few uses, such as allowing a supernatural to
       more easily learn information, or might help supernaturals
       develop strategies for certain situations. Depending on the
       supernatural, some might gain stronger intelligence than others,
       and depending on the race, they may have ways to utilize this.
       The second enhancement is to the supernatural's memory, where
       supernaturals can have very good memory thanks to their
       supernatural enhancement of the mind, especially if they do
       things like focus through meditation. Those with this will often
       have a hard time forgetting things, and some smarter
       supernaturals may even have a photographic memory or eidetic
       memory. The last enhancement that supernaturals may gain is the
       enhancement of their reflexes, which allows them to react much
       faster than most creatures can, especially if they are trained
       in combat. Depending on the supernatural and the training some
       are able to utilize these traits depending on the supernatural.
       Each supernatural usually has a different combination of these,
       where they will have different levels of enhanced mind.
       Typically, all of these enhancements work in unison, and
       depending on the supernatural, the balance of enhancements may
       be different depending on the specific supernatural, and their
       natural abilities (such as smarter supernaturals might gain
       better intelligence, but more combat-based supernaturals could
       gain stronger reflexes). Typically, most supernaturals are
       either balanced with a slight increase to all their enhanced
       mind stats, or they can specialize in specific stats for higher
       stats, but this usually means lesser stats in certain other
       aspects as a result (Like an enhanced intelligence and reflexes
       might have poor memory). This depends on the supernatural and
       the enhancements, and certain things like physical training or
       mental training may also enhance certain other traits as well.
       For the Darkfires, they specifically train the body and mind,
       where they often gain enhancements to all their mind abilities.
       They mostly focus more on training than natural boosts (which
       they do gain slight boosts to all their mind stats, making them
       start out as lesser enhanced but enhancing all their stats).
       Dufort is a rare case of having all three aspects at higher
       levels. He has an almost immeasurable IQ thanks to his natural
       intelligence being born of an alternate Zelpharia, a great
       memory due to his extremely high IQ allowing him to retain
       information easily, and his combat reflexes are very high due to
       his combat training in both Darkfire Kenpo and Darkwolf
       Instinctual Combat.
       - Enhanced Intelligence Talent: Immeasurable IQ: Whether
       supernatural or human, there are plenty of people with high IQs.
       However, beyond a certain point, IQs become immeasurable, due to
       IQ tests only ever reach to a certain point. For humans IQ
       tests, IQ tests only go up to 200. While some races can go
       higher in terms of intelligence measuring, those with high
       enough IQs cannot be measured by current IQ test standards. This
       usually indicates genius level intellect, which can be used by
       those with natural intelligence. The first thing to note is that
       those with high IQs tend to have a strong way to retain
       information since IQ tests measure how easily people recall
       information, where some have idetic or photographic memories, or
       some just keep information they are exposed to much more easily.
       This often leads to those with high IQs being able to build
       their knowledge much more easily, since they retain almost any
       information they gain which allows them to learn what they want
       much more easily. The next thing this applies to is a person's
       problem solving skills, where higher IQs are usually more
       creative about how they approach problems and solve them. It
       doesn't matter whether one is human or supernatural, but high
       enough IQs can mean someone is incredibly intelligent, and
       usually great at problem solving and retaining information.
       These types of intellects have the capacity to be some of the
       smartest minds among others, where those with this usually
       utilize natural intelligence that is far beyond the norm. This
       manifests in different ways for different people but the end
       result is usually the same. However, it should be noted that
       while having an immeasurable IQ is impressive, it doesn't mean
       one has infinite intelligence. IQ tests that cannot measure
       someone's IQ doesn't mean they have infinite IQ, but instead
       just means that their IQ is at a level that just can't be
       measured accurately. And as one might guess, each person has
       their own intelligence potential, which they must master and
       figure out their own unique intelligence talents. Also, while
       one has a high IQ, that doesn't mean those with lower IQs will
       always lose to others in intelligence. It is always possible for
       people with high IQs to make mistakes just as those with lesser
       IQs do, and those with lower IQs can still find ways to get the
       better of higher IQs if they are creative enough. Dufort has a
       very high intelligence, one that cannot be measured by Celestian
       standards or by human standards. Dufort is able to retain
       information he gains very easily thanks to his intelligence, and
       he is far smarter than most other Celestians and others with
       high IQs.
       - Unique IQ Talent: Technology and Engineering Knowledge Expert:
       Dufort has plenty of experience with technology and engineering,
       where he has specialized in this during his time with his
       mentor, Wykoth and during his time with the Crow Mercenaries.
       Dufort has a high knowledge of technology, to the point where he
       is able to build technology and come up with plenty of new ideas
       for upgrading technology. Dufort has a knowledge of technology
       and engineering that surpasses that of most beings, to the point
       where he has become the Crow Mercenaries resident technology
       expert, and whenever anyone has trouble with building something,
       they will go to Dufort for assistance. Dufort's knowledge of
       technologies like Wraith tech, Celestian tech, and even
       knowledge he's gained about other technologies he's studied over
       the years like Asgard or Federation tech. Dufort has even worked
       on machines like the T-800, and has a knowledge of AIs, robots
       and other artificial beings. Dufort's knowledge is pretty
       expansive, and with his creativity and knowledge, he has become
       an expert on technology and engineering. While he doesn't know
       nearly every piece of technology in space and time, he has been
       exposed to a lot of things through his mentor that have left him
       with intelligence of a lot of things that most wouldn't be able
       to replicate. For example, after seeing a Federation food
       replicator just once and studying it with his psychic power, he
       was able to start building them on his own and even making some
       enhancements to the food replicators. Dufort's knowledge is
       fairly expansive, and he has even made modifications to time
       lord technology to make it more efficient despite not being a
       time lord himself. Overall, Dufort is a big expert on technology
       of many kinds, and this means that there is little tech that
       Dufort cannot figure out with enough experimentation. However,
       it should be noted that Dufort doesn't know every technology out
       there, as he has never had experiences with certain techs, for
       example he has never analyzed the Cybermen or the Borg, and
       doesn't know every ounce of tech. The only tech Dufort knows is
       what he's been exposed to or he's made himself, so new tech can
       confound Dufort until he has had time to analyze and learn how
       the tech works.
       - Unique IQ Talent: Quantum and Spacial Event Calculation:
       Normally, only time lords would have the knowledge to sense or
       calculate quantum and space-time events. Time lords usually
       specialize in being able to analyze these kinds of events, where
       they are specifically tailored to learn how to analyze these.
       However, Dufort is able to match and sometimes even surpass time
       lords when it comes to calculating quantum and space-time
       events, due to his enhanced IQ. Dufort's ability to calculate
       quantum and space-time events has led him to calculate a number
       of events that only time lords have been able to calculate,
       which has led to Dufort's ability to calculate quantum and
       space-time events to be very useful. And unlike time lords who
       have space-time senses like precognition where they can see a
       flow of different timelines at once, Dufort doesn't have the
       same enhanced senses. While he has Celestian senses of being
       able to sense space-time, he doesn't have the same level of
       space-time awareness that time lords have since he himself is
       not a time lord. This makes Dufort's ability to match a time
       lord all the more impressive, due to the fact that he can
       calculate things that no normal person should be able to
       calculate. Dufort has accurately predicted a number of events,
       and with powers like his pattern recognition and answer-talker
       ability, Dufort has abilities that can help him predict events
       without needing time lord senses. Dufort can predict things that
       normal people cannot, as he has been able to predict events that
       even computers couldn't accurate predict. For example, Dufort
       can easily calculate things related to stars, such as when stars
       will change forms and even being able to predict when stars will
       go supernova or when they will become black holes. This
       knowledge goes very far, where Dufort's ability to predict
       events often seems like precognition to a lot of people.
       However, in order to predict events, Dufort has to have certain
       knowledge, such as when predicting stars changing, he has to
       know enough about stars in general. Also, while this is great
       for predicting space-time events, this doesn't mean that Dufort
       is always right, as he has been wrong on occasion if there are
       mistakes or other factors that he doesn't account for.
       - 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. While not a born werewolf alchemist, Dufort gained
       his spirit purification affinity by making a deal with spirits
       to protect them, where the spirits gave Dufort a spirit
       purification affinity so he could learn werewolf magic based
       alchemy despite being a vampire.
       - Darkfire Elemental Power Affinity: There are a few ways to
       gain the elemental power necessary to become a Darkfire. The
       first is to be born into the family specifically with at least
       one parent being a Darkfire or turned into a Darkfire through
       being turned by a Darkfire which grants a natural elemental
       power affinity, or the second is to be adopted into the clan and
       trained in the clans abilities (usually with either a trained
       elemental ability or a learned one). Either case that happens
       though, the Darkfires become naturally tuned to the power of
       elemental energies thanks to their training and affinities. By
       tuning to the power of the elements, the Darkfires utilize their
       unique affinities for elemental abilities. If a Darkfire is born
       without an affinity for elemental power, there are methods of
       helping a Darkfire learn affinities through training. Of course,
       as one might expect, the Darkfires specialize in elemental
       power, and can natural adapt to gain stronger elemental power
       through training. Not only do Darkfires learn elemental power
       more easily, but they are even able to analyze other uses of
       elemental abilities used by others in order to gain new
       abilities by applying certain aspects of other elemental and
       alchemic magic to their own. Depending on the Darkfire, there
       are those that are smarter than others, and may watch others to
       come up with unique ideas, or some might gain more elemental
       knowledge through other means such as studying chemistry and how
       elements interact. Of course, as one might expect, this affinity
       mostly only applies to their elemental power, and this affinity
       does make them more vulnerable to things that counter elemental
       energy. For the most part, Darkfires have affinities for their
       elementals they possess the ability to learn, but that doesn't
       meant that counter elements cannot still be used to counter the
       Darkfire's elementals. For example, a dark flame user might have
       a talent for manipulating fire, but ice and wind being used to
       stop their fire can still work as long as the person with the
       counter element knows more about countering than the Darkfire.
       - Darkfire Elemental Resistance/Immunity: With the Darkfire's
       elemental abilities, the Darkfires also gain a certain elemental
       resistance/immunity. When it comes to the elements the Darkfire
       controls, they gain an immunity to those elemental powers, which
       is usually shown by their ability to not only take no damage
       from elements but by also being able to absorb elements they
       control. When it comes to elements they control, they also are
       nearly immune to other variations of their elements, such as a
       fire user would be immune to most kinds of fire (though
       depending on the type of flame, other powers in the flame might
       do damage). Darkfires gain a very high resistance to elements,
       and usually don't take extra damage unless under specific
       circumstances, such as a holy energy elemental might damage them
       with the holy energy if they don't have a holy version of the
       elemental. However, this doesn't just apply to the elements they
       control, as they also gain a resistance to other elemental
       abilities they don't control, including having a slight
       resistance to even elements that counter their own elementals.
       For example, an ice user would gain an immunity to ice, but
       resistance to many other elementals including counter elements
       like fire and lightning. The Darkfires take far less damage from
       elemental energies than other supernaturals, due to their
       mastery of elemental energy as a whole (even if they focus on
       specific elementals). However, there are some exceptions to
       this. First, there are aspects of the elemental powers that can
       do damage, such as impact damage or spearing damage even if the
       Darkfire has an immunity (IE A fire user could be damaged by the
       impact or pressure of an explosion despite being immune to the
       heat and fire damage). Depending on the elemental variation,
       some elemental variations can also do more damage to a Darkfire.
       The biggest example, is that those without holy elementals still
       take holy energy damage from holy energy elementals (IE a dark
       flame user could take holy damage from holy flames). Darkfires
       also still take extra damage from corrupted elementals, as well
       as their elemental resistances don't apply to energy form
       changes that make energy more like elemental power, such as
       spirit lightning or burning darkness.
       - Magic User Skill: Magic Resistance: Almost every magic user
       has some form of magic resistance (usually to whatever magic
       they possess). This is covers how much resistance one has to
       magic attacks, which one can build up with a magic based
       skillset by strengthening their magic mastery. Magic defense
       grants a passive defense to magic, allowing slight magic
       resistance depending on the magic used (which translates to this
       magic resistance). Typically, the amount of resistance is
       dependent on the person's magic defense, which determines how
       strong their magic resistance is. For example, one who gain high
       training in holy magic may gain a high resistance to other forms
       of holy magic through magic resistance and training their magic
       defense. Typically, as one's magic defense rises, their magic
       resistance increases as well. This skill is attained through
       training one's magic defense, where their magic defense directly
       affects their magic resistance. This is done through training in
       magic, and as one exposes themselves to more and more magic,
       their bodies adapt and become resistant. High level magicians
       can gain high magic resistances, and some may even gain new
       resistances as they reach higher levels. For example, low level
       magicians who use holy magic may gain resistance to holy magic,
       but higher level magicians who use holy magic may also gain
       resistances to demonic or unholy magics as their holy magic
       strengthens their resistance to unholy power by strengthening
       the holy magic power in the person's body. This is a passive
       skill that applies to many magic users (though not all gain
       specific magic resistances, as this depends more on the type of
       magic). This not only applies to the type of magic one has, but
       also gives them resistance to the specific types of spells they
       may use or be most familiar with. For example, not only would a
       normal magic user be resistant to normal magic, but a normal
       fire magic user would be resistant to other forms of fire magic.
       Typically this depends on the user and how high their magic
       defense is. It should be noted that very few times does one gain
       complete immunity to magic (which is usually a different skill
       and comes from a skill people usually have to be born with), and
       only gain resistances. Also, their resistances may be limited to
       their specific kinds of magics or magics that interact with
       them, and may not apply to magics they don't know or haven't
       experienced.
       - Vampire Hybrid Passive: Vampire Weakness Resistance: With
       almost any hybrid, there is the potential for some weaknesses to
       not appear in certain types of hybrids. For vampires, it's no
       different. Vampire hybrids often have resistance to normal
       vampire weaknesses, and sometimes even immunities to certain
       weaknesses. Depending on the hybrid, there are many ways for
       vampire hybrids to gain resistances to weaknesses. However, for
       many, they often gain resistances to things like sunlight and
       holy weapons. There are many vampire hybrids that are not
       limited to going out only in the night, since many often have a
       normal nature in addition to the vampire darkness type nature.
       And there are many hybrids that often will gain resistances to
       things like holy weapons or powers, to the point that some
       vampire hybrids are able to wield holy weapons thanks to them
       not taking damage from holding holy weapons. Typically, this is
       dependant on what kind of hybrid the vampire hybrid is, since
       some may have different resistances or weaknesses (such as
       werepyres, despite being vampire hybrids, don't have this
       particular set of resistances since werewolves also have similar
       weaknesses). And some may gain unique abilities, such as angel
       and/or demon hybrids may have the ability to recover from
       decapitation where most vampires and vampire hybrids wouldn't be
       able to. Typically, human/vampire hybrids are usually the most
       common vampire hybrids, which often gain the ability to move
       around freely in the sunlight and also gain high resistance to
       holy weapons thanks to their human side. However, other races
       may also gain other resistances often depending on the race.
       This is usually hard to predict how this manifests, as this
       doesn't just manifest differently based on race, but each hybrid
       is often different in how they manifest the vampire abilities
       they have. However, while vampire hybrids do have certain
       resistances, they do still have weaknesses, and there are
       certain weaknesses they may not be able to overcome. Depending
       on the hybrid, they may still have the weaknesses of whatever
       other race they are, and typically, the more resistance they
       have, the less they have to their other half's weaknesses (For
       example, a angel/vampire hybrid may be immune to holy effects
       and can recover from decapitation, but they will almost always
       be more vulnerable to angel weaknesses). For Dufort, he has the
       Darkfire's ability to go out into sunlight, and has resistance
       to holy weapons, but decapitating him or destroying his hearts
       can still kill him like any other Celestian.
       Other Passive Skills:
       - Darkfire Vampire Wings: Depending on the vampire, most
       Darkfires have wings of some type. The most common one is that
       Darkfires often have bat-like vampire wings, which is usually
       standard for Darkfires. However, some Darkfires also have unique
       vampire wings, depending on the Darkfire and their abilities,
       such as how some Darkfires may have elemental wings with special
       abilities, such as one Darkfire with lightning who had
       Thunderbird wings, and some Darkfires who have Dark Flame wings.
       If the Darkfire has normal bat-like wings, then they will often
       appear pure black (though sometimes might also be partly red
       depending on the Darkfire) and appear almost demonic in a lot of
       ways. All Darkfires can use their vampire wings to fly, where
       they are able to also utilize their elemental powers to usually
       allow them easier flight (such as dark flame users may use heat
       under the wings to generate lift, or wind users might use wind
       to push themselves upward more easily). Depending on the
       Darkfire, their wings may also be strong enough to help defend
       them, as some Darkfires have wings strong enough to block
       physical or projectile attacks, and Darkfires are even able to
       regenerate their wings if needed. Some Darkfires may even gain
       unique abilities with their wings, depending on the Darkfire,
       such as one with Thunderbird wings could blast opponents with
       thunderbird lightning when moving their wings, or some may fire
       projectiles from their wings like one with raven wings that
       could fire dark flame charged feathers from their wings at
       opponents. Typically, this can be different depending on the
       Darkfire, and depending on the Darkfire, wings can be at varying
       levels of strength and durability. Darkfires can even use
       vampire shapeshifting to keep their wings suppressed when in
       normal form, and can keep their wings suppressed as long as they
       need to, only calling on their wings when needed. Of course, as
       one might imagine, if these wings are damaged, they cannot be
       used to fly, and even stronger wings can be overcome with strong
       enough attacks if a user tries to use them for defense. Also,
       any abilities the wings might have will also come with their own
       weaknesses, with unique wings often having unique weaknesses
       (such as dark flame wings might be vulnerable to ice, or
       lightning wings being vulnerable to water).
       - Vampire Regeneration: Vampires, like some other supernaturals,
       have supernatural regeneration that can be used to heal
       themselves when they have taken damage. Vampires have strong
       regeneration, and can regenerate from far more injuries than
       humans can. Depending on the vampire, most vampires can
       regenerate anything as long as their heart and brains aren't
       destroyed. Vampires also typically have varying levels of
       regeneration, depending on the vampire and the clan they belong
       to since some vampire clans have regenerative abilities. In
       addition to vampires having strong regeneration, their
       regenerations can also be enhanced if the vampire in question is
       a hybrid, in which some hybrids possess increased ability to
       regeneration. Among known examples are angel/vampire or
       demon/vampire hybrids (though demon/vampire hybrids are
       typically a little more common) and werepyres (werewolf/vampire
       hybrids). This is a passive skill that heals a vampire when they
       take damage, and this power is sustained by the blood they drink
       that maintains their power. Typically, vampires are very hard to
       kill unless one is prepared for vampire regeneration, in which
       often vampires have to be killed in one of a few ways, or
       special weapons have to be used on them in order to kill them.
       Every vampire has this regeneration in some fashion, with some
       having stronger regeneration than others. For example, some
       vampires can regenerate limbs, while some may not be able to, or
       some vampires can regenerate their internal organs while some
       cannot. This depends on the vampire, and sometimes depends on
       the clan the vampire has been trained in. If one wants to
       overcome this, the best way to do so is to behead a vampire, as
       most vampires will die if their head is cut off. However, most
       vampires can also be killed if their hearts or brains are
       destroyed as most vampires cannot regenerate their hearts and
       brains (except for very rare cases). Vampires are also
       vulnerable to certain vampire killing weapons, such as holy
       silver, regeneration negation materials, and certain vampire
       killing holy weapons. Depending on the vampire, some may be
       vulnerable to other weapons, like demonic vampires would be
       vulnerable to demon killing weapons or angel blades due to their
       demonic power. For the Darkfires, they mostly rely on elemental
       regeneration, but they also have normal vampire regeneration
       that can heal most normal injuries as long as they don't lose a
       limb or their internal organs. The Darkfires can regenerate
       limbs and organs with their elemental regeneration, but cannot
       regenerate their heart or brain normally (unless they have other
       abilities that enhance regeneration). Some Darkfires are trained
       with their regeneration though by taking damage in a controlled
       situation as they are training, in which some Darkfires
       strengthen their regeneration by constantly using their
       regeneration until it becomes more efficient and can regenerate
       more damage (Such as some Darkfires would be dropped off cliff
       sides in order to train their regeneration though this is a very
       extreme method of training). Typically, the more extreme methods
       of training are more effective, but are far riskier to one's
       life, so the Darkfires usually have to be careful when training
       their regeneration that they don't push it too far.
       - Magic User Skill: Magic Meditation: This is a basic ability
       that doesn't require energy, but instead requires a user to stop
       and focus. Instead of using energy, this ability actually allows
       a user to recover their stamina and energy, and even recover
       slightly from injuries. When used, a user focuses their
       consciousness into a tranquil state, which allows them to focus
       solely on recovery. In using this, users recover stamina and
       energy slightly, and may also has a recovery nature due to the
       tranquil state the user goes into. When in use, the user stays
       still and focuses, the user sacrifices their ability to build up
       magic temporarily to focus on recovery. Depending on the magic
       one uses, users may even have specific meditation arts that can
       be used. While not a very strong recovery (as this tends to be a
       slow recovery), this can allow someone at rest to recover more
       quickly when used. And as a user gets more experience with this
       skill, they may learn to better use this skill, with more
       recovery of energy, stamina and from injuries as the user gets
       stronger in their use of this skill. There are two ways to
       strengthen the use of this skill. The first is to use it as many
       times as possible to gain a mastery of how it works, or one can
       learn meditation methods from books or other users in order to
       boost their meditation efficiency. For example, one user had a
       method of applying mana absorbed to heal, where the body could
       recover by applying some of the mana to use its healing aspects,
       or some could use mana absorbed to increase the meditation
       efficiency further to gather even more mana. This is a basic
       skill, and doesn't require much training to use, but it is a
       slow recovery skill, and is usually only meant to recover energy
       during resting, rather than being used in times of distress like
       during battle. Also, when in use, this spell requires absolute
       focus, so using it while in motion will severely hinder the use
       of this skill. While it can be used in battle, a user is often
       only able to walk when using it, and they cannot recover from
       injuries or recover stamina in battle since they are not in a
       resting state.
       - Magic User Skill: Logic Break: For the most part, only those
       that use magic can truly understand magic to the point where
       many forms of magic break normal scientifically minded logic.
       Magic's energy tends to be a bit chaotic, and can usually only
       be instinctively controlled by those with magic. For example,
       those that analyze everything scientifically may fail to
       understand magic (such as how the Celestians don't understand
       magic), but those with magic skills of their own can usually
       understand how it works. Typically, this depends on the person,
       as some do understand the basics of magic even though they don't
       fully understand how it works. Many users can gain a basic
       understanding of magic, but cannot usually overcome the chaotic
       nature of trying to control magic unless they have an affinity
       of their own. And depending on the magic, some may break normal
       logic more than others, such as normal magic may be easier to
       understand but things like chaos magic break all logic. This
       usually doesn't apply to other magic users, as magic users often
       learn how to instinctively use and control magic, but some
       magics may still be difficult to understand if the user doesn't
       have an affinity for that magic. For example, even almost all
       magic users are confounded by chaos magic, due to how chaotic
       its nature is, and, without an affinity for chaos magic or chaos
       power in general, one cannot understand it. This does depend on
       the person, as there are some normal people who do understand
       magic's properties, but usually it depends on how smart one can
       be. And while this does often interrupt scientifically minded
       people, those magic users with scientific minds often can
       utilize magic and science to come up with better ways to use
       magic, such as fire magic becomes more explosive when using
       hydrogen gas to ignite rather than oxygen. However, even with
       this ability, there are some that can overcome their inability
       to learn how magic works, even if it is typically rare. And
       opponents can still counter magic the same way they would other
       abilities, so while it is difficult to understand, they can
       usually at least find a way to counter magic abilities depending
       on their knowledge and powers.
       - Magic User Skill: Balance of the Mind, Spirit and Body: Magic
       is not like other energies, and many have to go through special
       training in order to use magic. There are three aspects to most
       kinds of magic, 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 magic users usually have to train these up in
       order to train up their magic. 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
       build up their magic ability. No matter the magician, they must
       learn these aspects, with each requiring specific training in
       order to utilize. As such, new levels of magic to unlock isn't
       as simple as just powering up one's magic and trying out random
       abilities, and often require specific training, or even specific
       situations in order to trigger certain magics. Even though
       magicians can train up magic 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
       different levels of magic, and sometimes a user has to grow in
       power before they can gain new levels of magic. Even with heavy
       training and natural talents, no affinities will magically make
       a magic user able to unlock new magic levels at will, as even
       the most advanced magic users are at the mercy of whatever level
       of mind, body or spirit they must get to in order to reach new
       levels of magic power. It is also worth noting that magic users
       can only unlock magic levels in specific orders, and cannot jump
       from lower levels straight to higher levels (they must go
       through each individual level of magic before they reach the top
       level of magic). In every spellbook, there is the first spell,
       and then each spell numbered afterward that comes in order.
       Every magic user has to train their basic magic first, and then
       work their way up. There are no known exceptions to this rule,
       and while users can choose to train and not use their basic
       magic once reaching higher levels, they still have to learn it
       before they can advance to higher levels. This is an absolutely
       necessary skill for all magic users to learn.
       - Magic User Skill: Focus of the Mind: This is the first aspect
       of requirements that magic users must meet in order to unlock
       new levels of magic. This first aspect is the emotional state of
       the magic user, and the state of their mind. As one might
       imagine, different spells will have different emotional states
       that are required to use 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,
       some magic users may find that the bonds of their friendships
       and family connections often lead to faster advancement as they
       push their magic to the limit to protect them, or some may find
       that desperation pushes them farther than others. Typically,
       each person, as well as each kind of magic, often has a unique
       aspect of how the magic and higher level magic abilities are
       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 magic spell requires, as
       most spells usually are constant on how they unlock with certain
       exceptions (in that unlocking certain levels of magic may be the
       same from person to person in the same forms of magic). There is
       no way to know ahead of time which state of mind or emotions are
       needed, so magic users can only strengthen their minds and learn
       to utilize their emotions properly to more easily reach states
       that might help the unlock new spells. Without the right
       emotional states, magic spells may become unstable, or may not
       work properly, or might not even be able to be used at all. This
       depends on the magic, the spell type and the person. The best
       way to train is to train one's emotional states, and figure out
       which ones are needed for what they want to unlock.
       - Magic User Skill: State of the Spirit: The second aspect of
       this is the spiritual aspect, in which a magic user must focus
       their spirit 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 (For example, a spell that requires stronger focus
       used by someone without that focus is not going to be able to
       use it effectively). 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
       advance to higher levels), or a user might have to strengthen
       certain spiritual or magic abilities such as a spell may require
       stronger connection to magic, or a stronger connection to the
       focus of one's spirit. Like the other aspects, this is different
       for each level of magic and type of spells, and requires a
       different balance depending on the spells one is seeking to
       learn to cast. And like the other aspects, there is no training
       or natural affinity that will make this any easier to figure
       out, as no magic user knows what will unlock their higher levels
       of magic until they find themselves able to use higher level of
       magics. The best thing that a magic user can do is continue
       strengthening their magic, their focus, and any other levels of
       focus that might be necessary for their magics. This is another
       aspect that depends on the magic and types of spells, and just
       requires training to reach the level needed. The best way to
       train this is through meditation and focus.
       - Magic User Skill: Focus of the Body: The final aspect of
       gaining higher magic power is the power of the body, or the
       condition of the body. Usually, the body has to be at a certain
       level of strength and ability, but certain spells may also
       require specific physical conditions in order to meet the
       requirements of this aspect. For example, in order for a wind
       user to gain a level of wind magic 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 offensive spells, the body must be able to handle
       that recoil or else the spell will cause recoil damage to the
       magic user if they aren't strong enough to use it. This aspect
       isn't just about training for physical amplification, but also
       for training on how to handle the spell casting processes. Also,
       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 abilities before they can attain certain
       defense abilities, or some may require special training to
       handle certain types of spells. Typically, those that want to
       reach this requirement needs to train their bodies as best they
       can (which often comes with combat training, so magic users that
       train in combat will usually train this alongside their combat
       potential), in which strengthening their physical bodies over
       time can usually reach the physical requirements at some point
       (unless it is a specific physical requirement that isn't just
       about reaching a certain level of physical ability). 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 new levels of magic,
       with this being focused on the body's physical stats.
       - Darkfire Unique Vampire Secretive Aspect: True Day-walker
       Vampire: Most known what sunlight does to most vampires, and
       that they cannot go out into the sunlight. This is a problem
       that some have gotten around this in creative ways (where
       day-walker vampires find ways to go out into the sun without
       burning up), such as the Hazeldine clan use a darkness barrier
       to protect themselves from sunlight. However, there are rare
       cases of vampires who actually can walk into sunlight without
       any consequence, which are known as true day-walkers. The
       Darkfires are one such set of vampires, who are able to go out
       into the sun. This means that among the Darkfires, they do not
       have the same weakness of sunlight that most vampires do. While
       light abilities can still hurt them (and people using sun light
       manipulation can still do damage to them), simple sunlight
       doesn't do damage to them, and Darkfires can go into the sun
       just like any normal person can. This is a passive skill that
       all Darkfires are born with, or that those turned into Darkfires
       gain on being turned by a Darkfire specifically. The Darkfires
       are not limited to the night like other vampires, and can
       operate at any time they desire. However, this isn't quite as
       nice as one might think, as this not only is something that
       would make the Darkfires further outcasts if other clans found
       out about this aspect but other vampires would come after them
       in order to take their blood so they could gain the Darkfire's
       ability to walk in the sun. This is a trait highly sought after
       by many vampires, in which the vampires would likely try to
       drink as much blood of the Darkfires as they could in order to
       gain the ability to walk into the light. This means that the
       Darkfires have to keep this aspect of their clan secret, in
       which the only clan that does know about this is the Hazeldines
       (because the Hazeldines use darkness barriers to go into the
       light where they are also a form of day-walker). Because of
       this, the Darkfires still stick to the night, and don't go out
       during the day time so that no one will find out about them
       being able to go out in the daytime. And as mentioned earlier,
       this doesn't mean that the Darkfires are immune to light
       manipulation abilities, but it does mean they don't take extra
       damage to sunlight manipulation abilities (unless there's a holy
       element to it to make holy light manipulation which the
       Darkfires are still vulnerable to as well.)
       - Vampire Servant Turning/ Master-Servant Bond: This is the
       ability that allows a vampire to turn people into vampires,
       usually replicating the type of vampire that turns them (IE a
       Lasombra could turn another into a Lasombra power vampire).
       There are two main ways to turn someone into a vampire. The
       first is that a vampire can bite someone with the intent to turn
       them, and instead of drinking their blood, their bite instead
       puts a curse on the person using the bite to transmit the curse.
       The second way is that someone can be cursed if they drink
       vampire blood, which turns them into the same kind of vampire
       that corresponds to the vampire who's blood they drink. There
       are different arts for turning people into vampires out there
       besides just the two though, as some clans may have different
       methods to turn people depending on the vampire and the clan
       they belong to. Views on having servants are usually mixed,
       where some clans prefer to have servants, while others may not.
       However, no matter the circumstances, once used, the servants
       become bonded to the vampire who turned them. Typically, this
       makes the vampire who turned them their master, and the vampire
       servants are forced to serve the master. When turned in this
       manner, there is a special bond between the master and servant,
       where the master can communicate telepathically with the servant
       without needing to use normal telepathy thanks to the special
       connection that is created in this method. This lets the master
       read the servants minds, and let's the master communicate with
       the servant when needed. This even allows the master to tell
       what the servant is thinking. This only requires to use one of
       the methods depending on the clan and vampire, and can be done
       on any creature that can be turned into a vampire (though
       certain creatures like werewolves that already have cursed
       natures may not be able to be turned). The downside to this
       though is that if the master dies, the servants connected to the
       master often go insane as an effect of being connected to their
       master. The only way for the servant to be freed from the curse
       is for them to drink of their master's blood, which usually has
       to be done either with additional help, or at the master's
       request (due to the servant curse usually not letting a servant
       stand up against their master, more later). There are also
       vampire cures that can turn someone back into a human, though
       most only work if the vampire hasn't drank blood. The Darkfires
       have a specific custom about servants, and they often only make
       servants of those they wish to adopt into the family, or if they
       have human servants that want to become vampires. The Darkfires
       have a custom against forcing others to be servants, and will
       punish Darkfires who break this rule, as those who are turned by
       the Darkfires are usually acknowledged as adopted into the
       family.
       - Vampire Servant Curse Aspect: Torture Curse: When a vampire
       turns someone into a servant vampire, the vampire is able to
       control the servant curse. The master vampire is able to use
       this curse to command their servants, usually giving them
       commands as their master. However, not all vampire servants will
       operate as the master wishes, and the master vampires can apply
       the torture portion of this curse. By applying their connection,
       the vampires have arts for their master curse to use to torture
       their servants if they disobey, such as the most popular one
       being that one can use feedback from the curse to cause severe
       mental pain to the servant. Other arts include one where the
       master vampire will overwhelm the servant's mind with disturbing
       images, or some are also able to ignite the pain nerves in the
       mind and body of the servant to cause them pain without doing
       any actual damage to them. This is meant to control the
       servants, usually using this curse to enforce the master's will
       on the servants. Master vampires often will use this to keep
       their servants in line, punishing behaviors that they don't
       like, or using this to stop servants who might rebel against
       them. This causes immense pain to the servant vampire when used,
       enough that even the toughest and most pain resistant person
       will often be stopped in their tracks. This prevents a servant
       from being able to turn against the vampire, as the master
       vampire can usually read the servant's thoughts to the point
       that the master vampire can usually tell when the servant is
       going to rebel and will use this to usually discipline them.
       Different clans have different views on how to use this, but
       this is something that can be used with almost any vampire
       servant creation curse ability. However, this cannot be used to
       kill a servant. Some servants can go crazy if exposed to enough
       mental pain, but this cannot kill servants due to this mostly
       only being able to cause pain rather than actually hurt the
       vampire. Of course, this also only works on those that the
       master vampire turns into their servants, and the servants
       cannot turn this curse back on the master. As mentioned, this
       can only be removed by drinking the blood of the master vampire,
       or by using a method that would turn the servant vampire back
       into a human (Thus no longer making them cursed to be a
       vampire). The Darkfires hate using this, and rarely should have
       to use it if they practice their "only use it to adopt or allow
       a human servant to become one of them" philosophy. Since the
       Darkfires consider their servants as part of the family, they
       would only use this if one of their servants go crazy, and it
       would only be used to subdue, not to punish due to how they view
       servants as family.
       - Vampire Servant Curse Aspect: Life Transference: This is
       another, much less used aspect of the master-servant curse used
       by vampires, where a master vampire can use this to transfer
       life through the connection to the servants. When used in this
       manner, a master vampire and a servant vampire can transfer life
       force between each other when needed, usually as a means of
       keeping each other alive. This is usually used by the servants
       to keep their master alive, usually at the request of the
       master. This allows a master and servant to help each other when
       needed, where the flow of life energy can be used in the
       connection. The obvious method is that servant vampires, when
       life energy radiates from them, it is taken in the connection
       and makes the master vampire stronger (which some vampires use
       this to their advantage to create many servants so they can
       become more powerful by constantly gaining some of the life
       force of the servants). This doesn't kill the servants, as they
       only radiate their extra life energy off their bodies which is
       absorbed into the curse. This method is not even really
       noticeable to others, as most just assume the extra life energy
       coming off servants just dispels into the air like all the other
       extra energies in the body that come from the body. However,
       when used actively, the vampires can transfer life to each
       other, where the servants can transfer life to the master, or
       the master can transfer life to the servants. This is usually to
       boost their recovery, or keep them alive in dire situations.
       Since most servant vampires go crazy when their master dies,
       most servant vampires have to do their best to keep their master
       alive, so that they won't have to risk losing their minds.
       However, this cannot be forced to be used (though a master could
       torture a servant until they do transfer enough life energy), as
       the vampires usually have to consciously use this. This is
       usually a method where killing the master can be difficult, but
       not impossible. The passive skill of the master vampire to gain
       more power can be countered, if the servants are freed from the
       master vampire (to which this power would stop working when the
       connection severs). Vampires can only send so much life force
       though, and this may not always be enough to save the master or
       servant, depending on the situation. For the Darkfires, they
       will often use this to help their servants, who they consider
       family, and the servants will also usually willingly help the
       Darkfires as well. Since the servants are usually accepted as
       family, this is usually just a means to help each other when
       needed, and isn't really used to take advantage of servants like
       some vampires would. The Darkfires usually do their best to keep
       their servants alive, so if a servant needs life energy to heal
       from an injury, the Darkfires will usually not have a problem
       doing this, just as the servants will also usually help when
       needed.
       - Vampire Blood Devouring: Human/Animal Blood Sustenance: It is
       no secret that vampires have to survive on the blood of others.
       In order to sustain their power, they require mortal blood,
       which acts to sustain them and their abilities. This is the main
       method of survival for vampires, where they must drink blood in
       order to survive. While there are some like holy vampires where
       the rules change, most normal vampires are limited to this
       method. There are a few ways of doing this. The first is through
       drinking human blood. This is a preferred method of many
       vampires, where they will drink human blood through the bitten
       area. The most popular method is to bite into the carotid artery
       in the neck, where many vampires will use the blood flow of the
       carotid artery to more easily draw the blood from someone. Some
       that don't want to attack humans can also take stored human
       blood from places like hospitals, where they can essentially
       take the stored blood and drink the blood without needing to
       attack a human (Some prefer this to avoid hunters tracking them
       down). Another method, which was an idea introduced by the
       Hazeldine Clan, was going after humans sentenced to death, where
       prison humans who are to be executed can be easily taken out
       without needing to kill innocent humans. However, this method
       often requires a connection to the prisons that hold these
       criminals, which groups like the Hazeldines can actually make
       deals with prisons to devour prisoners who are to be executed as
       a means to not only feed, but also kill those who are sentenced
       to die anyway. Drinking human blood is usually the most
       dependable way to sustain a vampire's power, with no real ill
       effects. Vampires have plenty of ways to get human blood, and
       depending on the vampires, some may even have unique methods,
       such as blood manipulators can remove blood from the body more
       easily to devour. Vampires do have to drink blood in order to
       survive (though there are a few alternative solutions in
       alternate nutrient devouring that are available), and if they do
       not, then they will get weaker until they eventually cannot move
       anymore, and they will either die or go into hibernation
       (depending on the vampire). How this is done depends on the
       vampire (usually depending on the methods of the clan they
       belong to), but it is something that must be done in some
       fashion, even if the vampire doesn't want to. In the Darkfire
       clan, they almost never attack humans, as the only way they
       would is to kill criminals who are sentenced to death (a method
       the Hazeldines often used to get their food rather than just
       going after humans). Darkfires usually either choose to live off
       blood packs from places like hospitals, or they will live on
       animal blood if they must (more in alternate nutrient
       devouring).
       - Vampire Blood Devouring: Alternate Nutrient Devouring: There
       are alternate methods to those that don't want to drink blood,
       though they usually aren't as often sought after as the normal
       method of just drinking human blood. The first method is that
       those that don't drink human blood can drink animal blood. Some
       vampires have found that eating the blood of animals is also
       something they can survive on, without needing to attack humans.
       This is particularly useful for those that don't want to attack
       humans or want to avoid hunters coming after them (since hunters
       usually look for people dying of drained blood to track vampires
       down), where they will instead go after animal blood. By
       drinking the blood of an animal instead of a human, the vampire
       can sustain their power, although there are a few effects of
       this that aren't favorable to the vampire. This is a method that
       vampires can live on, and is like comparing tofu to actual meat.
       While animal blood can sustain the vampire's power and their
       body, it is never truly satisfying, and the vampire will often
       always be hungry (requiring them to learn to control their
       hunger more effectively than other vampires so they don't lose
       control of it around humans). Another thing to note is that
       vampires can only survive on certain types of animals, usually
       having to go after mammals blood (as things like coldblooded
       animals do not work the same and can actually make vampires
       sick). Another method of alternate nutrient devouring is a
       growing movement in some universes where artificial foods are
       developed to sustain vampires. For example, in some universes,
       Kindron Darkfire comes up with a way of creating artificial
       nutrients that can be fed to vampires without them needing to
       survive on human or animal blood at all. These artificial
       nutrients are usually one of two things. The first is artificial
       blood, where some have learned to create artificial blood that
       can sustain vampires. However, the artificial blood depends on
       how its created, and some artificial bloods may have negative
       side effects. The second is using artificial nutrients in normal
       food, where artificial food is made with artificial nutrients
       added specifically for vampires (in universes like London, this
       is usually created by Kindron Darkfire). However, the downside
       is that there are vampires who will always view these artificial
       foods as not being like the real thing, and likely would never
       accept this as a way to live (unless they had to). As mentioned
       before, vampires have to drink blood or gain nutrients in some
       form, and if they don't, they will lose power until they die or
       hibernate (depending on the vampire and clan). These are
       dependable methods, but usually have some downsides to them.
       Usually, it takes discipline and commitment to commit to these
       alternate methods, something some vampires may not be willing to
       learn. But those that do learn this can survive far more easily
       as a result. In the Darkfire clan, most prefer these alternate
       methods, and while some do drink human blood packs, they will
       also often flock to eating animals, and if alternate nutrients
       like artificial foods exist, they will often also go for
       artificial foods (for example, in London, many are taking a
       liking to Kindron Darkfire's alternate nutrient foods, and
       trying to support Kindron being able to widely apply the
       artificial food as a means to feed vampires without needing to
       feed on humans).
       - Vampire Blood Devouring: Supernatural Power Gain: This is the
       second use for blood absorption. There is a saying among
       vampires: Human blood is how vampires sustain their power, but
       drinking supernatural blood is how they gain new ones (powers).
       This is mostly just as it says, where vampires are able to gain
       new abilities depending on the blood devoured. This allows a
       vampire to drink supernatural blood, where they actually don't
       survive on supernatural blood the same way that they do on human
       blood. Instead, the intent is to gain the abilities of the
       supernaturals they devour. Typically, this could be just gaining
       one or two abilities, or if enough blood is taken, then one can
       gain all of the abilities of the supernatural they take blood
       from. This can also be permanent or temporary depending on how
       much blood is taken. Some clans have unique arts for this, and
       some clans even use this instead of human blood to sustain
       themselves (as another alternative method of blood devouring).
       This can be different depending the vampires, where vampires can
       gain specific abilities from blood. For some, they may gain a
       vampire equivalent of a power, or some may have physiology
       changes to adapt to the power they take (such as drinking dragon
       blood may result in them gaining dragon abilities but instead
       awakening draconic vampire powers, while some that gain
       physiology changes may become dracopyres). This depends mostly
       on the vampire, and the changes to the vampire usually depend on
       the blood. Some powers will require physiological changes to the
       body to use, while some may not. Typically, the most reliable
       method is to drink the blood of other vampires, where vampires
       can use this to gain another vampire's abilities much more
       easily (since they don't have to worry as much about physiology
       changes when just taking another vampire's blood). However,
       while this is great to gain new abilities, it also gives the
       vampire the same weaknesses as the power they gain. Another
       thing is that unless enough blood is taken, the powers gained
       may not be permanent, and not as many powers may be transferred
       if enough blood is taken. Usually, most of the blood in the body
       has to be taken in order to gain the powers permanently and gain
       all the abilities of a person. For the Darkfires, they try to
       stay away from this if they can. While there is no rule against
       it, the Darkfires usually try to avoid conflicts with other
       supernaturals so they don't want to use this as a means to not
       **** off other supernatural clans. Darkfires also often view
       this method as a shortcut to power, and it is something they
       don't like to do since they prefer to train up their abilities
       rather than shortcut their training to just try and gain new
       abilities. While those like London's Kendrix Darkfire aren't
       afraid to use this, the Darkfires often prefer not to use this
       skill and prefer to train up their own skills before attempting
       to gain other abilities from other supernaturals.
       - Supernatural/Long Life Ability: Multi-Linguists/Language
       Learning: Most supernaturals who have been around for a long
       time, for one reason or another, have had to learn multiple
       languages. There are a variety of reasons for this, such as
       languages changing over time, or some may need to move to other
       areas and learn new languages, or some may just travel and need
       to learn languages to communicate. Some also may use written
       languages for other things, such as some supernaturals may code
       notes and things in other languages to confuse potential
       enemies, or some may write in languages to communicate to each
       other and make it harder for people to intercept. No matter the
       reason, most supernaturals and even humans who live a long time
       will learn multiple languages. There are a few ways to learn
       languages, depending on the individual. The first is that one
       can learn a language tree, where some language trees correspond
       more easily to each other (for example, Spanish and Portuguese
       are in the same language tree, and have a very similar
       language). This can be easier to some since it is easier to
       learn a language, but some find it difficult when so many parts
       of the language are too similar. Another method is used among
       those that have learned multiple languages, where they will pick
       up languages by listening to others speaking it, such as one may
       listen to a language and learn what the words mean as a means to
       understand the language. Of course, the third is perhaps the
       more obvious one where one can read and study to learn a
       language just like other people do (which can come more easily
       to supernaturals that have enhanced intelligence). This can be
       used to learn a number of languages, and most supernaturals have
       to learn multiple languages as a means to communicate with
       others as their lives go on. There are plenty of languages out
       there, with the main ones used in the world often being well
       known languages like English, French, Spanish, and some other
       languages like Chinese, Japanese, Russian and Portuguese. This
       mostly depends on the supernatural and where they live, and
       where they go in their lives. However, most supernaturals and
       even humans, who live long enough do learn multiple languages,
       and some older ones may even know ancient languages. In the
       Darkfires, they know a number of languages. These days they know
       English, Japanese, German, Chinese, Russian, Spanish and French,
       due to all the interactions they've had living in Japan for a
       long time. Because the Darkfires originated in Japan, they have
       been living there for a long time, and most's primary language
       is Japanese, though almost all have a secondary language these
       days of English since English is dominating more and more
       languages.
       - Vampire Supernatural Long Life: Vampires are a type of
       supernatural that live extremely long lives. The life length is
       uncertain, but some vampires can live for upwards to 10,000
       years before dying of old age, and some can live even longer
       depending on the vampire. This is mostly in part due to their
       regeneration, because of the fact that the vampires have
       regeneration that reduces aging effects to a near halt. Most
       vampires age very slowly, and while some can age in different
       ways, it is known that vampires can live very long lives. There
       are negatives to this, such as some vampire kids can stay kids
       for much longer (as there are fifty year old vampires that are
       still basically like children), and some may change in different
       ways differently from others which makes this hard to quantify
       among every vampire clan. Different vampires often grow at
       different rates, but it is known that vampires will often stay
       in their prime for thousands of years, and will not get old very
       easily. Because of this, it is hard to determine exactly how
       long a vampire will life, due to the fact that no one knows
       exactly what causes the thing that causes a vampire to age past
       their prime. When a vampire starts aging past their prime, it is
       because their regeneration starts to break down as they get
       older. As it does, their body starts to age, and their
       regeneration gets weaker as a result over time. This is why
       vampires die of old age, and is the only way they die of old
       age. It isn't known what causes the regeneration to break down,
       ether it's aging past a certain point, or if it's some kind of
       bodily reaction that eventually happens in all vampires.
       However, when it does happen, the vampire will start aging,
       until they get old and eventually die of old age. While they can
       still seemingly regenerate injuries as normal, their
       regeneration is harder to use, and takes longer as the vampire
       gets older. So far, there has been few counts of indefinite
       vampire life spans, as the only ones that have been known to
       live past the normal long life span are those like London's
       Cain. It is hard to quantify just how long vampires live, but
       all eventually age and die of old age. However, that assumes
       that they aren't killed by other means, such as being murdered
       or being killed by sicknesses, which can still happen to
       vampires as they can still be killed by others, and can be
       killed by sicknesses. In the Darkfires, despite being
       specialized in regeneration, Darkfires also have this lifespan.
       While it isn't set in stone how long a Darkfire will live,
       Darkfires also have to worry about their regeneration eventually
       breaking down. Even the head of the clan, Qrow Darkfire, will
       eventually age and die, even if it seems that he has lived
       longer than most other vampires. There are only a few exceptions
       to this (which must be stated by players), such as a demonic or
       angelic vampire hybrid (since angelic and demonic beings don't
       age and live indefinite life spans).
       - Magic User Skill: Spell Book Spell Storage (Optional Skill):
       This is a trick among magic users, where some have learned
       specific magics to create spells that store items. This is often
       known as spacial magic, where magic users that learn spacial
       magic often learn it as a means to store their personal items.
       This is not a specific type of magic, and instead, is a
       variation of normal magic that almost any magician can learn
       once they've reached an advanced level of magic. Those that use
       this often learn spells like Item Box, which allows them to
       store inorganic items that they can keep stored in special magic
       based pocket dimensions they create. Each magic user that uses
       this has a connection to their own spacial magic spell, and uses
       their magic connection to be able to passively maintain and be
       able to summon or de-summon access to their storage. Some refer
       to this as "magic satchel" type spells, which some types of
       magic do have specific types of this kind of spell. For example,
       there is an advanced normal magic version of this called
       Dimension Home, where a user can create a type of pocket
       dimension that can store living things and maintain living
       things through magic (which this magic normally wouldn't be able
       to do). There are different ways of using this depending on the
       magic and how this is used with specific types of magic, but
       usually this is a power that some can learn if they choose to.
       This is an optional skill magic users can learn, as the drawback
       to using this is that they must use some of their magic power
       through their magic bonds to maintain these pocket dimensions
       (which means that users lose a small portion of magic which goes
       specifically to maintaining this spell). Another thing to note
       is that depending on the spell, this cannot be used to trap
       people, since it is only usually meant for inorganic items. Even
       with spells like Dimension Home, those that are in the spell
       don't suffer ill effects if someone is trapped in the spell,
       which is very difficult to do since a user would have to force
       someone into the spell. And depending on the size and purpose of
       the storage, some may require more power to use than others (For
       example, Dimension Home requires more power than item box since
       it stores larger things in it and stores living things). It is
       rare for anyone to be able to use these in battle, so opponents
       usually don't have to worry about being trapped in one of these
       spells. Dufort has the Alchemist training for this skill, where
       he is able to store items much more than using his normal
       Darkfire supernatural item weapon connection skill.
       - Supernatural Item/Weapon Connection: This is a supernatural
       art that is used by a few types of supernaturals, which many
       groups develop as a unique method to use weapons. Supernaturals
       can usually connect personal items or weapons to themselves,
       where they use a special soul connection to their items. Clans
       like the London Tepes family, and Darkfire family are often best
       known for their use of this, as they have special techniques to
       connect and attach items and weapons to themselves. This works
       by creating a special bond in the soul to an object, where the
       supernatural will allow their soul energy to become bonded to an
       object they want to bond with. This grants a few abilities,
       where the user can do things like summon an item at any time, or
       they can have a special connection with the item. Supernatural
       arts can allow some to store items using this connection, where
       a user will use this connection to phase their connected items
       to their souls where they store the weapon in their souls. This
       allows for easy carrying of special items and weapons, where a
       user can store a number of items in their soul depending on the
       connections. This is a very useful skill, and some users have
       special arts for this skill, where some can summon weapons from
       anywhere in the world, or some can even telekinetically control
       their weapons even when separated from them. This is done
       differently for some users, where some users will bond the
       weapons/items to their soul directly where they need only phase
       an item back into reality, or some may summon items through
       portals, or some may even phase weapons from their body
       depending on how the connection works. This is a useful skill,
       especially for storing personal items and weapons, and allows a
       supernatural to always be connected to these items and weapons.
       However, one cannot store an infinite amount of items, and the
       amount of items that can be stored depends on the art. When
       used, one cannot exceed that limit, and if they try, they will
       find the strain on their soul makes it so they cannot maintain
       connections to so many objects. Typically, the best way to use
       this is to use it on two-five items at most, and change the
       connections depending on the items (the connections can be
       changed, but requires a process to be done that cannot be done
       in times like during battle). And while the item is able to be
       connected, the item can still be destroyed, and the connection
       cannot repair the item (except in rare cases like a death wraith
       soul sword). For the Darkfires, they have an art that connects
       weapons to themselves, where their weapons become a part of
       them, similar to the Tepes family art. The Darkfires can use
       this connection to use their weapons as extensions of
       themselves, and can even use telekinetic control of their
       weapons when needed as part of their connection to their
       weapons/items. Dufort doesn't have any weapons connected to him,
       since he is not really a weapon user. The closest he gets is
       that he has his alchemist storage spell, where he has stored a
       Wraith stunner weapon and a few other weapons he has taken over
       the years that he has kept for study.
       - 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 or items, and
       as mentioned before, there are limits to how many objects can be
       used with this method. Weapons and items using this method may
       be controlled by their hosts, but there are ways to counter
       this, such as destroying the weapon may prevent the supernatural
       from being able to use it, or using certain skills that
       interrupt supernatural connections may also interrupt a
       supernatural's connection to their items as well. For the
       Darkfires, they can use this to telekinetically control their
       connected items, and they can use this as effectively as others
       like the London Tepes clan. For the Darkfires, this works mostly
       as stated, with the only thing to note being that Darkfires
       usually only use this on their main weapon, but can connect
       multiple items and weapons to themselves if they desire to
       (though they are limited to 10 items at most).
       - Supernatural Telepathy: This ability lets a supernatural
       creature communicate telepathically with anyone they can connect
       to. Typically this power uses their supernatural power, in which
       they use it to tune to a person if they know where they are in
       order to communicate with them. This lets them communicate with
       other people without having to speak, with them being able to
       share thoughts directly with others when the creature isn't
       speaking out loud. This can be used with just about anyone as
       long as the supernatural knows where the person is physically
       located, and they can even often read the mind while in a
       telepathic conversation with them thanks to the connection
       created when they use telepathic communication. This allows a
       two way communication with almost any being, as long as the
       supernatural is willing to maintain the connection. However,
       there is a way around needing to know where one is, in which
       there is an art where those with this telepathy can create a
       permanent connection with those close to them, such as family
       members or close friends. If one uses the permanent connection,
       this doesn't just let them communicate no matter where they are,
       but also lets a user tell where their connected person is at any
       given time. This is a basic skill among many supernaturals, and
       some supernaturals have special connection abilities, such as
       some supernaturals possess the ability to summon those they have
       connections with (such as some supernaturals possessing the
       ability to summon those they have connections with when needed).
       As mentioned, when using this, a supernatural does have to know
       where the user is, unless they have a permanent connection. And
       when using a permanent connection, the other person has to
       accept the connection, and if they don't then the connection
       cannot be used. These connections can also be severed at any
       time whether it's by the supernatural or by the person they're
       connected to, which can be done specifically if the person or
       supernatural doesn't want to communicate with a connected person
       anymore. There are also ways to block telepathic communications,
       such as certain frequencies that may confuse the mind's ability
       to process telepathy, or certain wards that might prevent
       telepathy. There are also certain types of opponents who can
       listen in on communication done telepathically (it is rare, but
       sometimes it does happen sometimes with certain psychic
       opponents).
       - Magic User Skill: Magic Sense: Magic sense is an optional
       skill that magic users can learn. By sensing the magic in the
       air, which exist in the magic energy of the world (known as
       magicules), one can learn to utilize a special sense that allows
       them to sense the world around them using magic. This skill is
       learned by those with magic, or those with magic crests (as
       magic crests can be granted on those without magic). When used,
       this amplifies one's senses and allows them to picture the world
       around them using this sense, creating a mental picture of the
       area around them by telling where magicules are in relation to
       where they are. This can also be used to sense others, such as
       sensing their energy, in a manner similar to those with the
       supernatural ability to sense the presence of others. This
       ability is one that can be either a passive or an active skill,
       as one is able to essentially shut down this sense at will if
       they desire (as this sense is kept active just by sensing the
       magicules in the air, and one can chose not to sense the
       magicules in the air). This skill is a useful sense to others,
       as it can not only picture the world around them, it can also
       tell people where others are around them. This sense even goes
       as far as to sense what people are by the magicules that come
       off of them, where those that use this can identify others by
       the energy that comes off of them. For the most part, this is a
       basic supernatural sense, that is usually learned by magic
       users. However, this isn't just limited to magic users, as those
       with things like magic crests, or supernatural titles can
       sometimes learn this depending on the creature who grants the
       crest or title. This sense is a much stronger sense than normal
       supernatural presence senses, and can even often find invisible
       or hidden enemies, even if they have a presence hiding skill,
       with only a few skills being able to hide from this sense.
       However, this sense is usually only for sensing the world, or
       sensing others, and doesn't really offer much in battle
       potential except possibly seeing through illusions and
       visibility obstructing obstacles.
       - Celestian and Vampire Enhanced Senses: Supernaturals in
       general have highly enhanced senses. Depending on the
       supernatural, some senses may be enhanced more than others, with
       even the same types of supernaturals may have different
       combinations of enhanced senses. This is often unique to each
       supernatural, where their senses enhance to match what they do
       (IE a werewolf relies a lot on smell, so most of them have
       enhanced senses of smell). Some may have more enhanced senses
       than others, in which there are positives and negatives to
       having either stronger or weaker enhanced senses. Among some
       examples include an enhanced sense of touch that allows one to
       sense more through touch than other beings, an enhanced sense of
       smell that some beings use to be able to smell far more than
       most beings, enhanced sight that may be able to process seen
       things faster or may be able to see farther than other beings,
       and even an enhanced sense of taste where a supernatural can
       taste things that most other beings wouldn't. This depends on
       the creature, but there is usually two methods of this. There
       are highly enhanced senses, where users have high levels of
       senses whether it is one sense or multiple senses that are
       enhanced. Those with this kind of sense are far more sensitive
       to the environment around them, and are much harder to sneak up
       on. However, those with stronger senses are more vulnerable to
       having their senses overwhelmed, where stronger enhanced senses
       can be used against the supernatural (IE a werewolf's highly
       enhanced smell can be overwhelmed by strong enough smells).
       Meanwhile, those with weaker enhanced senses don't have nearly
       as high senses as higher levels, and don't have quite as high of
       an ability to sense the environment around them. However, lesser
       enhanced supernaturals do have an advantage in that their
       enhanced senses aren't as sensitive and cannot be overwhelmed
       nearly as easy as those with higher level (even if it costs them
       not being as able to interact with the environment). This is
       different for each supernatural, and both higher and weaker
       enhanced senses have positives and negatives. This doesn't
       include certain other senses, such as supernatural senses,
       though, and those are usually listed separately. The Darkfires
       usually also vary from Darkfire to Darkfire, though most have
       lesser enhanced senses, with only their sense of touch, sight
       and hearing often being higher through physical training they
       endure to build up their senses. Some do have higher enhanced
       senses, and they have the same positives and negatives listed
       above. Dufort has generally enhanced senses, but msot of his
       senses come from his psychic abilities more than anything.
       - Vampire Third Eye Ability: Vampires have a unique ability,
       where they gain a special sixth sense known as the Third Eye.
       Those familiar with the concept will likely be familiar with how
       this works, where vampires naturally have this to gain a passive
       sense that lets them sense the world around them. One major use
       of this is that vampires are able to use this to sense the world
       around them, usually being able to sense where things are, and
       sense the presences of living beings. This lets a vampire sense
       the presence of others, and not only read their presence, but
       the vampire can also read what they are and how strong they are
       by the presence. For example, some vampires can recognize
       dangerous threats others wouldn't be able to sense, such as
       vampires may be able to sense powerful beings most beings cannot
       sense, and this also even gives vampires the ability to sense
       the spiritual plane to a degree (though not nearly to the degree
       of those like spirit users unless they go through special
       training). However, this also has the ability of seeing through
       the world, where vampires can see through things to see the
       world around them as it really is. This allows a vampire to use
       this ability not only to sense presences, but they can also do
       things like sensing deception, or they can even sense things
       like illusionary skills or they can sense other skills being
       used by a being. Unlike other beings with presence senses,
       vampires specialize more in sensing the world rather than
       focusing on individuals, and this can allow a vampire to gain a
       very strong sense of the world using this skill. Vampires using
       this skill can also tell where things are at farther distances
       than other creatures, and can use this to more easily target
       certain people or objects. This skill uses mental focus to focus
       on images, and allows vampires to see the world in a bit of a
       unique way. However, there are ways this power can be deceived,
       such as other vampires may be able to affect the vampire's mind,
       or some may be able to outmaneuver this sense if they are fast
       or skilled enough. Also, certain presences cannot be sensed,
       specifically among those that have a presence suppression skill.
       Vampires with this skill can be deceived by it, where some have
       ways to fool these kinds of senses. For the Darkfires, they have
       much more keen senses than most vampires, and they can use this
       much more effectively than other clans can. Some Darkfires are
       known for having good senses using this, and the Darkfires
       honing their senses through training and meditation also helps
       them make the most of this sense.
       - Peak Combat Training: Enhanced Psychological State Training:
       Those that train in combat not only have to train their bodies,
       but they have to train their minds as well. Those with mental
       training in combat learn to train their minds, with the first
       step to training their psychological state. Depending on the
       person and what race they are, this is something that is more
       necessary than others. While many supernaturals may not be as
       trained as a race like the Darkfires or Hazeldines, it is
       important for almost all combatants to train their psychological
       states. By training their psychological states, they can keep
       their mental states firm and they can keep themselves from
       diving to far from whatever they train themselves to be. For
       example, those that want to remain a calm and collected fighter
       will often focus on calming techniques or other meditation
       training to train their minds so that their minds don't easily
       suffer things like fear or anger. Others can also do things like
       train their minds to certain emotional states, such as how those
       that rely on anger and hatred may train themselves to maintain a
       certain level of anger or hatred so they can maintain their
       level of emotion. This is a skill most combatants must learn,
       and they can learn to utilize this in different ways depending
       on the state they want to attain. For the most part, this is
       designed to allow combatants to more easily keep their composure
       when under extreme stress, and this training helps them to be
       less likely to fall into a psychological state that they may not
       want to fall into. By training their psychological states,
       normal combatants strengthen their mind and are able to maintain
       their minds in their desired psychological states. However,
       those supernaturals that train their minds may have more purpose
       to do so, as some supernaturals have to train their minds in
       order to control their supernatural abilities (as most
       supernatural abilities may require some form of emotional state
       and may react to the emotional state used). For the most part,
       this is just a basic training, and is not able to always keep
       the user from falling into unfavorable states, and depending on
       the user, some may not have strong enough training to resist
       certain psychological conditions depending on their situation.
       For magic users, this is something they have to do, because
       their emotional states are usually tied to their magic and their
       state of the mind training.
       - Peak Combat Training: Mental Conditioning/Combatant Will
       Training: This is the second part of a combatant's mental
       training. This part of mental training is specifically tuned to
       training a mind to resist difficult conditions, where combatants
       will try to train themselves to handle mental strain during
       specific situations. Specifically, some may learn to strengthen
       their will to resist things like psychic abilities, certain
       supernatural abilities that effect emotions, or other things
       that may cause immense stress on the mind. People who train in
       this often learn to resist certain conditions through physical
       training, and use this alongside their psychological state
       training to push their minds to resist unfavorable conditions as
       much as they can. This training is made most effective when a
       user can train in hard mental conditions, such as if they can
       train with a supernatural who can influence the mind. Another
       popular method for those that cannot train with supernaturals is
       to train in meditation while trying to avoid a particular
       hazard. For example, some may balance on difficult objects while
       meditating (with extreme training including things like
       meditating while on a spike), or some may train their minds in
       tough conditions such as living in a dangerous area and learning
       to focus while also focusing on their survival. This is a
       training that can be done a number of ways, and is a passive
       skill that any combatant can learn to some extent. Some of the
       most advanced trained combatants or supernatural trained users
       of this may even be able to shut down certain aspects of their
       mind at will, where some can learn to do things like shut down
       their sense of pain through focus. This is another ability that
       depends on one's training, with supernaturals often having
       better training at this than humans (though humans can still
       learn this just as well if they train hard enough). Typically,
       this is something that can be overcome by stronger mental
       abilities, where some can use things like stronger psychic
       abilities or stronger emotional influences to try and influence
       the mind of the combatant. This is not a perfect training, and
       may not resist every unfavorable condition. This usually depends
       on the combatant and their training.
       - Darkfire Disciplined Mind: Since the Darkfires require focus
       in order to use their elemental 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
       requires mental focus and training, where a Darkfire will often
       learn this before they even learn how to use their Darkfire
       abilities. 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, since their
       disciplined mind training is more focused on them learning to
       control their own minds. And by controlling their own 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. This is a
       training that is absolutely necessary for a Darkfire, in which a
       disciplined mind and proper focus is needed for them to utilize
       their abilities. This art is one that all Darkfires must learn,
       and while the other arts of this are useful in different
       aspects, these other aspects are optional to learn. However, the
       main art is not option, and all Darkfires must learn it in some
       capacity. This art is not always perfect though, as this art can
       be overwhelmed at times if a person isn't skilled enough with it
       to handle certain things, such as some psychic abilities may be
       able to overcome this skill if the psychic skill can overwhelm
       the mind.
       - Darkfire Disciplined Mind Art: Mind Aspect
       Modification/Shutdown: This is an art of the Disciplined mind
       art, where the Darkfires learn to modify and shut down aspects
       of their mind. This was a special effect of their training, and
       one the Darkfires started using as an advanced use of this
       skillset. Those that master the basics of manipulating their
       mind can learn to modify their mental states, by shaping their
       mental landscapes. For example, the Darkfires can use this art
       to shut down their emotions temporarily, where they can suppress
       their emotions so that they can effectively keep their emotions
       from affecting their judgement. This is an art that can be used
       in battle as well, where a Darkfire can suppress their murderous
       intent, or a Darkfire can suppress things like their anger or
       hatred to avoid it sending them into a rage. This is a very
       useful skill that can be used a variety of ways. But there are
       also other ways to use this as well. For example, the Darkfires
       may use this to shut down their pain processing points in their
       mind, where they can temporarily make it so that they can dull
       or even make themselves not process pain at all. Darkfires can
       even induce certain emotions artificially, where they can fake
       emotions and modify their mental states so that the emotions can
       appear genuine (such as hormones could be released in the mind
       that correspond to the emotion which leads to the body
       responding according to the mind). This is a very useful skill
       that many Darkfires utilize pretty effectively, such as how the
       assassin Darkfires will often use this to infiltrate, where they
       will use this to fake their interactions and make the
       interactions appear genuine, often fooling all but the most
       sensitive of supernaturals (only a few supernaturals can see
       through this method of modifying the mind and often requires
       strong psychic ability to do so). However, this can also be
       damaging to a Darkfire if they rely too much on it. For example,
       always suppressing emotions could lead to them doing something
       they normally wouldn't do if they keep their emotions
       suppressed, or those that rely on suppressing pain may have
       problems recognizing damage to their bodies to the point that
       even more damage will be done if the Darkfire doesn't realize
       their body is damaged.
       - Darkfire Disciplined Mind Art: Darkfire Emotional Meditation:
       This is a unique training art that the Darkfires developed.
       Because most Darkfires have emotional problems that often go
       cause problems, they developed this art to help them overcome
       emotional states that might hold them back. While not always
       effective depending on the issue that the Darkfire has, this is
       designed to help a Darkfire reach an equilibrium in their minds.
       When used, a Darkfire uses meditation as a means to focus their
       mind, similar to how others meditation. The Darkfire focuses on
       meditation, and then uses their disciplined mind skill to help
       them focus on the emotions they want to affect. This helps
       Darkfires overcome mental blocks and problems, especially among
       the fact that Darkfires often have to use this to balance out
       the dangerous lives they live. Specifically, the assassin
       Darkfires often are very close to the edge of losing themselves
       to becoming mindless killers, and have to use this training
       specifically to help them keep their minds focused on not
       letting themselves fall into a desire to kill. The Swordsman
       Darkfires often use this as a means to meditate and calm their
       minds, which helps them maintain a calm and focused demeanor
       when using their sword skills. All Darkfires have some use for
       this, and it is a necessary training Darkfires often learn as
       part of the Disciplined mind training. If it weren't for this
       training, the Darkfires would have likely become a dark and evil
       clan, who only cared about killing their enemies. However, the
       Darkfires manage to maintain their mental states with this
       training, and help keep themselves from going over the edge.
       However, depending on the Darkfire, some may have a harder time
       using this than others, and this isn't always effective on every
       Darkfire. Some may have higher levels of emotions than others,
       making this harder to use. And for those with emotional trauma,
       this may not be as effective in helping overcome trauma (usually
       trauma is a very difficult thing and causes a lot of problems
       for Darkfire's and their abilities), as trauma often requires
       more than just mental training to overcome. While this can help
       with trauma, it is never the only thing a Darkfire does.
       - Darkfire Disciplined Mind Art: Mental Landscape: When using
       the Disciplined Mind art, the Darkfires learn to shape their
       minds through their mental landscape. However, the Darkfires
       found that there were uses for the mental landscape beyond just
       simply controlling their emotions. For example, the Darkfires
       often use this to tell what their mental state is by seeing how
       their emotions affect the mental landscape. While this is
       different for every person, there is always some sort of effect
       that comes when the mind is affected. For example, anger may
       cause a fire to well up in the mental landscape, or sadness may
       cause rain to fall in the mind. There are also other ways of
       using this though, such as some Darkfires use this for mental
       image training, where they train in their minds so that they can
       build themselves up through mental training. Darkfires can even
       enter this landscape when they are asleep, where they can even
       effectively suppress their dreams to instead spend their sleep
       in their mental landscape. This is very useful for training, as
       many Darkfires will use this to test new techniques, or use this
       time to meditate and focus on how to better train their mental
       states. Darkfires can also enter the mental landscape of others,
       where they can not only go into their mental landscape, but can
       send the person into their own mental landscape. This is usually
       a method of training to help others learn how to access their
       mental landscapes, or to help train someone in the mind as a
       means to keep the training secret from others. When in the
       mental landscape, time moves at a slower pace, due to the speeds
       at which the mind operates. Depending on the person, spending a
       large amount of time in the mental landscape could equate to
       seconds in the real world. Many Darkfires can spend hours in
       their mental landscape and only have less than 30 seconds spent
       in the real world. However, this is more about mental focus, and
       isn't really useful beyond mental training and possibly helping
       others learn what mental states are like. Most Darkfires often
       use this instead of dreaming only because it is a better method
       of doing something productive while they are asleep. However,
       psychics can also enter this landscape depending on the psychic,
       and some psychics can also affect the mental landscape
       (specifically among those that can affect the mind with psychic
       powers).
       - Darkfire Disciplined Mind Art: Fool Senses: This is an
       accidental use of the Disciplined Mind training that has been
       put to use over the years, and is an optional training used by
       the Darkfires. 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, as well as controlling their emotional state to
       prevent themselves from showing signs of lying. 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 though, 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.
       - Psychic, Darkfire Vampire, Celestian and Combat Trained
       Enhanced Physical Stats: Darkfires have vampire enhanced
       physical and supernatural abilities, but also they have enhanced
       combat training to further enhance their abilities. The
       Darkfires are fighters and warriors, whether they are swordsmen
       or assassins. As such, the Darkfires are highly skilled in
       combat, and have enhanced physical abilities. As one might
       guess, this is different depending on the user. Darkfires often
       have specific trained abilities depending on their physiology
       and abilities, in which they may focus on specific stat
       training, or they may have a general stat training to enhance
       all their stats. Because of this, it is hard to quantify every
       Darkfire's physical and supernatural enhancements. However,
       there are usually two levels of enhanced stats. The first is
       that users gain special training towards certain stats, which
       lets them specialize in a few stats to train those stats to
       levels beyond normal supernaturals. The other method is that one
       can train in a more general sense and train up all of their
       stats for a more even stat boost. There are advantages and
       disadvantages to both methods. The specialized stats allow for
       much higher stats than other supernaturals depending on the
       level of specialization, but the downside is that other stats
       will often suffer as a result (IE a speed and agility based
       training will often mean strength may not be as well trained and
       won't be as enhanced). For those that do the general training,
       this offers are more even stat increase, but the stats aren't as
       increased as those with specialized training. Those with
       specialized training tend to focus more on their strengths, and
       often have to leave out their weaker stats and find other ways
       around them. However, those with generalized training often are
       much more balanced and have a much easier time balancing all of
       their stats in combat. The Darkfires will often choose one of
       these two methods to train, where they will train depending on
       their own preferences. This makes each Darkfire unique in how
       they are attuned to combat. Of course, as one might expect, the
       Darkfires may still be overcome by those with stronger stats, or
       some with experience may also overwhelm the Darkfires physical
       abilities (as there are some things to be said for experience
       giving someone better ability to counter enemies than just raw
       training). Though the Darkfires do also usually have experience
       on their side since they do train and combat enemies. Dufort's
       abilities have all been enhanced by his combat training, as well
       as his natural enhanced abilities thanks to being part Celestian
       and part Darkfire vampire. His psychic power has also granted
       him some enhanced combat abilities, which has made Dufort a very
       dangerous fighter. His stats are mostly spread evenly, where he
       balances strength, speed, defense, agility and durability.
       However, with his Darkfire training, one does need to beware of
       his combat ability to move extremely fast using Darkfire Kenpo,
       which can make him move faster than most people can keep up
       with.
       Transformations:
       - Psychic Enhanced Nature Form: Dufort doesn't yet have his
       Darkfire release, due to him not being able to face his darker
       half. Because Dufort suppresses his anger and hatred along with
       most of his emotions, Dufort instead had to come up with another
       method of transformation. This ability uses Dufort's copied
       psychokinetic energy manipulation, where Dufort concentrates his
       psychic power to amplify himself with energy. However, unlike
       Gammon Tepes who he copied this from, Dufort doesn't have the
       same ability to use all the energies he absorbs. However, Dufort
       can utilize his energies he absorbs to go into an enhanced
       psychic form by concentrating his psychic energy. This enhances
       Dufort's abilities by combining psychic power with his alchemy
       to enhance his nature connection and his ability to manipulate
       nature using alchemy. When in this form, Dufort gains enhanced
       alchemy, where his magic gains a boost in power and ability as
       well as Dufort gaining enhanced physical stats. For the most
       part, Dufort only needs to go into this by absorbing enough
       nature energy, and once he does, he can stay in this form until
       he uses all the nature energy he absorbs. This is a very simple
       transformation that mostly just boosts Dufort's abilities, and
       doesn't grant him any new abilities like a Darkfire Release
       likely would due to Dufort not being able to use other energies
       that he absorbs other than the magic and nature energy. Unlike
       Gammon who is able to use stronger energy amplification of
       different energies to boost himself, Dufort cannot boost himself
       to the same level. Because of this, this isn't much of a
       powerful transformation, due to the fact that Dufort doesn't
       have the same amplification as a real transformation. However,
       the positive side to not having a lot of energy to transform and
       not needing a lot is that Dufort can stay in this form longer,
       and if he doesn't use his nature energy he absorbs, then he can
       stay in this form for a long period of time. However, once he
       has used up the energy he gathered, he will return to normal
       just like any other energy absorption transformation. Also,
       becuase this doesn't amplify him enough, this may not let him
       compete with some stronger transformations since this is more of
       just an enhanced state more than a transformation. However,
       since Dufort has such as strong base ability, he often doesn't
       need full transformations to compete with enemies.
       Specific Personal Weaknesses:
       - Please man, if you turn evil we can't stop you: While many may
       look at his powers and wonder who can beat him in battle with
       the abilities he has (particularly his psychic ones), Dufort
       does have as his fair share of weaknesses like anyone else. The
       biggest one for Dufort is that his biggest enemy isn't others
       who fight him, but his greatest enemy is himself. Dufort has a
       number of things about him that make him just as much of a
       danger to himself as to others. Dufort can be a very unstable
       person at times, and if he is pushed, his anger and hatred can
       be a big problem for both his enemies and himself. Even though
       his mentor Wykoth managed to train him to control his emotions,
       Dufort has only barely remained in control. The biggest danger
       to Dufort is what happens when he stops suppressing his
       emotions, which are the biggest danger to Dufort's being. Dufort
       can lose control of his psychic power if his emotions get out of
       control, and this something that could be bad for those around
       him, but Dufort himself as well. While he has been trained to
       control his emotions, if he were to be pushed emotionally, he
       could easily become unstable and lose control of his power which
       is something that is always a danger. Dufort is usually almost
       always on the edge of sanity, even if he doesn't show it. He has
       fooled himself into thinking he has evolved beyond the need for
       friends and relationships, which has led him to a point where he
       doesn't really care about people that much. This has gotten
       slightly better in recent years especially since he joined the
       Crow Mercenaries, but it is still a problem that Dufort doesn't
       really connect to people. For the most part, even the Darkfire
       family are just people related to him in his eyes, and he
       doesn't share the same views about family as a lot of Darkfires
       do, with a few exceptions. It really wouldn't take too much to
       push Dufort into losing control if one found the right triggers.
       There aren't many things that trigger Dufort into anger anymore,
       but if someone did find something to do so, it is likely that it
       could make Dufort lose control of his emotions. Dufort's powers
       have grown over the years since his training with Wykoth, and
       losing control now compared to back before he was picked up by
       the Crow Mercenaries would be a lot worse than it was back then.
       - You better pray Dufort controls his powers: As mentioned
       earlier, Dufort is a surprisingly unstable person underneath his
       cold exterior. This is not a good thing, considering that
       Dufort's powers require absolute control. If Dufort were to lose
       control of his emotions, he could lose control of his psychic
       power and release psychic feedback, or even using power he
       doesn't want to use. For example, when angered, he may use
       alchemy spells much stronger than what he needs unless someone
       stops him. He has also been known to release waves of
       telekinesis when angered, to the point that he may crush things
       around him with telekinesis subconsciously. This is very bad for
       anyone around Dufort, enemy or ally, and is usually bad for
       Dufort himself. Because his powers require control, lose of
       control can cause some of his powers to react if he loses
       control, which can be very dangerous. However, Dufort also
       suffers psychic backlash in his mind if he doesn't control his
       emotions, such as his mind reading could get stronger or his
       powers he has may run out of control. This is a big reason why
       he never became a time lord, because the additional power and
       abilities of a time lord would likely require more control than
       he has. For the most part, Dufort's control is the only thing
       that keeps his powers in line, and if he loses that control,
       there's no telling what could happen other than knowing that
       Dufort's psychic powers will react harshly to those around him
       and to Dufort himself. Also, while many of his powers require
       control, he also has abilities that he cannot turn off, such as
       his psychometry and X-ray vision, which he has no control over
       at all. Sometimes these powers can also react to Dufort's
       emotions if he loses control as well, depending on the
       situation. And since these powers cannot be turned off, there is
       nothing Dufort can do to hinder these powers when he doesn't
       want to use them. The powers he cannot turn off are usually
       controlled in some way, such as Dufort keeps his psychometry
       power at bay by using thin transparent gloves on his hands so
       that he won't accidentally use the power on others. This control
       is perhaps one of the most important aspects of Dufort's power.
       However, London Kindron is working on control devices to help
       Dufort with his psychic power, so that he doesn't need to
       control it so completely, since the devices will be designed to
       regulate his psychic power.
       - Man those psychic powers are useful: For Dufort, he has had
       psychic powers that have helped him his whole life. Because of
       this, he has had an advantage over others for almost his entire
       life. Dufort is someone who has never really had to work that
       hard for much of anything, other than when he trained with
       Wykoth to learn to control his emotions. Everything is usually
       done pretty easily for Dufort, as his psychic powers often leave
       him with being able to accomplish most tasks pretty easily.
       Thanks to this, Dufort has lost out on some key experiences. For
       example, because of his mind reading and presence sensing
       abilities, Dufort is almost never surprised by when people come
       to see him, and he often knows what people are coming to see him
       for unless they have psychic protection on their minds. But even
       with psychic protection, Dufort has lost out on the ability to
       be surprised by almost anything going on around him, because he
       can sense everyone around him. And with powers like his
       answer-talker ability, Dufort is usually able to answer almost
       any question that comes his way, to the point where he doesn't
       even need to use his enhanced intelligence sometimes. Since he
       hasn't hard to work that hard, everything just seems to come to
       easy to him, which has also led to Dufort often being bored with
       life, due to almost never having any real challenges (at least
       before the Order of the Dragon came along). Because of his high
       IQ and psychic power, Dufort can solve almost any problem in
       front of him with some thought or using his psychic power, and
       this has led to Dufort not really having much reason to put 100%
       into anything. He has so many psychic powers that almost every
       situation can be solved by at least one of them, in which Dufort
       has even flown up in space before using a psychokinetic energy
       barrier and psycokinetic air manipulation to breathe within his
       barrier. This has also become a problem in that Dufort doesn't
       keep his guard up against enemies unless he knows an attack is
       coming, as he has more faith in his psychic abilities than he
       probably should since his psychic powers have almost never
       failed him.
       - He's gonna kill us all someday, isn't he?: When it comes to
       psychic power, Dufort has to hold back a lot so that he doesn't
       affect those around him. For example, his ability to project his
       anger and hatred on others can overwhelm the mind to the point
       that Dufort can often cause permanent psychological damage if
       the person is exposed to enough of his psychic power, or is
       exposed to it for long enough. Dufort has a few psychic
       abilities that he has to hold back on constantly, and this goes
       back to Dufort needing to absolutely control his powers. This is
       another aspect of control that Dufort must exert on his
       abilities, where certain abilities have to be controlled. While
       most don't see it at first when around Dufort, Dufort's psychic
       powers are often at a point where even he has trouble with them
       at times, and he is always careful about how to handle making
       sure his powers aren't used to affect those around him. This
       isn't too bad when Dufort is facing down enemies, since he can
       often defeat a lot of enemies with his psychic power, but
       especially around allies, he has to be absolutely careful. But
       even around enemies, he still has to hold back due to his powers
       still requiring control in order to keep from going out of
       control. This means that even against opponents, Dufort often
       has to hold back in order to avoid losing control of his
       emotions even though enemies are the people Dufort would want to
       affect with the full capabilities of his psychic power. As such,
       Dufort is in a constant state of holding back his psychic power,
       and as long as he does, there is a part of his mind that is
       always dedicated to that one singular purpose. Because of this,
       that part of his mind can almost never be dedicated to anything
       else, which does hinder Dufort on some level. This part of his
       mind is always used to hold back and keep control of his psychic
       power, and this actually holds back some of Dufort's
       intelligence as well. While Dufort does have high intelligence
       as it is, and has a higher IQ than most can know (due to his IQ
       being pretty much immeasurable by most standards), some of his
       intelligence is hindered as long as he is focused on the control
       and holding back his full psychic capabilities because if he
       doesn't, it will likely even do damage to himself if he were to
       lose control of his full psychic power. And as mentioned
       earlier, London Kindron is working on trying to build a device
       that will regulate Dufort's psychic power so that he doesn't
       have to focus on control all the time, which would help negate
       this weakness as well if Kindron were successful in his efforts
       to build his psychic regulation device.
       - But everyone needs friends, even you: Dufort has a strange
       view of friends and relationships. As mentioned earlier, Dufort
       has fooled himself into thinking he has evolved beyond the need
       for companionship, whether it's friends or even family. Dufort
       doesn't really connect with anyone, and doesn't feel the same
       way about family that most Darkfires do. Unlike the other
       Darkfires, Dufort doesn't really care much about connections to
       his family other than feeling obligated to consider them since
       they are related to him. This has led to Dufort not really
       feeling attached to anyone, and he has made it a point to say so
       to many. This has led him to not being afraid to be a jerk to
       people at times, as he often will call people out if he feels
       they say something stupid. This lead to Dufort not really being
       able to make a lot of friends, and gets to a point where a lot
       of people dislike him. Because of this, Dufort doesn't really
       build up friendships, and aside from his sense of duty, doesn't
       really care whether people around him live or die. His mentor,
       Wykoth, was among one of the few people that Dufort truly
       connected with, and without his universe's Wykoth, there aren't
       a lot of people that Dufort would really feel connected to. This
       includes the Crow Mercenaries, as Dufort doesn't really feel
       attached to the group. If the group were to all die, Dufort
       wouldn't really feel bad (at least as far as he knows). However,
       while Dufort does believe he feels this way, the fact is that he
       is wrong about it. He has fooled himself into false thoughts,
       and doesn't realize that he actually does care about the Crow
       Mercenaries to a degree, as he has done his best to help them in
       the past. Despite saying he only joined them because they found
       him before the Order of the Dragon did, Dufort has gone above
       and beyond when it comes to helping them. Dufort has even gone
       as far as teasing a few like Amber Shadow-Rowe who he has teased
       for her not being the most intelligent person and making stupid
       mistakes. So, one can probably guess that Dufort's views are
       mostly false, and the right people who come into his life could
       help change his views for the better. But until that happens, he
       will continue to follow his false beliefs that he has evolved
       beyond the need for friends or family unless something changes.
       If he were to feel positive emotions and allow himself to grow
       close to others, there is a good chance that he would learn
       better control by using positive emotions instead of negative
       emotions like he does now.
       - Why must vampires be weak to stuff?: Unlike normal Celestians
       who develop immunities to most materials, contaminants that are
       dangerous to vampires are something that Dufort cannot overcome
       easily. Being half vampire, he is more vulnerable to certain
       materials, and even with his Celestian blood, he cannot develop
       good resistances to certain things. The biggest example is
       metals that negate regeneration, like varanium and carbonadium.
       However, this also applies to things like stilled silver and
       uridium, due to his vampire side. While Dufort isn't quite as
       vulnerable to certain vampire weaknesses, this is part of his
       vampire weaknesses that his Celestian side doesn't really let
       him overcome. For the most part, this means that certain
       contaminants that are used that are dangerous to vampires can
       still be used against Dufort, and he cannot develop resistances
       to any of these contaminants. While he can gain slight
       resistances, they are only slight resistances and don't really
       hinder the use of these materials all that much. And like most
       Celestians, in order to gain any resistance, he has to be at
       least exposed to the material, and depending on the material,
       some materials will require a lot of exposure before Dufort
       gains resistance to them, and, as mentioned, some materials he
       will never gain true resistance to. When it comes to materials,
       there are a number of them that can be used against Dufort. The
       first is varanium and carbonadium, which affect Dufort's vampire
       regeneration and his Darkfire regeneration if he is affected by
       either material (both have the same effect but are different
       metals, and it is worth noting that resistance or even immunity
       to one doesn't translate to gaining resistance to the other).
       And of course, stilled silver is another one that is useful, in
       which Dufort's powers can be negated using stilled silver where
       if he is hit by stilled silver, he won't be able to use his
       supernatural abilities for a short time. And of course, there
       are other materials like uridium which negates Dufort's
       elemental powers due to uridium being a metal that negates
       supernatural elementals.
       Celestian Weaknesses:
       - Will do once Raven updates the Celestians.
       Darkfire Vampire Clan Weaknesses:
       - Elemental Counters: The Darkfire's elemental abilities can
       still be countered, in which the Darkfire's elemental abilities
       are usually weak to counter elements. For example, fire often
       would counter ice and earth, or water might counter fire and
       lightning, or earth and wind can often counter each other (every
       element has its weaknesses). Depending on the knowledge and
       abilities, almost any elemental can be countered by another in
       some way. For example, most don't know that one can actually
       counter fire with electricity, as electricity can be used to
       manipulate flames. The Darkfires elemental powers may be
       versatile, but there are also many versatile ways to counter
       their abilities. If one has enough scientific knowledge, there
       are many ways to counter elementals. For example, wind abilities
       can not only be used to create other elements like flames and
       lightning, but can also be used to put out flames and lightning.
       Wind manipulation can create a vacuum, snuffing out flames if
       they don't have oxygen to burn and wind manipulation can
       manipulate the static in the air to remove the static that
       creates electricity. It isn't just with elemental powers that
       their powers can be countered though, as others can counter
       elements with other abilities as well. For example, energy users
       can counter a Darkfire's elemental skills by using energy
       defense, such as using a barrier skill may help a user defend
       against elemental skills or using certain energies can even
       contain elemental abilities. Depending on the abilities used,
       elementals can be countered by a great many abilities, and just
       requires a little creativity from the user. This means that the
       Darkfires elemental powers, while useful, can still be
       countered. And just as their positive and negative spirit
       energies add power when creating their unique elementals, this
       also adds an additional weakness. When using these, the
       elementals will be more easily countered by the opposite
       attribute (IE dark would be weak to positive energy and holy
       would be weak to negative energies). So opponents have a variety
       of ways they can counter the Darkfire's elemental abilities.
       - Elemental Counters Part 2: There are a few other abilities
       that can more easily counter a Darkfire's elemental abilities.
       The first is darkness and light. The Darkfires will often stay
       away from light and darkness abilities, due to the fact that
       they see them as redundant. Because the Darkfires utilize
       negative and positive power in their elementals, with the
       negative elementals basically being dark and their positive ones
       essentially being considered light type, the Darkfires will
       often not bother with dark or light elementals when training
       their elements, due to what they see as redundancy. This means
       that darkness and light are much less used, and more easily able
       to counter the Darkfires. Specifically, light can be used pretty
       effectively, since things like light beams can pierce many
       elemental type attacks. And darkness is another skill that can
       be used by advanced users to essentially counter many kinds of
       abilities. For example, light might be amplified by ice
       abilities, or darkness could absorb heat. This is another aspect
       that just requires creativity, but Darkfires that don't have
       light or dark often don't care much for darkness or light
       manipulation. The next counter is corrupted elements, and other
       elements that are created from energy rather than elemental
       power. Corrupted elements are just as easily able to counter a
       Darkfire's elemental power as any other elemental, where
       Darkfires who try to absorb corrupted elementals will take
       physical damage to their bodies if they try to absorb a
       corrupted element even if it's the same element. The only
       exception to this is if a Darkfire can create corrupted elements
       of their own, in which case they can absorb their own corrupted
       elements (but not others). In terms of other elements, other
       energies can replicate elemental effect, such as spirit
       lightning, and these cannot be absorbed by a Darkfire without
       physical damage as well, due to the fact these are not true
       elements. Corrupted and other energy elementals are very useful
       as it usually bypasses a Darkfire's elemental immunity to their
       elements, and counters their resistances to other elementals as
       well.
       - They can die: The Darkfires can regenerate much better than
       most vampire clans, but they can still be killed just like any
       other vampire. The Darkfires still have the same vampire
       weaknesses where they can be killed more easily by holy
       abilities or by vampire killing weapons. For the Darkfires, they
       cannot regenerate their hearts or their brains, which are vitals
       that can kill them if they are destroyed. Some Darkfires can
       regenerate internal organs, and some cannot, so it is a mixed
       response. Another method to kill a Darkfire is to cut off their
       head, as unless they have angelic or demonic level regeneration,
       it will kill them to do so just like it would most other
       vampires. Regeneration may be a strength of the Darkfires, but
       those that plan well enough can find ways to counter the
       regeneration of the Darkfires. There are a number of things that
       can negate regeneration these days, such as varanium or other
       regeneration negation skills that some have developed to counter
       regeneration. One can use these, and they work just as well
       against a Darkfire as they would against any other regeneration
       type. The Darkfires often will rely a lot on regeneration, so
       some will take hits if they feel like they can survive it and
       regenerate. This is something that some clans can use against
       the Darkfires, as using a varanium or similar item/weapon could
       catch them off guard if they take the hit and take damage they
       can't recover from. Another thing is that some Darkfire's
       regeneration can sometimes be interrupted by holy power, due to
       the effects of holy energy on their vampire natures. In
       addition, certain supernatural hunter abilities can specifically
       counter their regeneration abilities, such as some that are
       specifically set up to counter a vampire (such as a magic
       supernatural hunter that had magic arts designed to vampire
       natures by purifying their cursed and dark nature). Things like
       holy silver, or vampire killer weapons can also negate their
       regeneration temporarily depending on the Darkfire (as long as
       it's not something like a holy vampire Darkfire like Father Hei
       Darkfire). And if an opponent can counter a Darkfire's
       regeneration, they can effectively counter one of the Darkfire's
       more dangerous abilities.
       - Attacking the family is a bad idea for everyone: The Darkfire
       family ties can be a dangerous thing to them, even if it is one
       of their strengths. If someone crosses their family, their
       attention becomes highly focused on the person who wrongs them,
       to the point where they can get tunnel vision when they go for
       retaliation. The best example of this is the Interdimensional
       Sabbat, which resulted of a Darkfire retaliation that led to the
       Darkfires putting aside their normal views on not killing
       innocents and going after Edgardo Del Salvador until they had
       pretty much completely taken over their world, and they had
       killed a ton of people that had nothing to do with their
       vendetta against Edgardo. This can be a dangerous thing, and the
       Darkfires can take retaliation too far. Because of this, the
       Darkfires views on family is a dangerous thing to them. However,
       it is also something that can be used against them. Because the
       Darkfires will always protect their family, some have used this
       fact to their advantage by capturing members of the family to
       lure the Darkfires into traps, where they use the attack on the
       family to try and take advantage of the Darkfire's retaliatory
       nature. And if the Darkfires get so bent on retaliation that
       their judgement is impaired (which can happen), then the
       Darkfires could be lured into traps that can get them killed.
       The Darkfires are very skilled in terms of combat and they are
       quite unified, but this unification also can be effectively a
       weakness to them if it is used correctly. The Darkfires will go
       to any means to protect their family, and this may even mean
       putting aside some of their more passive views. While the
       Darkfires are a little less prone to retaliation thanks to their
       friendship with the Hazeldines who often help them in times of
       distress, the Darkfires can still suffer impaired judgement if
       the family is in danger. There is no worse thing to impair the
       Darkfire's more passive nature than retaliating in revenge. Any
       warrior can be hindered by the need for revenge, and the
       Darkfires are no different. The Darkfires need for revenge can
       hinder their combat, and even make them outright sloppy in
       combat if they are not focused and calm.
       - People hate their middle of the road views: Because of their
       middle of the road views, the Darkfires have become mostly
       out-casted from the rest of the vampire clans since they refuse
       to side with one group over another. The Darkfires and
       Hazeldines both went to Japan to avoid the other clans, and for
       a while even hated each other before they eventually made peace
       and became allies. The Darkfires are often not looked well upon
       by other clans, with the best example being when Hei Darkfire
       took over the Sabbat in London. Rather than accepting a strong
       leader who had proven himself over and over again, the group was
       splintered and half of the group created the Sabbat
       Traditionalists because they hated Hei Darkfire's views. It's
       not always about them being Darkfires, and groups hating the
       Darkfires (But there are plenty of groups that hate the
       Darkfires specifically, some of which include groups splintered
       off from their own family), but it's usually about how they see
       the world. Many see their more peaceful approaches to problems
       as a sign of weakness, as many often think that the Darkfires
       should fight rather than try to solve things peacefully. This
       has led to a misconception that the Darkfires are weak, though
       many are starting to see that it is not the case, mostly thanks
       to London's groups seeing how dangerous the Darkfires can truly
       be. The Hazeldines share in this view, and have also become
       outcasts from the rest of the clans as well, which makes the
       Darkfires and Hazeldines stronger allies. However, because of
       their views and their more peaceful ways of trying to solve
       issues, it will always lead to some seeing them as weak, or
       never truly agreeing with their ideas of how the world should be
       run. The best allies for the Darkfires is typically other
       outcasts, but even many outcast groups also dislike the
       Darkfires as well. It's not always for the same reasons, but
       most groups that know the Darkfires usually find some reason to
       dislike them, as well as disliking the Hazeldine clan (in which
       some dislike the Darkfires because of their alliance with the
       Hazeldine clan and some even hating the Hazeldines for their
       alliance with the Darkfires).
       - The clan's biggest secret: Because Darkfires are true
       day-walker vampires, most nighttime based vampires will hunt
       them down in order to take their blood and gain their abilities
       if they find out about the Darkfire's true day-walker abilities.
       Darkfires are one of the few true day-walker vampires who are
       able to be out in the day and not take damage. The Darkfires are
       often hunted by those that find out about 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 day-walker 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 day-walkers, and vampires will seek to take
       their blood in order to steal their day-walker 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)
       and the Hazeldines stopped being enemies. 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.
       - Supernatural Hunters hunt vampires: 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 and supernaturals in general, 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. While the Darkfires often avoid
       supernatural hunters, it is still a problem that any vampire
       clan has to face, and the Darkfires are no different.
       - Hazeldine Rivals: 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. Many 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.
       - Water (Yes, seriously): 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 and any other
       elements in the water). 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. While holy water is
       a fairly obvious weakness against a vampire, purified water is
       one that also works against many vampires that people don't
       actually know about (in which purified water is able to counter
       a vampire's cursed and dark nature due to its purity). 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 feels
       unnatural to them). 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. The Darkfires are not immune to being bound
       and tied to something, and if it is used properly, groups could
       capture the Darkfires and use them to their advantage. However,
       the Darkfires would not willingly be bound to any other group,
       so one would have to account for that if they wanted to bind the
       Darkfires. One would have better luck into talking a Darkfire to
       willingly join them, which individual Darkfires may consider if
       the group can prove to be a valuable enough ally.
       - Vampires need blood of the living: 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 nutrients or synthetic blood, with
       the main one being that of London universe's own Kindron
       Darkfire. 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 and would 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).
       - Hypoglycemia, anyone?: When it comes to hunger, there is
       another thing to note about the Darkfires as a weakness. Many
       that know the Darkfires know that they don't just live on blood,
       but they eat human food as well. Their diet is a bit unique, in
       which the Darkfires, as vampires, survive on blood and human
       food. This is because the Darkfires burn off calories much
       faster than their bodies can handle due to their constant
       battle-like nature. Since the Darkfires do a lot of training and
       fighting, they tend to burn a lot more calories than most
       others. On top of this, the Darkfires have a very fast
       metabolism, due to their bodies being in peak condition. Due to
       this, the Darkfires have very fast metabolisms that can actually
       burn off food even faster. Due to this, the Darkfires tend to
       have a hypoglycemic nature to them, where they have to eat far
       more in calories to keep their strength up. This is something of
       a major disadvantage to them, as their metabolisms can be a huge
       detriment. This means that Darkfires that don't eat regularly
       could have hypoglycemic reactions, to the point where they could
       pass out from hunger if they skip even one meal. This is
       something of a curse to Darkfires more than a blessing, because
       they have to eat far more than normal people, and they
       metabolize things much faster. In terms of food, this is easy
       enough to get around, where a Darkfire just has to eat regularly
       to keep their strength up, but this also affects Darkfires when
       they drink, as alcohol has highly reduced effects on them due to
       the fact that they metabolize alcohol much faster and the
       alcohol doesn't really affect them as easily. Most Darkfires
       have to eat a lot in order to survive, and they not only have to
       eat regularly, but they also tend to eat far more than others.
       As vampires, the Darkfires could survive by drinking more blood,
       but they have instead adapted over the years to surviving on
       both blood and human food as a means to keep their metabolism in
       check. Those that don't eat will suffer hypoglycemic reactions,
       and could even pass out from hunger in as little as 12 hours
       without food. Because of this, this can be a major weakness to
       Darkfires, as when they get hungry, their ability to fight gets
       weak, and their abilities start to get sloppy when they get
       hungry enough due to them usually not being able to concentrate
       when hungry.
       - Vampires are creatures of the night: The Darkfires are almost
       all unholy creatures steeped in a dark nature, and take far more
       damage from holy effects and holy abilities (unless they are a
       specific type immune 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).
       - Power requires control: 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.
       - Honor codes are a b*tch sometimes: There are weaknesses in the
       Darkfire's unique codes depending on the Darkfires. Both groups
       of Darkfires, the swordsmen and the assassins, have specific
       honor codes that some may see as a strength, but have some
       dangerous aspects that can be dangerous to the Darkfires. The
       first is that the swordsmen Darkfire are bound by specific honor
       codes, usually in the form of Bushido style codes. This usually
       includes a "do not kill unless it is a last resort" rule. In
       terms of the assassin Darkfires, the Darkfires who are assassins
       do not kill unless it is someone they feel deserves death.
       Because killing is a downward spiral in most cases, the
       Darkfires are always at risk of losing control of themselves and
       becoming just mindless killers. Because of this, both groups of
       Darkfires tend to live dark lives, and are never far from the
       edge no matter how calm and collected they may be on the
       outside. While the swordsmen stay further from that edge than
       the assassins, the swordsmen get closer to that edge since they
       refuse to kill unless it's necessary so they get closer to that
       edge faster than the assassins who live with the deaths they
       cause. The assassin Darkfires don't get as close to the edge
       with each kill, but they are always much closer to the edge than
       the swordsmen due to the fact that they aren't afraid to kill.
       Because of this, the Darkfires walk a fine line, and this line
       can be a very dangerous thing no matter which type of Darkfire
       is present. It takes a lot of mental training and meditation for
       a Darkfire to not be consumed by dark thoughts, and they must
       always be wary of the fact they could be consumed by dark
       thoughts. When looking at the multiverse as a whole, one will
       find that there are more evil Darkfires in it than good ones,
       and the dark natures that the Darkfires walk is a very dangerous
       thing that can easily backfire on them if they let their guard
       down. As mentioned, there are things that can easily push them
       over that line, and the Darkfires know it. The Darkfires must
       always train their minds first, and learn to control themselves
       as effectively as possible to avoid succumbing to their darker
       thoughts.
       - Can you kill something not alive?: Each set of familiars has
       unique weaknesses. While familiars can often be re-summoned,
       they can be destroyed depending on the familiar depending on
       what power is used to beat them (such as some can be destroyed
       with spirit destruction). Another major thing is that each
       Darkfire has to have connections to the familiars in order to
       control them, and the connection can be broken depending on the
       Darkfire. Most Darkfires may need some focus to control
       familiars, and the destruction of some familiars may cause some
       backlash on the user (as in complete destruction, not just
       de-summoning when defeated). For the demon/holy armor familiars,
       they may often seem tough, but the soul mark made on the armor
       being destroyed will forcibly de-summon the familiars since they
       cannot operate without that soul mark connected the soul to the
       armor. And of course, the demon and holy armors can be countered
       by their respective counters (IE demon powers can counter holy
       powers and vice versa). The Darkfires require enslaved souls in
       order to use the familiar arts they have, and the Darkfires have
       to keep this in mind. The souls can also have additional
       weaknesses depending on the soul put in to the demon or holy
       armor, such as a dragon soul put into an armor familiar will
       likely be weaker to dragon hunter abilities as a result. The
       powers of the familiars are still able to be countered depending
       on the familiar, where each familiar will often have its own
       abilities (aside from the Paladins and Pursuers which are
       universal between Darkfires). If the Darkfire's familiar is
       defeated in battle and destroyed by a method that doesn't
       completely destroy the familiar, even then the Darkfire won't be
       able to summon the familiar again for a while, unless it is a
       familiar they can summon multiple times at once (such as Hei
       Darkfire's ultimate genjutsu lets him summon multiple familiars
       of the same type at the same time). As mentioned, spirit
       destruction is usually a great method of permanently killing
       these familiars, as it destroys the spirit of the familiar
       rather than simply forcing them to de-summon.
       - Even Spirits can be killed (Elemental Spirit Users Only):
       While this skillset seems great for strengthening the world's
       spirits, this skillset is still somewhat incomplete because the
       Darkfires stopped working on it after the Darkfires made peace
       with the Hazeldines. When used, this skillset is still weak to
       counters to spirit power, with things like spirit destruction
       still working very well against these elemental spirits. Users
       of this will find that elemental spirits can still be countered
       like any other spirit, whether its spiritual power, spirit
       destruction powers, or other weapons or powers that counter
       spirits. Some users have even had some success limiting spirit
       powers by trying to use spirit enslavement on them (which may
       not work on a Darkfire's spirit, but it will force them to stop
       in their tracks as the Darkfire and the spirit have to work
       together to overcome it). However, this skillset did come with
       another unexpected danger, which was increased attention from
       the spirit plane. Specifically, this skillset tends to open up
       the Darkfire to the spirit plane, and may open up the Darkfire
       to notice by dark spirits. In the simple words of Qrow Darkfire:
       "When you see them, they see you." This means that those with
       this skillset are more likely to be attacked by dark spirits,
       and a user of this will need to learn how to counter dark
       spirits. So while this may be a good power for using spirits and
       building spiritual power, it does come with extra dangers as
       well. And while having elemental spirits may seem great, there
       does come a point where the spirit does reach a max limit on how
       strong it can get, where it cannot get any stronger. At that
       point, the Darkfire has to release that spirit back into the
       world and get a new spirit (Though some may stay with the fully
       grown spirit since many Darkfires get attached to spirits they
       host since the spirit and Darkfire tend to become close over
       time). Growth for spirits may start out quick, but eventually
       the growth of a spirit levels off, and the older and more
       experienced spirits may not be able to grow as much as the
       younger and more inexperienced spirits out there. And of course,
       it is absolutely forbidden to use this skill to host dark
       spirits outright by the Darkfires for obvious reasons, even
       among the most extreme Darkfires.
       - What even is Aura? (Aura Users Only): While aura is a very
       simple way for others to gain the power to protect themselves
       from dangerous threats, it is also simple for opponents to learn
       and counter. Aura is a very simple power, and designed more for
       functionality than to be a flashy skillset. While the Branwens
       and the Darkfires are able to use aura skills to great effect,
       aura is pretty easy to counter in that it's not complicated to
       figure out. The best way to beat aura is to simply overpower it,
       where almost all the aura abilities can be overpowered by
       stronger energies and attacks. It is even possible for a
       physically stronger opponent to overpower aura defense if they
       are stronger than the aura energy that protects the person.
       Compared to other energy users, aura is much simpler, and
       designed on purpose to be a power anyone can learn. It is also
       possible that other forms of energy can more easily be used to
       overcome aura manipulation, such as a spirit user might use a
       blast of spirit energy to try and break the aura user's aura
       defense. For aura users, their aura defense is perhaps the most
       important aura power they have, as it protects them as long as
       they have aura to power their aura defense. However, once
       overpowered, or worn down, any aura user can become vulnerable
       once their aura has gone down. The Branwens have ways to help
       make aura use a little more useful and help users last longer in
       battle, such as using elemental dust or using certain animal
       transformations. But the simple fact is that aura is one of the
       more easy to counter abilities. While it is more useful when
       combined with other abilities such as a Darkfire could utilize
       aura defense and elemental defense to increase their defense,
       aura is only useful until it is broken by an opponent, and then
       a user has to find another strategy for winning a fight. And of
       course, like any aura user or any energy user in general, things
       like aura breaker weapons and powers can instantly break through
       this power and negate aura defense.
       Basic Magic User Weaknesses:
       - Unbalanced power is no bueno: Most magics require balance of
       some type when it comes to the energy one uses. Whether it's a
       positive/negative energy balance, just maintaining a certain
       level of energy, or something else, there is usually some form
       of balance that one must maintain. This is necessary because
       magic often relies on certain physical and mental states to use,
       so magic not having those states could make the energy unstable
       or even dangerous to the user. For example, spirit magic that is
       not used by a spirit magic user that has balanced their spirit
       could cause their spirit magic to become unstable, or the use of
       positive or negative spirit may cause different effects
       (positive spirit magic using negative spirit energy could cause
       dangerous effects if used). However it is not just necessary for
       magic, as not balancing one's energy properly could cause
       negative effects in the body if the user isn't balancing their
       power properly.  For example, a chi user that doesn't balance
       their chi could be more vulnerable to dark chi corruption, or a
       spirit user that doesn't balance their spirit energy may cause
       their spirit energy to not flow properly. However, magic can
       also go out of control if one uses the wrong energy when using
       magic. For example, trying to power dark magic on holy energy
       may cause the magic to not work, or may cause an outright
       explosive reaction.  Those that try to experiment with magic
       must take care that they don't accidentally cause their spells
       to rebound, which tends to be a major problem in magic if magic
       isn't done properly. Those that try to use magic and don't use
       the energy properly will usually see something go wrong when
       they cast the spell, whether the spell doesn't work, it
       rebounds, or even explodes in one's face. This is typically more
       dangerous to the user than to those around the user, and most of
       the negative effects usually only happen to the user (except for
       magic rebounds or magic explosions of spells, which can hurt
       those around the magic user). With that said, balance is not an
       optional skill to learn, and each energy has it's own balance.
       Dufort uses mana and spirit purification for his magic, which
       mostly just requires mana management.
       - The energy used to power magic has weaknesses: Each energy has
       its own specific weaknesses, no matter what energy one uses to
       power their magic. There are a great many ways to power magic in
       one's magic, and each energy does have it's own weaknesses. With
       mana, mana may be the most adaptable energy one can use, but it
       can still be countered. Mana is also subject to mana negation,
       which is usually done by using a certain frequency those that
       use mana have come to call the "soul shout". Not many know how
       to utilize this particular skill, but it is something that can
       negate normal magic. For things like chi and ki magic, chi and
       ki are usually countered by other energies, and usually
       countered depending on whether positive or negative power is
       used. Chi usually uses positive or negative (as one either uses
       normal chi arts which uses positive chi or dark chi arts which
       uses dark chi, but ki can use neutral power depending on the
       balance of ki one has. Dark magic operates on dark mana, which
       only comes when one can either negate their normal mana or have
       used all their normal mana. In order to use normal dark magic,
       one has to use dark mana, or some dark magics may run on dark
       energy (which is countered by light). When it comes to spirit
       energy, spirit energy is usually countered by those that use
       other spirit abilities, or by evil or demonic spirits. For chaos
       magic, chaos energy tends to be chaotic and depending on the
       type of chaos energy, can be dangerous to the user just as it is
       to the enemy. Depending on the energy used, some can actually
       interrupt magic if they can interrupt the energy that one uses
       for magic. As mentioned mana negation can negate mana use which
       also negates magic that uses mana. Another way to interrupt
       energy in one's body is typically to attack the body's chakra
       points, as most energy in the body usually flows through the
       chakra points. By hitting those point and interrupting the flow
       of energy, one can prevent one from using that energy at all
       (usually temporarily) since magic must usually utilize some form
       of energy to be cast. All energy has counters of some kind, and
       as long as one knows that, they can use that knowledge to some
       effect. Dufort uses mana, so mana weaknesses can counter his
       mana he needs to cast magic.
       - Can't cast a spell if you can't cast: Another method to stop a
       magic user's spells is to interrupt their magic casting. If an
       opponent interrupts their activation of spells, this can be a
       very dangerous thing, as spells can either be canceled or may
       not be used properly (which usually causes the spell to rebound
       or explode the moment its cast). Depending on the activation
       type that one uses, one can find ways to cancel out one's magic
       use. When it comes to verbal spell-casting, the obvious answer
       is to stop one from speaking, such as interrupting one's voice.
       One can do something fancy like using silencing one by negating
       sound, or one can also do it with a simple punch to the throat.
       Physical activations can be interrupted simply by interrupting
       their movement, in which many users can simply be canceled from
       their physical activations if the opponent just attacks them.
       With physical activations, one can also use powers like gravity
       manipulation or something similar to restrict movement. When it
       comes to spell-circles or glyph activation, one can cancel out
       these spells by simply breaking the glyphs or spell-circles that
       are used for the activation. Once destroyed, the spell will not
       be activated (with this not really having spell rebounds, but
       destroyed spell-circles almost always just don't activate the
       spell). Another thing to note is the charging time required for
       some spells on activation. Those that use charging time to
       charge spells can be interrupted if an opponent attacks them
       while they're casting the spell, as they will have to stop
       casting in order to avoid an attack (or will lose the cast upon
       taking damage). Charging spells can be done more easily with
       certain items or weapons reducing charging time, but charging
       spells still requires at least some time to charge. There are a
       number of ways to activate magic, and each way of activating has
       some form of weakness. Even ones that don't seem weak to
       anything such as instant activation have drawbacks (with instant
       activation spells taking more energy to use in order to bypass
       other methods of activation). These activation types are
       necessary to cast magic, so interrupting them is usually a good
       way to interrupt spell casting before the user casts the spell.
       Dufort mostly uses instant activation, but uses verbal
       incantations for his unique lightning spells, so his spells
       still have the same weaknesses.
       - Magic requires d*mn good control: Magic requires control, and
       requires that one does it properly. A user must control their
       magic due to magic's energy often being chaotic in nature. The
       best thing that happens if magic is not done properly or isn't
       properly controlled is that the spell won't activate and the
       magic user will have wasted their power on a spell that didn't
       work. However, as mentioned a few times, magic can rebound or
       explode in one's face, and this most often happens as a result
       of magic either not being controlled, or not being done
       properly. Magic rebounding is what happens when a magic spell
       turns back on the user after it is cast, and is a major risk of
       magic. Most magics will only rebound if the magic isn't properly
       controlled, or the spells are done wrong, and is usually one of
       the two worst ways magic can go wrong. Magic rebounding does
       magic damage to the user, even if they have resistance or
       immunity, as magic rebounding typically uses chaotic magic
       energy to do damage. Any magician can have a spell rebound, but
       it is more common in some magics than others. For example, chaos
       magic often has random effects, and this could include a rebound
       effect on the user if the user gets really unlucky with the
       chaotic effects. The other worst way a magic can go wrong when
       not controlled or done properly is when magic explodes. If
       proper control is not done or not controlled, magic becomes
       unstable if the spell is cast. If the spell doesn't rebound,
       then the spell becoming unstable builds up pressure in the spell
       until the spell literally explodes. This causes the spell to
       explode in one's face (sometimes literally), and is a danger to
       magic users. If a spell is going out of control because it's not
       controlled properly or it isn't done properly, then the best
       thing one can do is cancel the spell and try again (which will
       waste the spell, but it's better than risking a rebound or
       explosion). This is why those that try to learn magic's secrets
       without knowing magic often have trouble, as most that don't use
       magic often don't understand what it takes to properly control
       magic (which is partially why races like Celestians cannot
       figure out magic).
       - You know how destructive magic can be?: Magic in general has
       some very destructive potential, especially with some of the
       stronger spells. Users must be careful of this, and use their
       skills accordingly. A big danger with some spells is that
       oneself or allies may get caught in the destructive effects of
       the magic skill, as some of the skills have a large hit area.
       Those that use this may or may not be immune to their own magic,
       and whether or not one is, one can still do damage to oneself or
       allies. If they are not immune, they can get caught in their own
       attacks and take damage if they are too close to a spell that is
       cast (like getting caught in a fireball explosion if they launch
       it too close). But even if one or an ally is immune to the magic
       used (IE fire immunity if a fire spell is used), the kinetic
       impact of the magic attacks is something that can still cause
       damage, such as knocking an opponent back with immense force, as
       there is a lot of explosive potential with a lot of the magic
       skills used in this. Users that use magic must be careful about
       how they use it in battle, where users must be careful about how
       they apply their magic. So users must always be careful when
       using magic, and usually must train with magic before they
       attempt to use it in combat. Using magic incorrectly may not
       only hurt others, but could also end up hurting the user
       depending on the magic. This is something that applies to almost
       any kind of magic, especially if one gets to advanced magic
       skills that are more destructive or more powerful than basic
       spells. As a magic user grows, control and proper use become
       more and more necessary no matter the magic user. This is not
       something a magic user can easily get around, and the only magic
       users that don't worry about this are those that use magic
       without care of the consequences. In terms of magic use, control
       is something that has to be trained and learned through
       experience, and as a magic user gets stronger, they have to
       learn control more than anything else before they can advance to
       higher level magic. Those without control will often destroy
       themselves at some point with their own magic.
       - Pay the toll, a*shole: All magic has a cost to it. While many
       often hear stories of magic that requires one's blood, or
       sacrificing body parts, this is actually more rare than people
       think. There are a lot of magics out there that don't require
       that kind of sacrifice. For the most part, many magics often
       work by either using energy of some kind (with many magics often
       running on a specific kind of magic), or some may require spell
       circles, glyphs, or runes. The most common method is that many
       magics use some sort of energy as their power source, depending
       on the magic. Some known examples may include normal magic and
       holy magic using normal mana (holy magic may also use holy
       energy to power it), dark magic being powered by dark mana, chi
       magic being powered by chi, and rarer magics like spirit magic
       (powered by spirit energy), chaos magic (usually powered by
       chaos energy), or even void magic (usually used by those from
       Malice's domain, or people who can draw on the void's energy
       which is very dangerous). Typically, a certain amount of power
       will be used for each casting, and that power must be used in
       order to utilize the magic. However, there are plenty of other
       methods, such as magic items that may use glyphs or runes
       attached to them (usually either carved in or written into the
       objects), where they may activate magic energy using the magic
       object. There are also some magics that may require
       incantations, where users must speak a phrase to activate it in
       addition to the normal magic cost, or some may have to use
       physical activates by using certain motions. Some may also
       require certain spell circles to activate as well. Casting magic
       is typically different depending on the user, where some magics
       may allow multiple ways it is used, and some may force users to
       use activate a certain way. However, if one tries to circumvent
       the cost, the cost will catch up with them, as people who have
       tried to not give the cost of magic have had magic rebound on
       them, which can be a very dangerous and deadly situation. It is
       usually best to acknowledge the cost and pay that cost, or not
       use the magic if one doesn't want or can't pay the cost of the
       magic. Dufort's magic uses mana, and doesn't have much cost to
       it other than the mana used for spells, and the fact he has to
       know what he's doing when it comes to alchemy. And if he were to
       use something like living alchemic transmutation, that would
       likely result in some heavy cost to himself.
       - Resistances, immunities, and whatever the hell anti-magic is:
       Magic users usually have some general weaknesses no matter what
       magic they use. The first is magic resistance, where opponents
       may have magic resistances. This is most common among other
       magic users, as magic users can often develop a general
       resistance/defense to magic as a result of their own magic
       training where their body's magic acts as a way to dampen magic
       attacks from enemies passively. However, while magic resistance
       does reduce damage, the specific amount depends on the magic
       resistance and the type of magics they are resistant to.
       Typically, magic resistance happens as a result of specific
       types of magic (IE most magic resistances are specific to magics
       based in mana, but may not have the same resistance to other
       magics powered by other energies). Magic immunity is an even
       bigger problem, as the opponents with magic immunity (usually as
       a result of some sort of birth power, or through some unique
       trait) will take almost no damage from magic. The only real
       damage a magic user can do to a magic immunity user is to hurt
       them with the physical force of magic, such as explosive magic
       being able to use the explosion to knock back an opponent. And
       of course, the magic immunity does also depend on the type of
       magic (as magic immunity may or may not apply to all magic
       types, and usually depends on the user specifically). The next
       problem one might face is magic negation. For those with magic
       negation, they may be able to negate certain types of magic or
       all magic (this depends on the type of magic negation used). For
       example, mana negation can not only negate mana users, but mana
       negation can stop any magic that runs on mana since mana cannot
       be used. This is a problem for magic users, and pretty much
       negates any magic they might be able to activate if it works
       against them (some magic negations may only work against
       specific magics, so it should be stated if a player has magic
       immunity to all magics or some magics). The last thing to note
       is Anti-magic, which is a power that not only counters magic,
       but can do severe damage to magic users as anti-magic is a power
       that specifically is dangerous to magic users. However,
       anti-magic is a rare trait for someone to have, and usually
       requires specific birth traits to utilize. But that doesn't mean
       that anti-magic is not dangerous if a magic user does come
       across it.
       - DODGE!: One can actually block or dodge almost any magic spell
       (assuming it's not a specific spell that affects an entire area)
       just like other abilities, where every spell can be dodged in
       some manner if an opponent has enough reaction time, or some
       spells can be blocked using strong enough defenses. Depending on
       the spell type, some may use outright attack magic, or some may
       utilize specific other abilities that may not be as obvious.
       Every spell type has its strengths and weaknesses. Things like
       attack magic and elemental magic are usually fairly obvious in
       that they usually fire projectile attacks that can be dodged or
       blocked. Defense magic is usually defensive in nature and
       doesn't have methods to attack (in which defense magic is more
       about blocking attacks and not about attacking directly) which
       means that opponents usually won't be hurt by defense magic
       unless the defense magic has a special ability (such as a
       lightning shield may electrocute opponents who touch it
       depending on the lightning shield spell). Things like necromancy
       and animancy that animate things that shouldn't move can usually
       be destroyed somehow, such as necromancy spells that create
       undead can be destroyed more easily with holy power or positive
       energy abilities. There are also a lot of spell types that
       cannot be used in battle, such as divination magic or recovery
       magic (which usually is not used to fight directly). Every type
       of magic spell has its own strengths and weaknesses, and these
       should be taken into account by enemies when they are fighting
       magic users. Many that are used in battle can usually be dodged
       or blocked depending on the spell, and those few that cannot be
       blocked can still be dodged somehow.
       Alchemist Magic Weaknesses:
       - Ouch. Silver hurts: Most werecreatures have two major
       weaknesses. The first is silver, in which silver can interrupt
       their regenerative abilities. If one is to take down a
       werecreature, it is important to have silver on hand as taking
       down a werecreature without it is very difficult. However,
       depending on the werecreature, some werecreatures might not be
       vulnerable to silver, as some might be vulnerable to other
       things like mercury or gold or other materials depending on the
       werecreature. However the second option proves dependable
       against almost any werecreature, no matter what their first
       weakness is. The second option is cutting off the head of the
       werecreature, in which they do die if their head is taken off.
       Werecreatures cannot regenerate limbs or their bodies, so
       cutting off pieces of their body means that part of the body
       won't grow back. While they can reattach limbs, they cannot
       regrow limbs from nothing, and if their head is removed, they
       cannot survive without the body, just like any other creature.
       As one hunter put it: "Cut off the head, and the animal is
       dead." While silver may not always work on a werecreature,
       cutting their heads off always will, and cutting off limbs can
       seriously hinder a werecreature. Werecreatures, unlike most
       vampires, cannot regrow certain body parts (basically, they
       cannot regrow anything a human cannot regrow), but they can
       regenerate more easily from wounds that they can regenerate,
       such as slashes and stabs will usually not kill a werecreature
       even if in the heart, unless the werecreature's regenerate is
       interrupted by something like silver (or other metal weaknesses
       that must be stated). While Dufort isn't a vampire, holy silver
       is still effective against him as a vampire, even if he has some
       resistance to it. It can still hinder him and kill him if used
       properly.
       - Pride cometh before the fall: 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). Dufort is pretty prideful, but
       he often doesn't show it. He's more of a quiet pride than a
       bragging prideful person, due to him not feeling like he has to
       prove himself to anyone.
       - Hold on, there's ninja what now?!: 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. Dufort has never
       encountered the vampire ninjas directly, but it is likely that
       they do know enough about him since they gather information on
       known alchemists, even though Dufort is from a different world
       and doesn't interact with the alchemists.
       - Do you know how to counter magic?: 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. See Dufort's basic magic user weaknesses for
       more information.
       - Alchemists are strict about those taboos, huh?: 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. Dufort is usually
       willing to follow the rules of the alchemists, mostly for London
       Kindron's sake, because he doesn't want to make enemies out of
       them if he can help it. That and most of the taboos are stuff
       Dufort isn't really interested in getting involved with, such as
       he would never have any dealings with Xeles, and he knows the
       dangers of things like trying to create life.
       - You wouldn't think alchemy is mostly close range, but guess
       what?: 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. Many of
       Dufort's lightning spells can be used at long range, but his
       normal alchemy is still close range.
       - The alchemists are still strict as holy h*ll: 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
       his own daughter 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).
       - Oh, come on! You guys are even more strict?! (Parlament Forces
       only): 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. While
       Dufort is not a member of the Parliament forces, there are
       forces trying to recruit him much like London Kindron. Like
       London Kindron, the Bright and the Metal are both trying to
       recruit Dufort, even though Dufort is trying his best to ignore
       both forces.
       Personality: For the most part, no one ever sees beyond Dufort's
       blank expression. Dufort lives his life in constant suppression
       of his emotions, to the point where he doesn't really even think
       he feels them anymore. Due to the strain his psychic power can
       put on him, and the required control he has to have over himself
       to use his psychic powers, Dufort almost never shows emotions.
       It is very difficult for Dufort to show any emotions, especially
       when emotions can cause his powers to go out of control. In
       addition to that, Dufort often insults people, due to the fact
       that he doesn't seem to care much about friends or what people
       think of him. The most common thing is that Dufort isn't afraid
       to insult people's intelligence, in which he will insult people
       he thinks say something with an obvious answer or don't know an
       answer to a question he sees as too simple. Anyone who spends
       time around Dufort that isn't genius level intellect will at
       some point probably hear him say to them: "You're not very
       smart, are you?" Dufort has gotten to a point where he falsely
       believes that he doesn't need family or friends, as he has
       convinced himself that he has evolved beyond the need for
       companionship. Dufort's intelligence is extremely high, and he
       is a very smart person overall. He is smart enough in fact that
       IQ tests cannot measure his IQ accurately, meaning that he has
       an IQ over 200, which makes him a genius. Dufort is usually calm
       and collected, and usually is one to always think rationally in
       any group he's in.
       In battle, Dufort's intelligence also helps him immensely.
       Dufort is a tactician, who will seek to use tactics in any way
       he can to beat his opponents. However, Dufort usually just
       prefers to overpower his opponents with psychic power, and
       doesn't like to have to extend battles for a long time. Dufort
       will often seek to end fights as quickly as possible, whether
       it's by overpowering an opponent, or by outsmarting them. Dufort
       is the type of person that doesn't take any chances, and even
       when battles are going in his favor, he almost never plays
       around with his fights like some superior fighters would. For
       the most part, Dufort is the type of person who will win by any
       means necessary, and will do underhanded things if he thinks
       it's necessary. Unlike many in the Crow Mercenaries, Dufort is
       someone who will do what it takes to win, and often doesn't care
       what others think of him, or if people dislike his tactics.
       While Dufort doesn't actively seek to commit underhanded
       tactics, he will if he feels he has to. Thankfully, he hasn't
       really had to do a lot in terms of underhanded tactics since
       most of his tactics and ability to overpower enemies haven't
       really pushed him to his max power yet (with a few exceptions).
       For the most part, Dufort is a dangerous person, and can be very
       unpredictable at times due to what he is willing to do compared
       to those around him. Dufort doesn't show mercy to his enemies,
       and often will not hesitate to kill those he sees as enemies.
       While he tries to let Raven and Takahashi redeem any enemeis
       they can, Dufort would just kill them on his own (which is why
       the Crow Mercenaries and those who work with Dufort will have to
       keep someone around Dufort to stop him if he tries to kill
       someone they feel he shouldn't). Overall, Dufort's intelligence
       and psychic powers are the biggest thing to worry about in
       battle, and Dufort knows that those are his best weapons.
       Bio: In the Crow Mercenaries' homeworld, Dufort was born to a
       vampire version of Kindron Darkfire and Zelpharia Tolodora.
       Unlike London, Kindron was not born of a Darkwolf and Darkfire,
       but instead, Kindron and Hei were born as twins, born as full
       vampires and the children of Qrow and Raven Branwen. In this
       world, Qrow never meet Kina Darkwolf, and instead his first
       marriage was to Raven Branwen (meaning the Darkfires never met
       the werewolf alchemists in Dufort's universe). Kindron and Hei
       grew up as twins, and much of Kindron's story is mostly the same
       in a lot of ways despite a different origin. For example,
       Kindron still became a supernatural hunter that would take the
       name Wolf Mask due to the wolf mask he wore to hide his identity
       in the same way Hei used a mask to hide his identity. Meanwhile,
       Hei became an assassin, taking on his father's assassin identity
       of Black Reaper much like the London version of Hei did. Kindron
       would eventually still meet Erimus Shepherd, who would become
       Wolfwing, and would train with him despite not being a werepyre.
       However, this version of Kindron would never meet Nightbane, and
       would never create his own Order of the Dragon, which led to him
       never gaining the idea to build his own group.
       He mostly worked as solo supernatural hunter, occassionally
       helping Hei. The two would often compete with each other, and
       the two would become rivals to the point where Kindron would
       even, as a supernatural hunter, hunt down Hei as a supernatural
       assassin. Kindron and Hei would spend years as rivals, competing
       and trying to outdo each other while also trying to protect
       their cousin, Karasu, who they had both been keeping an eye on
       since Edgardo's attack on the Darkfires so long ago (which
       happened the same way it did in London). However, Kindron and
       Hei would eventually begin to dislike their rivalry, realizing
       that they were hurting those around them. This hit them hardest
       when a friend of theirs tried to stop them from fighting, and
       both Hei and Kindron accidentally killed the friend when the
       friend came between them. Because of this, both eventually swore
       off fighting each other, and after being responsible for killing
       a good friend, the two went into isolation for years as a
       result.
       While Hei would go on to join the Church and purify himself into
       a holy vampire thus becoming known as Father Hei to the church,
       Kindron eventually was recruited by Integra Hellsing in his
       universe. Kindron would become one of Hellsing's supernatural
       hunters alongside those like Alucard and Karasu, helping the
       group as needed. It was with Hellsing that Kindron would meet
       Zelpharia, as the two would work together on technology
       projects. Kindron and Zeph would work together on projects, and
       sometimes Kindron would even travel with her to help her with
       her time lord duties, to which Kindron and Zeph together were
       even able to create a peace with one of Zeph's enemies, Wykoth.
       At some point, Kindron and Zelpharia grew closer until they
       started dating, and were eventually married. Unlike the London
       universe, Dufort's universe never saw Acillia leave New Orleans,
       so Kindron never encountered her in Dufort's universe. Kindron
       and Zeph continued to work for Hellsing, while also travelling
       through time, and eventually, Dufort was born as the child of
       Zeph and Kindron.
       It was clear even from a young age that Dufort was a genius and
       had a natural talent that most Celestians didn't have. This
       became apparent when he was three, and went with Zelpharia to
       the Celestian Academy, where Zelpharia had gone to talk to a
       friend who worked there. Dufort, during that time, went into the
       office of a Celestian who was trying to calculate a complicated
       quantum mechanics problem that was baffling Celestians. Not
       seeing the professor, Dufort looked at the board with the
       problem on it, and on a paper, he wrote down the answer to the
       problem, his young mind thinking it was just a homework problem.
       But when he turned it into the professor, it became obvious that
       Dufort was much smarter than any other Celestian. Even before
       starting school, Dufort was calculating quantum events that most
       Celestians couldn't predict, and had even calculated a few that
       even time lords couldn't predict. This led to Dufort gaining
       recognition at a young age for solving a highly complicated
       problem, and others started watching him due to his genius
       intellect. And the fact he had a magic affinity that other
       Celestians could sense also made them curious about Dufort's
       abilities as a vampire/Celestian hybrid.
       As he grew, his psychic powers also grew, and there were a few
       powers that came about that made life a bit difficult for
       Dufort. The first was that Dufort has the power of hypnosis, an
       ability that basically allowed him to control other's senses.
       Much like London, Zelpharia had to tell Dufort never to use his
       hypnosis power, due to the fact that there were many Celestians
       who were not accepting of hypnosis after it had been attempted
       to be used to control the Celestian empire at one point. And
       with Dufort's ability to overpower most minds psychic power to
       read their mind, this made Dufort even more of an outcase, due
       to the fact that he could read people's minds that he shouldn't
       have been able to. When he finally did go to school and got
       accepted into the Celestian academy at the youngest recorded
       age, he was quickly shunned by everyone around him. His genius
       intellect, and his mind reading abilities made everyone stay
       away from him, and anyone who did get close to him almost always
       had ulterior motives that Dufort was able to see through with
       his mind reading abilities. Some even hated him for being a
       vampire/Celestian hybrid, and would make fun of him for being a
       creature of the night. Dufort soon found himself hating everyone
       else as much as they hated him, if not more. And over time, this
       grew to affect his powers, as his anger and hatred towards
       others grew. While he still respected his father and mother, he
       still felt like no one truly understood him, and started to
       think everyone was inferior.
       However, while he was training with the Celestian Academy, the
       Interdimensional Order of the Dragon would attack their
       universe, starting with destroying a large portion of London. By
       the time Dufort arrived, he found out that most of Hellsing had
       been killed, which included many of which he considered family.
       He would come to find out about the death of his father and
       uncle (Father Hei), and find out about the disapperance of his
       mother. In addition, groups like the Iscariot, UNIT, and
       Torchwood had been wiped out during the Wraith's bombardment on
       their world to the point where most major resistance had been
       wiped out. Only a few survivors managed to rebuild resistance
       groups, while those that were left accepted the Order's rule of
       their world. Dufort didn't arive in time to see the actual
       battles, since he didn't make it back in time, so he didn't know
       anything about the specifics of what had happened, such as Akiba
       having fought Slade who had kidnapped Integra, or members of
       Hellsing being hunted down and killed by the Order.
       In despair, thinking everyone he cared about was gone, Dufort's
       powers ran out of control, to the point where he was releasing
       psychic waves that were destroying the area around him. As his
       anger and hatred grew even further, the psychic waves being
       unleashed would attract the last person he expected, which was
       Wykoth. Due to Wykoth coming to peace with Zeph and Kindron, and
       Wykoth eventually befriending Kindron, Wykoth had been working
       with M. Winre to gather the last remnants of Hellsing and other
       groups to build a resistance to fight the Order. Wykoth, who saw
       how untrained Dufort's psychic power was, offered to help train
       him, as well as trying to track down Zeph, who was not dead, but
       missing. After Wykoth had helped fight members of the Order,
       Wykoth had suspected that the Order had been the reason Zeph
       disappeared, realizing they probably sealed her away similar to
       how he'd been sealed in the past. Wykoth took Dufort under his
       wing, who wanted revenge on the Order for killing his family.
       During his time travelling with Wykoth, Dufort eventually met
       the werewolf alchemists, and would eventually meet Kina Darkwolf
       during a trip back in time to the start of the war against the
       Order, who was trying to train anyone who could help against the
       Order. Due to the Wraith's bombardment doing damage to the
       ecosystem, the alchemists were intent on doing anything to stop
       the Order, which included training any magic users who could
       learn alchemy. Kina Darkwolf, who in this world had never left
       Kirnan, trained Dufort in alchemy, to which Dufort learned
       thanks to his vampire magic. Thanks to learning alchemy, Dufort
       also learned better psychological control of his emotions,
       thanks to the training he learned when learning to control
       magic. This led to Dufort not only being able to use magic
       effectively, but also led to him gaining better control of his
       emotions. Kina trained Dufort for a few years until Wykoth
       returned and picked him up to take him back to their current
       time period.
       Dufort would continue traveling with Wykoth for a few years, and
       would actually develop an attachment to Wykoth, who he saw as
       his mentor and one of the only people he truly respected.
       However, eventually, Wykoth would be attacked by Gammon Tepes,
       who would go on to seal Wykoth. During the fight, Wykoth had
       kept Dufort back, and Dufort had been forced to fight Gammon's
       TARDIS AI in the process while Wykoth fought Gammon. However,
       Gammon not only won their fight, but sealed Wykoth away in an
       egg similar to the one that had been used to seal him away
       before, and added Wykoth to his collection of captured time
       lords. Dufort, in anger, released another wave of raw psychic
       power as he lost control of his anger for the first time in a
       long time. His psychic power chased off Gammon, who didn't want
       to get close to Dufort while Dufort was out of control. Since
       Dufort's power was giving off psychic feed back that would
       likely do damage to himself, Gammon left Dufort alone thinking
       Dufort would destroy himself from his psychic backlash.
       However, Dufort continued to not be able to control his anger,
       and couldn't contain his hatred as his psychological state
       became unstable. However, it was during this point that
       Blademaster Raven and Takahashi would come to find out about
       Dufort, thinking he was still at the Celestian Academy, which
       was now also battling the Order. But it wasn't just the Crow
       Mercenaries, as even Kindron Blackfire had started hunting for
       Dufort to try and recruit him into the Order, since he had a
       vision of the future where he was able to convince Dufort to
       join him and of Dufort becoming a Conqueror. However,
       thankfully, Dufort was found first by Blademaster Raven and
       Takahashi, who would come to Dufort and help him calm down.
       Raven and Takahashi offered to help Dufort in his quest to free
       Wykoth and his mother from Gammon Tepes and the Order, and both
       acknowledged that they needed Dufort's help to defeat the Order.
       Dufort would join the Crow Mercenaries, helping with tactical
       plans and building new technology. Dufort would even help the
       group steal a Wraith Hive ship and ram it into another during a
       mission. Dufort grew to respect Blademaster Raven, and soon
       started to grow attached to the Mercenaries, even though he'd
       never actually admit it.
       And like the other Mercenaries, he came to London with the group
       when they all came over to London. During the time when the
       Mercenaries when they arrived, Dufort would stay with the London
       version of his father, Kindron, and would help Kindron on his
       projects when needed. Dufort would eventually spend time with
       the Mecenaries once they had gotten their base in London, and
       soon started spending more time with the Mercenaries. However,
       Dufort would eventually get into trouble when Chelsea's group
       would go up against Stormstar Industries, and the group would
       get into trouble when they would try to confront the CEO who
       turned out to be a familiar of Kuroshi Kagema. In order to avoid
       the group being hunted by the police for what had happened,
       Dufort took the fall for the group, and simply told the police
       he'd put them under mind control. This was so that they could
       have the means to find the information they would need to prove
       Stormstar's connection to Nightshade, as Dufort taking the blame
       meant that Chelsea's group wouldn't be hunted by the police.
       However, after some time had passed, and almost a year in jail,
       London Zeph made a deal with the police and Torchwood in order
       to get Dufort released, in exchange for a deal to work with
       Torchwood and the police whenever they needed him, as Dufort has
       proven helpful on a few cases when he had helped the police with
       some investigations. Now, Dufort works with Torchwood, helping
       the police whenever he needs to, and also trying to help London
       Kindron and Zeph with their new tech company, Darkfire-Tolodora
       Technologies.
       Normal Theme: Ore-Sama ga makai no ou da (
  HTML https://youtu.be/pOlaGkQudaI
       )
       Battle Theme: Grisor (
  HTML https://youtu.be/rdFqzz1XWNo
       )
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