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#Post#: 16158--------------------------------------------------
Update London Profile: Oyuki Darkfire
By: Coolcat207 Date: January 26, 2023, 6:57 pm
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(WIP)
"You are looking for your friends? See, their blood is still wet
on my claws. Now, I will send you to them!"
~Wendigo Tribe quote.
"Another unworthy opponent."
"Hesitation is the seed of defeat."
"The old ways just don't work."
"If you look dangerous, you better be dangerous."
twirls her kunai "I can make this fast, or really fast. Choice
is yours."
"Oh, look. Someone's got a death wish."
~Oyuki to Chelsea when Chelsea cornered her and taunts Oyuki.
(This was when Oyuki was still with the Order)
"I suggest you run... I want to savor this."
~Oyuki to an enemy hunter after going deeper into her Wendigo
powers.
"It is done. He is no more."
~A internally traumatized Oyuki after she followed the order of
eating The Werepire Slayer after defeating him in a brutal duel.
"I thought that the Order were good people. They were the only
people who gave a damn about me when they saved me and helped me
get stronger. But I found out the harsh truth when I found out
who was really responsible for attacking my home and my friends.
That's when I realized that they're not the definition of
justice or honor. They're the definition of hatred and spite."
~A conversation between Dr. Oliver and Oyuki when Oyuki explains
why she left the Order.
"What I'm going to tell you about our race is very important. As
long as you're alone, everyone is gonna try and kill you because
werepires don't belong anywhere. But I also want you to take
pride, because werepires have the ability to bring vampires and
werewolves alike to their knees using their combined power. So
even if you do end up alone, no matter what, you will in your
own way make your enemies fall to their knees. Only thing I will
have to tell you is to never show mercy. They haven't showed you
any throughout your life, so why should you?"
~Kindron Blackfire to Oyuki Darkfire during one of her
trainings.
"Don't give me that crap! You two bastards only give a damn
about because I'm half Darkfire! If I was some ordinary
werepire, you two would've killed me without hesitation!
Blackfire was right. You people only care about your damn selves
just like any other vampire pr*ck I've encountered. If I ever
see you two again, you better pray to your God to help you."
~Oyuki to her cousins Takahasi and Blademaster Raven when they
tried to convince Oyuki to their side before Oyuki disappeared
in a burst of cold smoke.
"I only joined this damn group to help Kennen and Heiru along
with getting revenge on Zed. Not because of some Darkfire
'family code' bullshit. They only forgave me anyway because I
share the same blood as them. Otherwise, they would've treated
me like any other enemy they have faced before so I don't want
to hear a damn thing from them."
~Oyuki to Dr. Oliver during their private conversation.
"Oyuki is strong but she is still just a child who made a lot of
mistakes. A child who lost her family thanks to the world who
took everything from her, which resulted to become a person
consumed by hatred which was later amplified thanks to the
invaders from the sky. Although she has seen the organization's
true colors, she still feels guilty no matter how hard she tries
to make her heart frozen. Hybrids such as werepires live very
lonely lives, and most turn to a dark path because of how the
world treats them. Even when she has Heiru and Kennen, she still
feels that she will always be alone. I need you and those boys
to show her that she will never be alone. That she deserves a
family. A life of her own besides bloodshed and turmoil.
Please."
~Usagi Miyamoto's final words to the Diablo-Darkfire Brothers
before died succumbing to his wounds given by Zed.
Name:
Oyuki Darkfire
Algonquin Birth Name:
Takhi
Age:
16
Gender:
Female
Species:
Werepire
Organization:
Former: Kinkou Order
Former: Interdimensional Order of the Dragon
Current: Crow Mercenaries
Family:
Mother: Aylen "Blondie" Darkfire (Deceased; Killed by Weapon X)
Father: Tadaaki Darkfire (Deceased; Killed by Supernatural
Hunters)
Mentor/Father figure: Usagi Miyamoto (Deceased; Killed by Zed)
Godmother/Aunt: Karasu "Raven" Darkfire-Tepes (Deceased; Killed
by Order of the Dragon)
Cousins: Takahashi Diablo-Darkfire and Kenshi "Blademaster
Raven" Diablo-Darkfire (@Zorbak the Ebil Moglin)
Height:
5'7
Weight:
140 lbs
Appearance:
Oyuki has light caramel skin and pitch black hair that is
normally in a ponytail. She has teal blue eyes which can change
to glowing pure white when enraged, at will or in her werepire
form(s). In her werepire form, her fur is the same color as a
typical timber wolf fur color. Oyuki normally wears her assassin
outfit though she can also wear normal teenager female attire
though one which is pretty standard.
Powers:
Werepire Physiology:
~User of this power either is or can transform into a Werepire,
a hybrid of a vampire and any type of werebeast which is capable
of using all the powers of both parent species and (in most
cases) using them to enhance each other. These hybrids often
have an immunity to several weaknesses that their parent species
have, such as: silver, gold, sunlight, but something that
affects both parent species may still affect them
(decapitation).
Oyuki was born from a vampire father and a werewolf mother. Her
father was a Darkfire and her mother was from the Wendigo tribe
along with being the close friend and ally of Karasu "Raven"
Tepes. Oyuki is one of the youngest known werepires so far.
Werepyre Vampire Dark Nature:
~Werewolves and vampires are creatures of the night by nature,
and have dark natures by default. Werepyres share a mix of the
werewolf's enhanced strength during the night when the moon is
out, and the vampire's own ability to be at their strongest
during the night. Due to this, this mixes a werewolf and
vampire's natures to create a unique dark nature that mixes the
two. Not only does a werepyre gain a werewolf's connection to
the moon, but they also gain the vampire's connection to the
dark. This often grants werepyre highly enhanced affinities for
the dark arts, as well as for dark magic. Because of this,
werepyres are able to learn both combat ability and magic
(usually in the form of dark magic) due to their combined
nature. And depending on the werewolf and vampire, they may also
gain special abilities from their dark natures, such as a
Lasombra born werepyre will be able to manipulate darkness and
have an affinity for any abilities that let them manipulate
darkness. Because of this nature, most werepyres have affinity
for dark powers, and not as much affinity for neutral or holy
abilities (usually they have no affinity for holy abilities). As
such, this affinity does make them weaker to holy abilities, and
those with holy abilities will be more easily able to kill a
werepyre.
Werepyre Shapeshifting/Trait Suppression:
~Just like other races, werepyres have the ability to shapeshift
their bodies. Usually, they do this to take human form
temporarily so they can hide among humans, but most use this to
suppress certain bothersome traits. Typically, most werepyres
will restrain their wings and their tail, and to a smaller
extent, shorten their claws a little. In doing so, this grants a
werepyre much more mobility, and allows them to save their
suppressed traits for when they need them, such as only
summoning their wings when they need to use them to fly.
However, some werepyres learn to take advantage of this, even
using a vampire's transformation abilities to change into other
creatures. Some werepyres might take the form of a bat, or even
take a rat form to avoid suspicion and get into human cities
more easily. There are a number of things that can be done with
this, and with both the werewolf and vampire power, werepyres
have a lot of variety in what they can do compared to each race
separately. This shapeshifting is usually limited though, and
does require a werepyre's energy to use. As such, even going
into a human form is usually only temporary unless the werepyre
opts for a permanent human form through some means, which some
will just to not stand out. Most werepyres can learn special
transformation abilities, like changing into certain beasts, but
this usually depends on the werepyre's heritage and what they
are capable of learning to do with this power.
Werepyre Nightly and Moonlight Empowerment:
~Unlike vampires who gain enhancement during the night, and
werewolves who gain enhancements depending on the moonlight,
werepyres gain both enhancements. While werewolves would be
stronger during the more bright phases of the moon, and vampires
would be more powerful on the darker phases of the moon,
werepyres are at the same strength every night, and are usually
far more enhanced than werewolves or vampires due to having both
enhancements. Werepyres gain passive enhancements and
supernatural enhancements from how much moonlight is present,
with the full moon representing a full power-up to their
abilities. However, unlike werewolves, werepyres are also just
as strong during the lesser phases of the moon, including being
as powerful during a new moon with no moonlight due to the
vampire's night time empowerment. Because of how these two
powers work in combination, a werepyre is at their strongest
enhancement every night, and operate every night even stronger
than vampires or werewolves would be at their strongest due to
the werepyres gaining power from both moonlight and lack
thereof. This makes werepyres far more dangerous than normal
werewolves or vampires, due to them always having an edge no
matter how strong werewolf or vampire opponents would normally
get. Just like both powerups, this is a passive enhancement, but
also increases their werewolf and vampire abilities considerably
when these empowerments are used. The only thing that takes away
these empowerments is being out during the day, or opponents
that use sunlight to prevent this power from being used at all.
Though typically, killing a werepyre is usually best done during
daylight. While many werepyres have resistance to the usual
vampire's weakness to light, werepyres still lose this powerup
during the day.
Red Moon Enhanced Moonlight Power:
~When in the red or blue moon, the nature connection and lunar
empowerment abilities give the werepyre special enhanced modes
just like werewolves, where they are able to draw the unique
moonlight into their power. When in the red moon, the werepyre
gains a corrupted mode where their abilities all become more
powerful and they gain a massive powerup from the red moon. Most
werepyres gain more power with the red moon than they do with
the blue moon, but this comes with a price. Typically, when in
the red moon, most werepyres become much more ferocious and they
seek to kill their enemies as brutally as they can. While most
werepyres learn to control this with time and training,
werepyres still have to be careful on these nights, and many
werepyres who do lose control often hide from the moon light
when this night comes around due to the dangers of who they
might hurt, as most werepyres often try to avoid killing
unnecessarily so they can avoid supernatural hunters. This also
makes all of their abilities corrupted power equivalents during
these nights, where all of their supernatural abilities and
werepyre abilities become corrupted and are able to hurt almost
any creature due to the corruptive energies they generate in the
presence of a red moon. Only the most ferocious of werepyres
typically carry red moon energy outside of red moon nights, and
many try to avoid the power altogether due to what they become.
However, those that do try to utilize this outside of nights of
the red moon must be careful, or else they could eventually lose
their sense of self and become feral werepyres, as the unnatural
red moon light can eventually overwhelm the rational mind and
eventually destroy a werepyre's ability to think rationally just
as easily as it can a werewolves. Of course, a counter to this
ability is sun light manipulation, due to sun light being able
to counter lunar light manipulation, and some sun light
manipulators are able to completely negate the powerup of the
red moon if they use it on a werepyre enough, though keeping
them from regaining the amp requires usually getting them out of
the moon light.
Blue Moon Enhanced Moonlight Power:
~Just as the werewolves gain abilities during the red moon, they
also gain special abilities during the blue moon. During the
blue moon, the werewolf gains a purity with their nature
connection that surpasses their normal connection, and gains
highly enhanced ability to connect to nature during this time.
During this, the purity of their connection lets them use their
supernatural abilities at a highly reduced cost, and can amp
their special abilities considerably. To an extent, depending on
the werewolf, some can even gain unique abilities only usable
during this time, such as some with magic being able to use
special spirit magic that purifies corruption and gives the
werewolf a pure neutral nature. This lets them more easily
influence the world around them, for better or worse depending
on the werewolf, and allows them to use enhanced power at
reduced cost. While in this mode, the purity of their power is
also able to damage almost anything due to the neutral pure
nature of their connection with the world. When in this mode,
werewolves also gain a calm focus, and lose much of their
natural ferocity in favor of concentration and purity of mind
(For better or worse). However, while it is possible to store
the energy of a blue moon up for later use, it is hard to use
when not in a blue moon, and werewolves cannot usually handle
too much of this energy outside of nights of the blue moon. Due
to how unnatural stored blue moon energy is, it can overwhelm a
werewolf's natural connection, and temporarily damage a
werewolf's nature to the point that they could lose part of
their werewolf connections to nature and the moon. Typically,
sun light manipulation (if it can be created in the presence of
this moon light) can counter this power, and do more damage to
werewolves who use this since sunlight typically counters lunar
light manipulation.
Werepyre Werewolf Spiritual Tuning:
~Similar to werewolves who connect with nature and vampires who
use spirits, werepyres with this specific nature connection have
a special connection to the spirits that make up the earth and
the elements of the earth, and are far more tuned to the
spiritual realm than most creatures would be. These spirits are
normally invisible and not able to be interacted with by most
people, even most who think they know all the spirits often find
they don't know how the spirit realm dictates the very world's
elements. This may seem simple, but this lets werepyres connect
to the world much more than most who connect to nature, as they
aren't just connected to nature, but are able to also interact
with those spirits for another way to interact with nature.
Depending on the skills of the werepyre, some werepyres have
specific ways to use this, and some can even develop their own
ways to use this to their advantage depending on their
affinities. Unlike werewolves who usually seek balance with
nature, werepyres seek to bend nature to their will using their
dark power, possible as a result of their vampire desire to
control. Werepyres are also able to percieve the world's flow of
life and death as a result of this power. For the most part,
this just lets werepyres have a closer connection with the world
around them, not really being too useful until one learns to use
certain spirit based magic or spirit arts. For werepyres with
this ability, they focus more on usually finding ways to absorb
nature's power, rather than try to preserve nature like most
werecreatures which could lead to some werepyres who learn dark
arts, or even use dark spirits to their advantage as a result.
Werepyre Connection to the Dark:
~Just as werewolves have a connection to nature, vampires have a
connection to the dark that werepyres are able to take advantage
of thanks to the vampire side. In this connection, a werepyre
gains a powerful connection to the dark. It isn't just clans
like the Lasombra that gain this connection, but the Lasombra
are the ones that take the best advantage of this connection.
For werepyres, they are able to use this connection to sense the
world through the darkness, and even gain a special connection
to the shadow realm if they have a strong enough sense of
darkness. This sense allows them to not only sense the world
around them, but sense how they can make the darkness stronger,
and help a werepyre draw on it in order to gain new dark
abilities. Because werepyres often learn to twist vampire and
werewolf powers into something that benefits them, werepyres
were able to do this with the connection to the dark as well,
and learned to use this for a few different purposes. The first
is that they are able to sense everything around them through
the shadows, having a connection to see how much power darkness
has over the world, similar to how werewolves see spirits and
their influence on the world. By strengthening the darkness,
werepyres twist and strengthen their own dark natures, enough
that they are able to use this to make their own dark abilities
stronger just as they use their nature connection to twist the
dark to their advantage, with some stronger werepyres even being
able to control dark spirits.
Werepyre Nature Connection:
~Just as vampires have their connection to the darkness, the
werewolves would have their connection to nature. However,
unlike werewolves, werepyres use this nature connection to bend
it to their will. They are connected to the world in the same
way that the werewolves are, and are able to sense the flow of
nature around them. This has a few different uses, with
werepyres being able to do things like sensing people who
disrupt nature even if it's something as simple as stepping on
the grass nearby, or they are able to sense all the plants and
animals around them and interact with them. As mentioned,
werepyres tend to favor this connection not for trying to
maintain nature like werewolves would, but werepyres are more
interested in twisting nature to their own devices. This is the
basis of a werepyre's abilities alongside their darkness
connection, and allows them to use this to effectively connect
with nature. When the connection is strong enough, werepyres are
even able to sense spirits and their influence on nature, with
werepyres often seeking to enslave spirits to do their bidding.
This helps werepyres greatly, and allows them to use certain
special abilities that are unique to werepyres. Some werepyres
even develop special abilities using vampire and werewolf
combinations of this power depending on what the affinities for
the werepyre would be. Of course, since werepyres twist nature
to their will rather than focus on maintaining it, they tend to
make themselves enemies of most werewolf tribes pretty easily,
and hunters tend to have more trouble with werepyres that can
use this.
Werepyre Dark Hypnosis:
~Many are familiar with some vampire's who have the ability to
hypnotize their human victims. For werepyres, they are also able
to do this, in which they can use different kinds of arts to put
people under a hypnosis. The most common is using their werewolf
connections to nature to connect to animals, in which they can
hypnotize animals to fight for them. However, some also use this
on humans to get them to do what they want, specifically if they
want to manipulate a human into doing something for them. This
art is usually done through eye contact, in which werepyres,
similar to vampires, will usually use some sort of visual
hypnosis to put their victims under this power. This power is a
fairly basic vampire power, but can be far more dangerous when
used by werepyres, in which they can use this for different
abilities as well. Werepyres typically don't focus on this
unless they have to, as this power is usually just used to lure
their prey to them, and werepyres usually just overpower most of
their prey. Those with strong wills are able to resist this
power, and those with immunity to hypnosis abilities would, of
course, be immune to this. This power usually only works with
simple commands, depending on the hypnosis art (as some vampires
have special ways to use this), and typically, stronger commands
will result in tougher resistance. Usually, the best way to use
this is to make simple commands that are easy to follow, as some
more complicated ones will meet heavy resistance. For example,
even a werepyre (who are stronger than vampires) cannot make
someone kill themselves with this usually, due to the command
being a command that will be heavily resisted against in the
subconscious, while a command like making someone give the
werepyre an object in their possession is usually easier to
obey. Typically, the more risk to the victim, the stronger their
minds will be able to fight against the hypnosis. It is also
worth noting that this typically only lasts a certain amount of
time depending on the hypnosis, as some special arts will use
this longer than others.
Werepyre Group Connection/Empowerment:
~Just like werewolves, werepyres are able to gain empowerment if
they are able to be part of a tribe or pack, which is partly why
werewolves often travel in packs as they gain power through
their connection to each other. For werepyres, they are often
solitary, but they have learned to modify this ability thanks to
their vampire dark natures that let them twist their natures to
their advantage. In the case of werewpyres, they are able to
gain power when they are parts of a group or if they are working
alongside other werepyres. This allows a werepyre to gain both
physical and supernatural amplification when they are part of a
group, whether they're a true member or not. Many werepyres will
often try to fit into other groups to take advantage of this,
partly to find people to fight alongside, or find groups to take
advantage of. This usually depends on teh group, but some groups
might grant special effects, like if a werepyre groups with a
Lasombra clan, they might gain enhanced darkness abilities, or
working alongside certain werewolf tribes might grant them the
benefits of the tribe (such as some might have a stronger
connection to spirits and the tribe empowerment might allow the
werepyre to use that connection). Some werepyres will even try
to blend into human supernatural groups to try and gain certain
benefits. Typically, the enhancements one gains depend on the
group, and only get stronger if the werepyre is able to forge
bonds with the group. The stronger the bonds, the stronger their
empowerment gets. This means that while they can use this to
join a group and gain a small enhancement, it is usually better
for the werepyre to find a group that they can work their way
into and forge bonds in the group, so that they can gain greater
connection empowerment. This works on any group, though the
effects are different for each group, and while they do have
strengthening, they may weaken other aspects, such as being part
of a vampire clan might make the werepyre more vulnerable to
vampire weaknesses of the clan.
Werepyre Earth and Plant/Animal Manipulation:
~Just as werepyres are able to sense the flow of nature, so too
are werepyres able to manipulate that connection with their dark
natures. This ability uses the werepyre's dark natures to twist
nature around them, usually to their advantage. The main use of
this is that werepyres are able to make the earth attack
opponents, such as having a spike of rocks come up out of the
ground to spear an opponent, or manipulating nature to create a
mud or quicksand pit in order to trap opponents. On top of
manipulating the earth around them to a degree, werepyres are
also able to use their connection and dark natures to make
plants and animals attack opponents, using this power to use any
means the nature around them has to attack opponents. This could
be having plants trying to trap opponents, or having animals try
to kill opponents that wouldn't normally be violent. This
usually depends on the werepyre and what they want to do, as
some werepyres have better abilities to control nature than
others. Typically, werepyres aren't able to manipulate the earth
as well as earth manipulators do, and usually cannot manipulate
plants as easily as some plant manipulators, but werepyres are
still very dangerous when one fights them in their own element.
This is usually best countered by luring the werepyre out of
forests and nature areas, as fighting them in places like cities
or other areas without much nature for them to manipulate will
usually keep them from being able to use this power too much.
Werepyre Spirit/Dark Spirit Enslavement:
~Unlike werewolves who often work alongside spirits or vampires
who work alongside darker spirits, werepyres focused more on
bending spirits to their will rather than trying to live
alongside the spirits. Because of the natures of werepyres,
usually spirits and dark spirits both avoid dealing with
werepyres, so werepyres had to come up with a way to use the
spirits to their advantage or else they would lose their
advantage over some vampires and werewolves. This power is
designed to allow werepyres to enslave spirits and dark spirits
alike, usually depending on the spirits that the werepyre wants
to use, and depending on how powerful they are. Once enslaved,
the spirits are manipulated by the werepyre, and are forced to
serve the werepyre as long as the werepyre is able to maintain
their hold on the spirits they enslave. Typically, spirits and
dark spirits can be used to do different things, but many
werepyres use them to give themselves advantages, such as using
spirit arts to fight opponents, or calling on spirits in fights
to fight opponents. Spirits can be useful for many things
besides battle though, as werepyres can also tie spirits to
objects or other things, or even seal away spirits that bother
them. Typically, this enslavement only works on spirits or dark
spirits that are at the same level or weaker than the werepyre
in power, as some stronger spirits are typically able to resist
this or may even be immune to this power if they are powerful
enough. The spirits enslaved are also more vulnerable to spirit
killing weapons, or certain spirit purification abilities.
Oyuki only has one ice spirit name Lumi.
Werepyre Nature's Sleep:
~This is an extension of a werepyre's connection to nature and a
vampire's ability to gain power from sleeping in darker places.
When a werepyre sleeps out in nature, they are able to recover
from exhaustion and injuries far more easily, and are able to go
into sleeps that can save their lives if they are near death.
This is somewhat similar to a regenerative sleep that a dragon
can go into, except the werepyre uses their vampire sleep
recovery and their werewolf connection to nature in order to
initiate this power. This allows werepyres to sleep anywhere in
nature, whether it's in a tree, a werewolf tribe land, or even
in a cave. When the werepyre sleeps, their injuries are able to
heal through enhanced regeneration, and their exhaustion can be
removed fairly quickly. Most werepyres only have to sleep about
4 hours a day due to their advanced regeneration and recovery,
but this is more for the times when a werepyre is hurt from
battle or near death, and the werepyre can sleep until they've
fully recovered. Most werepyres will find caves to hide out in,
or secluded homes in the forest where they won't be bothered.
Typically, the werepyre must go into sleep in order to do this,
and while they don't sleep as deeply as dragons would, werepyres
do sleep deeply enough that they can be vulnerable during this
sleep. Most werepyres can be woken up from this fairly easily,
so they usually don't have to risk dying in their sleep if
someone comes across them, but this does slow down their
recovery a bit if they aren't able to sleep for long periods of
time to recover.
Werepyre Bite: Cursed Bite:
~This is the ability that allows a werepyre to bite someone with
their vampire-like fangs. When they bite someone, they can
choose whether not to leave this cursed bite mark behind.
Usually, werepyres will bite with their fangs when they want to
drink blood, but they can also bite to put a curse on someone.
If they are able to be changed into a supernatural, this curse
will change someone into a werepyre as a result. This combines
the vampire's ability to turn someone into their servant with
the werewolf's mark that marks someone as belonging to the
werewolf. By combining these, the werepyre is able to create
servants out of this method, and bond to them at the same time.
As a result, the person turned will be bonded as the servant,
and the werepyre will become the master. Unlike vampire servants
who can go crazy without the bond between the master and
servant, werepyre bonds can only be broken if the werepyre that
cast it is killed. And like vampires, the werepyre master will
always be connected and know what the werepyre servant is
thinking or doing at any given time due to their connection they
have The person can be cured of this cursed bite, however, this
can only be cured if a special formula is administered before
the new werepyre eats flesh or drinks blood, as once they do,
their curse will often corrupt them at this point and it will
make the change permanent. If the werepyre that casts this is
killed, the person affected will be free from being a servant,
but they may be permanently changed if the person has devoured
flesh or drank blood while being a werepyre. While some people
immune to mind manipulation can avoid the personality change to
a degree, they can be affected by the next part of the werepyre
cursed bite ability.
Werepyre Cursed Bite: Control Servant Curse:
~Just like vampires who make servants out of those they convert
to their kind, werepyres are able to control their servants
curse. Werepyres are able to use this curse as a connection to
their servants, in which the werepyre can act depending on what
they want to do. For example, when their servants need
punishment, werepyres are able to torture their servants through
this curse if they desire to, as the curse can be used to cause
pain to the servants. And depending on what the werepyre wants
to do, the werepyre is also able to do positive things for their
servants as well, such as giving them new power through the
connection, or the werepyre can use the curse to give the
servant healing through transferring life force. Many werepyres
can use this to control their servants, and the variations of
what can be done usually depend on what the werepyre wants to
do. Usually, this control is used to control the servant, and
force them to do what the werepyre wants, though some werepyres
also use it to build special bonds with servants if they are
people precious to them. While this lets a werepyre exercise
control over a servant, this cannot be used to kill a servant,
no matter how much pain they are put in, as the pain is only
administered through the curse and doesn't actually hurt someone
physically. It is also worth noting that this doesn't actually
mind control servants, but rather is used more for reinforcement
of their servants. And as one might guess, this only works on
those that the werepyre makes their servants, as this power is
only used through those converted by the werepyre. Since
werepyres also tend to be very secretive and hunted down for the
danger they present to vampire, werewolf and human-kind, they
typically prefer servants willing to do their bidding, rather
than trying to force people into submission like most think.
This curse can also be removed entirely if the werepyre desires,
as the werepyre can take back the curse and remove the power the
servant has if the servant proves to be too troublesome.
Werepyre Acid Bite:
~Werepyres have a mix of vampire and werewolf physiology, but
also have a unique aspect to their physiology. Their saliva/spit
is acidic, which helps them digest what they eat. When a
werepyre eats someone or something, they typically don't leave
anything behind, and this power helps them quickly digest both
blood and flesh. Many werepyres will even eat the bones of their
victims, with this acid even helping digest bones when devoured.
This is designed to help werepyres so they don't have to eat for
so long, as werepyres typically eat more than vampires and
werewolves due to needing both blood and flesh to survive. Most
werepyres can even use this in battles, in which they can use
their saliva when biting someone to do their acid bite. While
werepyre teeth are still as strong as a werewolf's teeth and
their fangs are as sharp as a vampire's, the werepyre can still
devour someone pretty easily even without this bite. This bite
is more a tool to help with digestion, rather than being used in
battle, and the acidic effect of the saliva isn't quite as
powerful as some more powerful acids. Typically, this is only
done through bites, and while this can be dangerous to people
bit by a werepyre, usually it's not life threatening unless the
werepyre bites into a vital point. This acidic saliva is strong,
but usually only works when the saliva comes into contact with,
so avoiding getting bit is usually the best way to avoid the
effects of this bite.
Werepyre Superior Claws:
~Werepyres have claws similar to werewolves, but because of
their vampire side, werepyre claws are longer and more powerful
thanks to vampires being able to have longer nails that are used
similarly to claws (most vampires have this in some form).
Because of this, werepyres see themselves as having superior
claws, which can slice through more than a werewolf's claws can,
due to the werepyre having longer claws. These claws are strong
enough to usually be able to tear through metal objects, and
werepyres are able to slash opponents with these claws. This is
part of a werepyre's physiology, one that is often used to tear
apart their victims more easily, but also something they can use
in battle to more easily pierce through opponents. Some stronger
werepyres have the enhanced strength to spear through armor and
shields with their claws, making their claws far more dangerous
than werewolves and vampires. This applies not only to the claws
on their hands, but also the claws on their feet as well.
Werepyres also are able to regrow their claws if their claws are
severed or even removed, due to their ability to regenerate.
These claws are naturally sharper than werewolf or vampire
claws, and are typically quite dangerous. Usually, werepyres
have to be careful with their claws, and usually have to
maintain them by trimming them, or else the claws will continue
to grow. Typically, it's usually best to dodge a werepyre's
claws, rather than try to block it, due to a werepyre's stronger
claws and (usually) stronger physique they put into their claw
slashes even without using werepyre skills.
Werepyre Claws of the Beast:
~This is a power that allows a werepyre to use their vampire
side to empower their claws, and allows a werepyre to use their
vampire power to be used to allow the werepyre to create new
techniques. For example, the most common way werepyres take
advantage of this is by fusing darkness energy into their claws,
so that their claw slash waves release waves of powerful
darkness that is controlled by the werepyre. This can be used a
variety of ways, depending on the werepyre and how creative they
get with this power. Some are able to use this to fire claw
slash waves of darkness, or some might even use this to spear
people from a distance by using their darkness in their claws
like a claw extension to try and extend their reach. This power
can use a variety of vampire abilities, with some werepyres even
having other unique abilities, such as some having shapeshifting
abilities, or others having certain strength increase abilities.
This power can amplify the cutting power of a werepyre's claws,
and is used to allow a werepyre to cut through stronger armors
and defensive abilities, with some werepyres being strong enough
to use their darkness to pierce through energy defenses or
barriers. Of course, as one might expect, using holy power can
counter this to a degree if one can account for the increased
power of the slash, but the best way to avoid this is to dodge
the claw slash rather than trying to block it.
Werepyre Invigorating Slash:
~By using their ability to absorb life energy, a werepyre is
also able to absorb life energy through using their claw
slashes, in which their claws are able to absorb life energy as
easily as their fangs/bite is able to. When slashing enemies, a
werepyre is able to absorb a small portion of life energy if the
claws make contact with someone, depending on how deeply the
opponent is cut by the claws. This power is designed to help
when a werepyre takes down someone who is their prey, as
absorbing their life energy is part of the feeding process that
the werepyre takes advantage of so they can get more from their
victims. This is specifically dangerous with certain other
powers, such as if the werepyre has Bolshevik vampire powers
that can set up feeding connections by touch. This power can
even be used with other werewolf and vampire powers that absorb
life energy, depending on what the werepyre's capabilities are,
or how they apply their abilities to absorb life energy. When
absorbing life energy, this can be used to replenish the
werepyre's power if used properly in battle, and werepyres are
able to use this to weaken opponents in battle. However, unlike
one might expect, this is actually a conscious ability, as it
requires concentration to use this power. This means that it is
not particularly useful if the werepyre is too injured to
concentrate, and isn't useful unless the werepyre wants to take
the life energy of someone they slash. The best way to avoid
this is to not let oneself get slashed by this attack, and given
the werepyre's strength and claw slash power, it's usually best
to dodge this attack rather than try to use defenses the
werepyre might be able to pierce through. This also cannot be
combined with other werepyre abilities like the Claws of the
Beast, due to this requiring concentration to use and other claw
slash powers usually also requiring concentration.
Werepyre Vampire Discipline Learning:
~Depending on werepyre, and their training, werepyres are able
to learn the vampire disciplines of any vampire clan that they
have an affinity for. Every vampire clan has their own set of
abilities and disciplines, which werepyres can learn if they are
trained, or they have a strong enough affinity that they can
learn these skills. For example, a werepyre born of the Lasombra
clan would be strong in shadows, or certain other clan born
werepyres might be stronger in other abilities. There are a
variety of vampire disciplines, from physical combat, to
transformation abilities, to even alchemic abilities. This
depends on the werepyre, and what training they can obtain. Most
werepyres usually learn vampire disciplines in order to find
ways to enhance their power further, in which many will combine
these with werewolf gifts to create special werepyre abilities.
All of these often work similar to how they are used by
vampires, and aside from certain modified disciplines, most
still have the same strengths and weaknesses. What disciplines a
werepyre can learn is dependent on their vampire heritage and
their training, and unless they have an affinity for the
discipline, they may not be able to learn it. For example,
physical combat based disciplines usually work well for
werepyres, but those without certain magic affinities that are
required for alchemy won't be able to learn any thaumaturgy
skills. And since vampires typically see werepyres as freaks and
reject them from their society, most werepyres will have
difficulty finding teachers who are willing to teach them,
especially with werepyre's who twist natures to their advantage
like many do in order to twist vampire and werewolf powers for
themselves. Miriana has the knowledge of previous Wolfwing, who
mixed and matched certain disciplines among other werepyres
they've met to allow them to find ones that are useful to them
specifically.
Werepyre Werewolf Skill Learning:
~Werepyres are able to learn werewolf gifts, which are skills
used by werewolves in a manner simliar to how vampires use their
disciplines. Each tribe has their own set of skills, many of
which are taught by spirits. Typically, learning gifts can be a
bit easier for werepyres, since werepyres have the ability to
twist and enslave spirits, whereas vampire disciplines usually
have to be learned by vampires of a certain clan. Werepyres are
able to learn any werewolf gift or power that they have an
affinity for, and can learn these skills as long as they are
able to find a way to learn them. Since many of these gifts are
taught by spirits, a werepyre usually only needs to find a
spirit they can either convince to teach them, or twist/enslave
to teach them. Just like disciplines, werewolf gifts are usually
determined by affinities and tribe. Just like how werepyres use
disciplines, werepyres also use werewolf gifts just like
werewolves would use them, and can use them just as effectively
as any werewolf. Depending on what tribe the werepyre is born
from, they may be able to learn certain abilities, and many
werepyres usually learn these to combine with vampire
disciplines to create their own werepyre skills. As one might
expect, any werewolf gift or skills used have the same strengths
and weaknesses (unless they are modified by the werepyre), and
can be fought against the same way. And as one might expect, one
still needs to have an affinity to learn a skill. For example, a
physical combat based werepyre (which is common), will be able
to use physical combat gifts, but ones that require affinities
they don't have might not be able to be learned (such as magic
based gifts cannot be used unless the werepyre has an affinity
for the magic used in the power).
Darkfire Training:
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.
Oyuki is able to do this due to her physiology and inheriting
her mother's cold powers and her father's air powers.
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 Basic Elemental Combinations:
Darkfire Elemental: Dark Ice:
~Whether it is being used as its own element, or being used as
an extension of one's water skill, this ice manipulation is
another Darkfire elemental that can be used by some Darkfires.
In using this element, Darkfires combine their negative spirit
energy to their ice manipulation to create dark ice that they
can manipulate. Usually, users will most often create freezing
energy using their ice power, and freeze the moisture in the air
to create ice attacks. However, users can also use freezing
energy to create dry ice if they can create cold enough freezing
energy to freeze the carbon dioxide in the air (Which requires a
temperature at least -78 Celsius or below). Users can also find
other ways to create ice if they have enough scientific
knowledge, such as some scientific minded Darkfires have found
that using pressure might be able to create special forms of ice
not normally found on Earth. However, no matter the ice power,
most act the same, in that users can do things like freeze
objects or opponents if they can hit them with freezing energy,
users can create projectile attacks to fire at opponents, and
some advanced users can even freeze energy if they are skilled
enough. For dark ice, Darkfires often have a unique effect with
this ice in that opponents or objects in the ice will suffer
dark damage that will rot away their skin as it freezes, thanks
to the dark nature of the ice. This makes this ice great against
those of holy natures, or those vulnerable to dark attacks.
Advanced users can create pressure with freezing energy, and
even crush people or objects inside ice with enough practice.
Some users even learn to create ice from boiling water by using
pressure to force the boiling water into solid form to create an
ice that is almost as hot as the sun (though this is rare among
Darkfires and requires not only immense knowledge, but immense
mastery of not only ice manipulation but master of pressure
manipulation using freezing energy). Opponents can usually
counter this with strong enough fire manipulation, such as using
hellfire or Darkfire flame skills to melt colder ice powers
(such as hellfire being somewhat effective against dry ice
manipulation).
Darkfire Elemental: Holy Ice:
~Whether it is being used as its own element, or being used as
an extension of one's water skill, this ice manipulation is
another Darkfire elemental that can be used by some Darkfires.
In using this element, Darkfires combine their positive spirit
energy to their ice manipulation to create holy ice that they
can manipulate. Usually, users will most often create freezing
energy using their ice power, and freeze the moisture in the air
to create ice attacks. However, users can also use freezing
energy to create dry ice if they can create cold enough freezing
energy to freeze the carbon dioxide in the air (Which requires a
temperature at least -78 Celsius or below). Users can also find
other ways to create ice if they have enough scientific
knowledge, such as some scientific minded Darkfires have found
that using pressure might be able to create special forms of ice
not normally found on Earth. However, no matter the ice power,
most act the same, in that users can do things like freeze
objects or opponents if they can hit them with freezing energy,
users can create projectile attacks to fire at opponents, and
some advanced users can even freeze energy if they are skilled
enough. For holy ice, Darkfires often have a unique effect with
this ice in that opponents or objects in the ice will suffer
holy damage that will purify those of dark or demonic natures as
it freezes, thanks to the positive nature of the ice. This makes
this ice great against those of dark or demonic natures, or
those vulnerable to holy purification. Advanced users can create
pressure with freezing energy, and even crush people or objects
inside ice with enough practice. Some users even learn to create
ice from boiling water by using pressure to force the boiling
water into solid form to create an ice that is almost as hot as
the sun (though this is rare among Darkfires and requires not
only immense knowledge, but immense mastery of not only ice
manipulation but master of pressure manipulation using freezing
energy). Opponents can usually counter this with strong enough
fire manipulation, such as using hellfire or Darkfire flame
skills to melt colder ice powers (such as hellfire being
somewhat effective against dry ice manipulation).
Darkfire Elemental: Dark Wind:
~Wind is one of the most versatile elements alongside earth
manipulation. Darkfires with wind manipulation are able to
manipulate the air, and those with this affinity can fuse their
negative spirit energy to wind to create dark wind. When using
wind, users are able to manipulate the air around them for
different purposes. There are many forms of wind or air, in
which users often learn to manipulate many gases in the air. For
example, users may not only learn to just manipulate oxygen, but
could learn to manipulate things like smoke, poison gas or even
manipulate rare gases. Users of air/wind manipulation can do
things like creating shockwaves of air to attack enemies with,
creating slashing waves or enhance the cutting of bladed
weapons, or even use the air to create tornado-like attacks.
Some advanced users can even do things like remove the air out
of an area and create a vacuum environment, usually as a means
to choke someone or put out flames, can use air manipulation to
re-bond cells and heal injured people, or can even manipulate
sound waves in the air using sound manipulation. Other advanced
users of wind may even learn to create other elements using
wind, such as some that learn fire by using wind to manipulate
plasma, or wind using ions to create lightning, or some that can
even control moisture in the air to essentially create water and
ice attacks. Using wind manipulation is a very versatile skill,
and can be used for a lot of different skills depending on how
its used. This depends mostly on the knowledge of the user, and
their skill at manipulating the air around them. Users of dark
wind also have their own unique effect, in which dark wind has a
corrosive effect on objects and energy due to its dark nature.
When used, the dark nature of the wind is able to affect most
objects by using its dark nature like an acid that can eat away
almost any substance (except those immune to dark wind
specifically). Users that want to counter this are best off
using earth manipulation, though some users can find creative
ways to block or dodge air manipulation such as using fire to
burn the oxygen in the air, or using water manipulation to
absorb kinetic energy of wind attacks.
Darkfire Elemental: Holy Wind:
~Wind is one of the most versatile elements alongside earth
manipulation. Darkfires with wind manipulation are able to
manipulate the air, and those with this affinity can fuse their
positive spirit energy to wind to create holy wind. When using
wind, users are able to manipulate the air around them for
different purposes. There are many forms of wind or air, in
which users often learn to manipulate many gases in the air. For
example, users may not only learn to just manipulate oxygen, but
could learn to manipulate things like smoke, poison gas or even
manipulate rare gases. Users of air/wind manipulation can do
things like creating shockwaves of air to attack enemies with,
creating slashing waves or enhance the cutting of bladed
weapons, or even use the air to create tornado-like attacks.
Some advanced users can even do things like remove the air out
of an area and create a vacuum environment, usually as a means
to choke someone or put out flames, can use air manipulation to
re-bond cells and heal injured people, or can even manipulate
sound waves in the air using sound manipulation. Other advanced
users of wind may even learn to create other elements using
wind, such as some that learn fire by using wind to manipulate
plasma, or wind using ions to create lightning, or some that can
even control moisture in the air to essentially create water and
ice attacks. Using wind manipulation is a very versatile skill,
and can be used for a lot of different skills depending on how
its used. This depends mostly on the knowledge of the user, and
their skill at manipulating the air around them. Users of holy
wind also have their own unique effect, in which holy wind has a
purifying effect on objects and energy due to its positive
nature. When used, the positive nature of the wind is able to
purify corrosive or corruptive presences such as demonic or
darkness type presences (making it useful against those of dark
natures). Users that want to counter this are best off using
earth manipulation, though some users can find creative ways to
block or dodge air manipulation such as using fire to burn the
oxygen in the air, or using water manipulation to absorb kinetic
energy of wind attacks.
Darkfire Abilities:
Darkfire Elemental Aura Generation:
~When a Darkfire learns their elements, the first thing they are
taught is how to bond that element to their aura. Instead of a
normal spiritual aura like spirit users might have, Darkfires
focus their elementals into their vampire auras. The elemental
aura becomes the basis of the main Darkfire training after they
master basic elements, and this aura becomes the power source as
this elemental aura becomes a passive ability. Typically, this
does things like powering the Darkfire's elemental regeneration,
or can generate elemental techniques. In addition, this also
uses certain other abilities like elemental absorption, and
other elemental abilities. This aura is powered by one elemental
combination the Darkfire uses, with many choosing their dominant
element as their aura due to the aura being stronger depending
on the element chosen. This aura uses whatever element is
chosen, and generates that power much more naturally than
normal. While the Darkfire doesn't limit their elemental options
by choosing one element over another, this does often give them
a dominant element that they can utilize more easily, and much
easier to use techniques. If 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 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 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.
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:
~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.
Oyuki's elemental form is a blue wolf made of ice though she can
make ice vampire like wings if she wants.
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.
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: (STILL working on
it)
~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.
Elemental Powers:
Snow Manipulation:
~The user can create, shape and manipulate snow, precipitation
in the form of flakes of crystalline water ice. Because snow is
composed of small ice particles, it is a granular material with
an open and therefore soft structure, unless subjected to
external pressure.
Snowflakes come in a variety of sizes and shapes, with types
that fall in the form of a ball due to melting and refreezing,
rather than a flake, are known as hail, ice pellets or snow
grains.
Bio-Air Manipulation:
~The user can create, shape, and manipulate air and gaseous
matter with their biofield. They can control any gaseous
substance as well as their natural properties. More advanced
users can eventually use this power to even manipulate one's own
vocals and soundwaves, as well control vacuums.
Bio-Smoke Manipulation:
~The user can channel their bio-energy field to create, control,
and manipulate smoke. This also includes matter that composes
smoke, such as particulate solids and liquids, like ash, and
burnt solid material that contains residual heat. Being
biological, the user also has the ability to spread and cause
smoke hazards that's harmful to biological beings. Oyuki has the
rare ability to create and manipulate smoke, just like her late
father Tadaaki.
Bio-Smoke Generation:
~The user can create and project bio-generated smoke.
Bio-Cold Manipulation:
~The user can channel his bio-generated energy into cold
temperatures, and controlling the freezing process to create ice
or even reduce kinetic forces to a standstill.
Bio-Ice Manipulation:
~Users are capable of channeling their bio-energy field to
manipulate ice and all its forms, such as snow. It can be
possible for them to access the general powers it offers, to the
specifics such as decreasing the kinetic energy of things.
Cold Immunity:
~User is immune to cold, being completely invulnerable to direct
and indirect effects. Frigid and arctic-like areas, no longer
decrease the user's body temperature. Affectively, the user is
immune to cold-based illnesses and conditions, that would
otherwise weaken or even kill normal beings. Users could even
exist in cold climates, wearing minimal or no clothing to
protect them.
Cold Air Manipulation:
~The user can create, shape and manipulate cold/freezing air.
Cold Air Generation:
~The user is able to rapidly cool the air in a large area and
generate cold air from around their body. The air is
significantly colder, making it able to freeze and blow away
targets. This often does not have all the abilities of true Wind
Generation, but it gains the freezing ability as a tradeoff;
capable of negating heat-based attacks with walls of cold air.
Cold Energy Manipulation:
~The user can create, shape, and manipulate extremely cold
energy capable of freezing anything it comes into contact with.
This energy can be composed of an extremely cold gas such as
air, or magical energy.
Vapor Manipulation:
~Users can create, shape and manipulate vapor, a gas phase at a
temperature where the same substance can also exist in the
liquid or solid state, below the critical temperature of the
substance. Another rare ability she inherited due to having both
elemental abilities from her parents.
Air Walking:
~Users can walk on the air, as if it were solid matter. They can
run and move across the air as if walking on the ground, giving
them greater maneuverability in their environment.
Air Dashing:
~The user can perform short "dashes" in mid-air, allowing
increased speed and even changing direction in mid-jump.
Wendigo Tribe Gifts:
Resist Pain:
~Through force of will, the Philodox is able to ignore the pain
of his wounds and continue acting normally. A bear-spirit
teaches this Gift.
Call the Breeze:
~The Garou calls up a strong (20 mpg), cold breeze and directs
it at whim. This breeze chills anyone not prepared for it, and
it disperses (or redirects) clouds of vapor (including tear gas
or airborne toxins) or swarms of insects. A wind-spirit teaches
this Gift.
Dead Stick:
~In these last days, the falling of any Garou is tragic, and the
pain of losing a packmate digs deep. But it remains better to
know for certain than wonder and futilely hope he might return.
This Gift allows the Wendigo to know if a packmate is indeed
dead, and if so, where the remains lie. The Wendigo stabs a
stick into the ground and waits till morning. If the packmate is
alive, the stick will stand perfectly upright. If not, the stick
will heavily lean in the direction of his body.
Oyuki can do the same with her friends.
Snow Sight:
~The Garou gains the ability to see clearly even in the harshest
of blizzard or "white-out" conditions. Any arctic spirit teaches
this Gift.
Camouflage:
~The Wendigo blends in with the surrounding wilderness, which
makes him very difficult to see. A deer-spirit teaches this
Gift.
Ice Echo:
~The Wendigo conjures a perfect reflection of himself. The image
is identical to the Garou, except that it is reversed, as though
seen in a mirror (so any writing on the Garou's clothing would
be backwards, scars would be on the wrong side, etc.) The
Wendigo can control the image easily, giving it voice and
guiding its motion. An ancestor-spirit teaches this Gift.
Creating the Ice Echo at any point is within 100 feet (30 m).
The Echo moves and sounds exactly like the Garou in addition to
taking on her precise appearance, but gives off no scent or
heat, and is intangible. Discerning which is the echo and which
is the original requires someone with perception abilities.
Beat of the Heart Drum:
~The werewolf becomes an inescapable hunter, drawn ever onward
by the beat of his prey’s heart until that heart grows still. A
spirit servant of Great Wendigo teaches this Gift. The Garou
must have an object belonging to his target, a piece of the
victim (a blood sample, a lock of hair), or must have tasted his
quarry's blood in the past. The Wendigo can hear her quarry’s
heartbeat for one rp per success, no matter how far away they
may be. The beat grows louder as the werewolf draws near, making
tracking effortless.
True Fear:
~The Ahroun can display the true extent of her power, scaring
one chosen foe into quiescence for a number of turns. Spirits of
fear teach this Gift. This Gift cows the enemy for one rp turn;
the victim cannot attack at this time. He may defend himself if
attacked and otherwise act normally, although his action will
likely be guided by fear.
Claws of Frozen Death:
~Blue smoke rolls off of the werewolf’s claws and teeth, which
are transformed into curving daggers of hardened ice. Wounds
inflicted with these terrible weapons turn black and fester, all
the warmth and life driven out of them. A snow-spirit teaches
this Gift. The transformation lasts for two rp turns, or until
banished voluntarily. Any individual wounded by the werewolf’s
fangs or claws suffers as chills wrack her body. Additionally,
such wounds heal badly; mortals are likely to lose injured limbs
as the tissue necrotizes unless healed in time, and beings
capable of supernaturally swift healing will have problems
healing for two rp turns.
Devouring Rime:
~A Garou with this Gift can touch something living and cause it
to become covered with ice. Slowly radiating outward from the
point of contact, a shimmering coat of ice crawls over the
target’s body, freezing every muscle it touches into
motionlessness. A jaggling of Great Wendigo teaches this Gift.
The user must be within physical reach of the target, and must
be able to touch the target's bare skin, flesh or fur. When he
does so, it creates a quickly-growing layer of ice over the
target's body. The target must resist the devouring coat of ice
before the next round, or she becomes frozen and immobile for
the rest of scene. The ice itself behaves naturally under all
external physical changes; for example, it melts beneath a
sudden blast of heat, and it can be chipped away (carefully) by
anyone assisting the target. This proves useless to those with
powerful heat like abilities.
Salmon Swim:
~A Garou with this Gift is able to swim as easily as a fish, or
even walk on the surface of the water as if it were land. Salmon
Swim works only on freshwater bodies, not on oceans, but it
works as well on a lake or pond as it does a river. The Gift
does not work within a swimming pool or other purely artificial
container of fresh water. This Gift is taught by a
salmon-spirit.
Tourniquet:
~A werewolf with this Gift may use it to drastically reduce any
amount of her own bleeding, specifically blood loss that she
experiences as a result of combat. A bloody wound taken in a
duel or in battle by a klaive, blade, fang or claw can be
staunched swiftly with a whisper of gratitude to the spirits.
Tourniquet does not heal, numb or close the wound, but simply
keeps it from bleeding further. Wendigo consider it very bad
form to use this Gift to stem bleeding caused by self-inflicted
wounds, causing the loss of Honor Renown if its use is known.
Accordingly, Wendigo may not use this Gift while attempting to
complete a rite or other ritual that requires any check of
Stamina. A hawk-spirit teaches this Gift.
Cutting Wind:
~The Garou conjures up a bitterly cold blast of wind and directs
it at will. The wind can knock opponents off their feet, as well
as chill them to the bone. A spirit servant of Great Wendigo
itself teaches this Gift.
Fog:
~The Warpath camp acquired a this Gift similar to the Black
Furies’ Curse of Aeolus to cover their ecoterrorist activities.
The Wendigo calls up a thick, eerie fog that obscures vision and
unnerves her opponents. The Wendigo can see through the fog, but
all other have trouble navigating by sight. A rain spirit
teaches this Gift.
Speak with Wind Spirits:
~The Wendigo may call upon wind-spirits for knowledge and
guidance. He can ask them one question, which must concern the
immediate area (wind-spirits have notoriously short attention
spans). A wind-spirit teaches this Gift.
Bloody Feast:
~Great Wendigo, as a hungry cannibalistic spirit, can teach his
favored children the ability to gain added strength from an
enemy’s flesh and blood. An avatar of Great Wendigo teaches this
Gift.
Sky Running:
~The Garou gains the ability to run at 50mph (80kph) through the
skies. The Garou must continually remain in motion, or he falls.
The Garou leaves a track of fire in the sky as he runs. This
Gift is taught by a spirit servant of Wendigo.
Icicle-Hide:
~This Gift allows a character to transmute herself, and any
clothing or unliving objects that she is touching, into a
crystalline creature of thick, impenetrable ice. As the
Wendigo’s form grows suddenly transparent and metamorphoses into
a rippling mobile statue, she truly takes on the essence of ice;
as a result, she should avoid coming near any fire or source of
heat, lest she find herself melting. Her body absorbs blows as
solidly as any block of ice. The frozen Garou can still move,
watch, listen, and use Gifts, but appears cold and unliving to
standard and infrared observation. This Gift is taught by a
polar bear-spirit.
Whiteout:
~This Gift allows a Garou to transform the area around her into
a blinding whiteout, rendering it utterly featureless and
dangerously disorienting. Any characters within the reach of the
spell are enclosed within a frightening, snowy blizzard-filled
dome, which deadens all scents, mutes all sounds with the roar
of wind, and blinds all types of vision. The Gifted character’s
senses are untouched by these effects, although she remains
within the whiteout. Similarly, other Wendigo are unaffected by
the power of this Gift. A bear-spirit teaches this Gift.
Chill of Early Frost:
~The werewolf calls down a mystical chill from Great Wendigo
himself, freezing the surrounding lands and anyone in it. A
spirit servant of Great Wendigo teaches this Gift.
Bark of Willow:
~Unlike Resist Pain, which allows a character to ignore pain
through force of will, but still feel it, this Gift allows the
Wendigo to numb herself to pain completely, enabling her to
endure pain for much longer periods of time, even days. This
causes the character to be unable to judge the severity of her
wounds or fatigue, and may lead her to continue on unwisely,
causing herself further damage during combat while frightening
her enemy with her seeming imperviousness. If the pain inflicted
upon the Garou is not combative, i.e., she is undergoing a
surgical operation or needs to cross a wall of flames, she may
concentrate her will to keep from unwittingly furthering the
damage to herself, and to bolster the confidence and courage of
any Garou aiding her. This Gift is taught by a snake-spirit.
Invoke the Spirits of the Storm:
~The Garou can summon nearly any weather effect she desires, be
it a tornado, fog, blizzard or thunderstorms. An avatar of
Wendigo teaches this Gift.
Cursed Wendigo Abilities:
Samurai Stances:[i]
[i]Stone Stance:
~A straightforward stance with fierce diagonal slashes and
stabbing attacks, it specializes in dealing consistent damage
through its Heavy attack combo or deal high damage to Staggered
enemies with its held Heavy Attack. It is effective against all
sword-wielding enemies. During Stone Stance, Oyuki will hold her
katana vertically with both hands, with the handle of it held at
chest level. The Stone Stance's Heavy Attack chain,
Swordbreaker, consists of two powerful downwards strikes, with
the third strike being a fierce upwards slash. The Stone
Stance's held Heavy Attack, Piercing Strike, involves Oyuki
holding her katana horizontally at around chin level before she
thrusts forward for a piercing strike. While it is a very
focused attack due to being a thrusting attack, if Piercing
Striking lands, it deals high amounts of damage especially to
staggered enemies.
Water Stance:
Wind Stance:
Moon Stance:
Onryo Stance:
Mist Sword Style Techniques:
First Form: Low Clouds, Distant Haze:
~The user performs a singular and powerful frontal thrust.
Second Form: Eight-Layered Mist :
~The user performs eight slashes in quick succession.
Third Form: Scattering Mist Splash:
~The user performs a powerful and swift circular slash that can
blow away incoming projectiles.
Fourth Form: Shifting Flow Slash:
~The user takes a low stance before dashing toward the target
and slashing them.
Fifth Form: Sea of Clouds and Haze:
~The user charges at their target at blistering speeds in a
zig-zag motion while performing a barrage of continuous slashes
in front and/or around them.
Sixth Form: Lunar Dispersing Mist:
~The user leaps into the air and performs a multitude of slashes
in a somersaulting motion, decimating dozens of targets at once.
Seventh Form: Obscuring Clouds:
~The personal creation of Tadaaki Darkfire which Oyuki took over
a year to master. A movement-based technique designed to heavily
disorientate the target, which is done so by fluctuating the
user's tempo. When the user appears before the target, they move
incredibly slow, but then accelerate to blistering speeds before
getting hit, making it seem like they disappeared into a cloud
of mist. When done repeatedly, it can disorientate the target to
the point of making them think they are being covered in a thick
layer of mist.
Passive Abilities:
Ronin:
~Ronin are a class of masterless samurai who are created when
they face dishonor and failed to commit seppuku or when their
lord and master is slain or they never had one to begin with.
Certain ronin will often seek revenge and desire avenge their
fallen masters, but the majority often become wanderers,
vagabonds, shugyosha (student warriors), assassins, and bandits.
Those who want or are in need of employment, will either become
mercenaries or yojimbo (bodyguards).
Samurai Shinobi:
~The user is a Samurai Shinobi, a warrior who is trained in
ninjutsu but also observes bushido. They know how to use the
stealthy techniques, tactics, and armaments of the ninja while
preserving the wisdom, restraint, and skills of the samurai, and
are skilled at both stealth and open fighting. Oyuki is largely
a samurai throughout her childhood due to training from both her
father and her mentor Usagi, though she has also learned shinobi
arts due to also growing up with Heiru and Kennen.
Killing Instinct:
~User possesses the capability that enables them to be the
"ultimate killing machine". They have instincts to kill by any
means and in the most effective ways possible, use anything at
hand to do so and, have no mental/emotional issues or moral
dilemmas either before, during or after the deed. They are, in
short, cold and merciless killers. They are focused on nothing
except killing their enemies and how they should do so. They can
also give off a murderous aura, inducing fear into their
opponents.
This is the ultimate killing mechanism, making it virtually
impossible to defeat the user, since the user will automatically
kill with perfect skill, technique and timing. The users full
and complete mastery in killing and anything related to killing
makes them as the ultimate killer.
Transformation:
Released Vampire Form: Ronin Werepyre:
~Most vampires stay in a relatively human form when moving
around in their day to day activities. When they eventually gain
their full vampire form by going into their minds and taking the
final test of the Darkfire Clan, they gain their fully released
vampire form. Because of how they attain this, the form is far
stronger when it is released. This is always done by a release
command, and as many Darkfires are descended from Japanese, the
names they release are also in Japanese.
Oyuki's released form is different due to her mother's lupine
traits which enhances and emphasizes her powers over the wind
and smoke. She is able to take the form of a werepyre in her
released form. Her release phrase is "Through twilight's veil,
Akali!"
Weapons:
Daito:
~Her main weapon that was gift from her father.
Kunai:
~
Shuriken:
~
Personality:
Oyuki is a pretty emotionless ronin, projecting confidence and
looking at the others with an air of suspicion. She's not much
into interacting with others except for her friends and usually
focus on her mission. Although she does seem vicious, she is
also observant and understanding. She's not afraid to stand up
to what she believes is right.
*Bio:*
In the same universe that Blademaster Raven are in, hidden in
their world is an ancient order originating in the Ionian Isles
dedicated to the preservation of balance. Order, chaos, light,
darkness - all things must exist in perfect harmony for such is
the way of the universe. This order is known as the Kinkou and
it employs a triumvirate of shadow warriors to uphold its causes
in the world. Kennen is one of these shadow warriors, entrusted
with the sacred duty of Coursing the Sun - tirelessly conveying
the justice of the Kinkou.
Oyuki's parents had to move to the hidden village in order to
protect their unborn child from their own species. They were
welcomed into the village and became a part of it when they
lived by the stream in the village.
A prodigal martial artist, Oyuki began training with her mother
as soon as she could make a fist. Her mother's discipline was
relentless and unforgiving, but predicated on the fundamental
principle: "We do that which must be done." When the Kinkou
inducted her into the order at the age of fourteen, she could
slice a dangling chain with a chop of her hand. There was no
question: she would succeed her mother as the Fist of Shadow.
She has had to do much in this role which others might find
morally questionable, but to her it is in service of her
mother's inviolable doctrine. She worked with her friends Heiru
and Kennen to enforce the balance of Valoran.
When the Order came, Oyuki was dealing with a group of
Anti-Supernaturalists who killed her mother and was almost
killed but was saved by an Order member. That was when she
joined them since she believed that humans are very cruel
creatures. When the Order left, Oyuki stayed in her world and
helped the Order people. During one of her breaks, she found out
that Kennen's hidden people were attacked. She came to help him,
realizing that it was the Order who attacked his home. When she
found out the truth, she turned against the Order and fought for
her friend and her fallen sensei.
At first, most of the Crow Mercenaries didn't trust her and
wanted to kill her, but Heiru spoke to Takahashi about it while
Blademaster Raven spoke to Oyuki in private. After a long
conversation, they let Oyuki in but some said that they will
kill her if she betrayed them. Oyuki understood and planned on
working for their forgiveness, despite her cousins and friends
understanding what she did.
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