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       #Post#: 156--------------------------------------------------
       RP Profile: Omega
       By: Zorbak the Ebil Moglin Date: April 10, 2019, 1:28 am
       ---------------------------------------------------------
       "..."
       "Flee." - Omega before using his Omega beam to try on an
       opponent.
       "Shoot yourself... And spare me the trouble..." - Omega to a
       resistance soldier who tried to stand between him and his goal.
       "Pathetic... copy." - Omega to his clone in the Democratic
       Republic
       During a fight with a resistance group.
       Resistance Member 1: I got him! He goes to attack with a sword,
       but Omega grabs his wrists with his hand and crushes them.
       The resistance member screams and drops his sword as his wrists
       are crushed.
       Omega silently puts his artificial hand to the enemy's head, and
       fires a blast right through the head, killing the resistance
       member instantly. Omega drops the resistance member and looks at
       the group, looking curiously to see who would attack next. He
       goes to draw his sword, ready to attack.
       Resistance Member 2: He was a flame user! How did that blast
       hurt him?! He tries to use his lightning, but realizes his
       elemental power is negated. Damn it! He has power negation too?!
       Resistance Member 3: We can still fight! He can't take all of
       us!  He says to his team as Omega runs in to attack. Spoiler
       alert: None of the resistance members survived the fight.
       After Omega was knocked out a window and he jumped up two
       stories with a super jump without any visible damage.
       Resistance Member 1: How did he survive that fall?!
       Resistance Member 2: He doesn't even look hurt!
       Omega just looks at them, and motions to the tears in his jacket
       where he fell, showing them that they tore up his clothes. He
       just silently takes his sword out.
       Resistance Member 1: Can we even kill him? He says, scared.
       Resistance Member 2: Probably not but... The resistance members
       go to attack but are quickly cut down by Omega. Afterward, Omega
       takes the jacket from a resistance member and uses it to wipe
       the blood off of his sword, making sure his sword was clean
       before putting it away.
       "When he came back... He wasn't the same. Death isn't something
       to take lightly. You lose something when you die. Even if you
       come back, that something doesn't really come back. The Kindron
       that Dr. Black revived, wasn't the same one who died. That much
       is certain. I honestly don't know if he's lost or if he's just
       suppressed under all those cybernetics. But I will find out, and
       I will find a way to free him. One way or another... I'm just
       lucky there's a good Kindron to help me out now." - Kierran
       Black, Kindron's best friend about his analysis of Omega Kindron
       Name: Kindron "Omega" Darkfire (Alternate Dimension Version)
       Title: The Fallen Cyborg
       Age: Unknown
       Species: Cybernetically Enhanced Fallen Grand Priest Angel
       Gender: Male
       Hunter Group/Team: Black Sun
       Family:
       - Father: "Original Black Reaper" Qrow Darkfire (Alternate
       Dimension Version) (Dead)
       - Mother: "Spring Maiden" Raven Branwen (Alternate Dimension
       Version) (Dead)
       - Younger Brother: "White Knight" Father Hei Darkfire (Alternate
       Dimension Version) (Dead)
       - Sister-In-Law: "Countess" Blair Valeri-Darkfire (Alternate
       Dimension Version) (Dead)
       - Nephew: "Flame Knight" Kenneth Valeri-Darkfire (Alternate
       Dimension Version) (Dead)
       - Niece: "White Mage" Keri Valeri-Darkfire (Alternate Dimension
       Version) (Dead)
       - Younger Brother: Kendrix "Pride" Darkfire (Alternate Dimension
       Version) (Location unknown)
       Other Family:
       - Wife: "Angel Detective" Acillia Rynn-Darkfire (Alternate
       Dimension Version) (Dead)
       - Son: Lars Zolin Darkfire (Alternate Dimension Version) (Dead)
       - Son: Krellis Volstis Darkfire (Alternate Dimension Version)
       (Dead)
       - Daughter: Aly Rai Darkfire (Alternate Dimension Version)
       (Dead)
       Weapons and Equipment:
       - Omega Blade: This blade is Omega Kindron's supernatural
       hunting sword, which is made of ultra varanium (A metal
       developed in his world). This enhanced varanium interrupts the
       regeneration of opponents, and has the property of preventing
       people from gaining a resistance to it due to the effect of the
       constantly shifting magnetic field that constantly changes the
       metal's magnetic frequency so that the metal magnetic field
       changes enough that each time it hits, it hits differently
       enough that no mortal being can adapt to the magnetic field's
       constant changing. While some may have resistance to normal
       varanium, and some may have resistance to magnetic fields, this
       metal bypasses both normal resistances/immunities as ultra
       varanium is a different metal from normal varanium and the
       magnetic fields are more just changing the signature of ultra
       varanium and not doing the actual power negation. The metal also
       interrupts tech regeneration and certain magnetic abilities when
       used on opponents thanks to ultra varanium's constantly shifting
       magnetic fields that cause it to have an almost EMP like effect
       that seems to interrupt even artificial sources of regeneration
       (as this can interrupt nanite regeneration and even plasmite
       regeneration), making it a great supernatural hunter weapon to
       use against opponents. Luckily, this sword cannot interrupt
       cybernetics from Omega's cybernetics, due to Omega using ultra
       varanium to power his cybernetics (However, it does affect
       Omega's ability to use his Darkfire regeneration, since the
       cybernetics are a part of him and not even he is immune to the
       regeneration negation). The weapon, though metal, has a
       constantly shifting magnetic field, something that Omega can use
       to his advantage especially when using his lightning enhancement
       chip to use lightning as he can focus lightning through this
       weapon and amplify it in a random matter based on the ultra
       varanium always changing magnetic frequencies and being able to
       make the lightning amplification more unpredictable to
       opponents. This blade is also infused with nanites that can be
       used to infect wounds, which then eat away the wound to make
       regeneration difficult. The blade is a strong blade as well,
       with it being able to handle fighting those with adamantium or
       vibranium weapons. The weapon is heavier than it looks, but is
       still able to be wielded with one hand since Omega has
       cybernetically enhanced muscles that increase his strength and
       speed.
       - Angel Blade (For any angel that's not an archangel): This is a
       standard angel blade most normal angels and fallen angels carry.
       This blade is designed to kill demons, but can also kill angels
       and fallen angels as well due to certain similarities in
       physiology between demons, fallen angels, and angels. When faced
       with certain creatures that are of angelic or demonic power,
       this works on these types of creatures as well. When used on
       creatures affected by it, it temporarily negates regeneration of
       the creature, specifically working best against angel, fallen
       angel, and demon regeneration. This also applies to other
       creatures that use such regeneration such as demonic vampires
       who use demonic regeneration or holy vampires who have more
       angelic power. This weapon is very useful, made out of heavenly
       silver. Even against creatures that it doesn't negate
       regeneration form, it's still made out of a material that acts
       like blessed silver, still being useful against creatures like
       vampires and those creatures with unholy or demonic type
       natures. This is usually a primary weapon for angels that don't
       have their own special holy weapon, being used by angels, grand
       priest angels and even other types of angels like seraphim and
       cupids. These blades are carried by both angels and fallen
       angels. Omega's angel blade is just a standard fallen angel
       blade, as he was a grand priest angel, and not any special kind
       of angel that might have a different type of angel blade. This
       blade can be summoned to Omega at any time thanks to his fallen
       angel and Darkfire training. This works just like any other
       angel blade.
       - Supernatural Containment Cloth (Scarf Form): Omega's purple
       scarf is made of an extendable material that is infused with
       nanites that control how the cloth moves that are connected to
       Omega's brain and are under his control. This cloth is made with
       powerful, but highly flexible thread, to which the nanites can
       determine what properties the thread has by changing how the
       atoms of the nanites are arranged, whether it's made flexible
       for extended movement, or hardened to the point that it can
       block bladed weapons. The cloth is controlled by the nanites,
       which link to Omega's cybernetics in his brain and allow him to
       control the cloth and can use the same abilities as his chip
       enhancement system, where when he activates a chip on himself,
       the chip works on the scarf as well depending on the chip Omega
       uses (like his elemental chips granting him elemental abilities
       will grant the scarf the abilities as well, though certain
       abilities may not translate well to the scarf). The scarf is
       able to extend and grab things, being useful for attacking
       people or even grabbing people. The cloth also acts like a
       defense, where Omega can bring it up to block attacks if the
       attacks can be blocked by things like shields thanks to the
       nanites being able to harden in response to physical impacts. In
       close combat, this can work like an extra set of limbs, where
       Omega can attack with the scarf like he normally would attack
       using physical combat, and Omega will often use this to grab
       opponents by the neck and choke them to death (or just break
       their necks). This scarf is very strong, and flexible, and while
       the properties can be manipulated, the material is still strong
       even in its more flexible state (But cannot block certain
       weapons when in its flexible state, and is still able to be
       flexible even in its hardened state (Though it does lose a lot
       of flexibility). Due to it's strength, Omega often uses this to
       grab people and snap their bones, or use the physical contact
       with an elemental chip to affect someone through contact (Such
       as using his lightning chip to electrocute people he grabs with
       the scarf). Luckily, there's really no special method for
       breaking this, as one just has to hit it with a strong enough
       attack that it tears enough that it can't be controlled
       effectively. If part of the cloth is severed, the severed part
       becomes useless. However, avoiding the cloth is usually the best
       strategy, and if an opponent keeps in mind that Omega controls
       this consciously, they can usually avoid it by trying to keep
       Omega from being able to focus on manipulating it, or if they
       knock out Omega they can stop this cloth completely.
       Companion:
       - Cybernetic AI Companion: Dark Elf: Originally known as the
       Mother Elf, this cyber elf was designed to remove corruption and
       computer viruses. It isn't known what caused it to change and go
       haywire, but at some point it became a corruptive presence that
       corrupted any cybernetically based creature and could even
       mutate them physically and put them under it's control. While no
       one is controllable by it in this time period as technology
       hasn't advanced enough, it is still able to amplify the power of
       cybernetic beings, with some trying to clone the Dark Elf. Omega
       was designed to keep the Dark Elf as part of himself, absorbing
       it and using it's amplification power to power himself up
       passively. The Dark Elf also grants him enhanced abilities, such
       as using cyberspace energy as well as opening doors to
       cyberspace and allowing data to flow into the real world. This
       connection also grants Omega the ability to use properties of
       matter transportion to turn his energy into solid matter, by
       using a altered concept of matter transporation that turns
       matter into energy (similar to how aliens are able to turn
       people into energy to transport people. This is useful in that
       the Dark Elf and Omega can work together to summon cybernetic
       beings that have "died" and their data is lost somewhere in
       cyberspace (usually under their control). The cyberspace energy
       mostly just acts like a typical energy, which allows Omega to
       use special cyber energy attacks like other energy users
       typically do. However, it isn't just those under Omega's control
       that can be summoned, as enemies of Omega have also used this to
       their advantage. This can be used to create energy attacks,
       constructs or create barriers of cyber energy. The Dark Elf
       typically stays inside Omega's mind, but can manifest itself
       whenever it wants to. This also grants Omega certain EX skills
       that are basically skills designed to attack opponents with
       energy attacks, the two main ones being Messenkou and Rekkoha.
       The Messenkou is one where Omega punches the ground and fires
       blasts of energy in 5 directions, which is designed to hit
       opponents around him. The blasts are just standard cyber energy.
       Rekkoha is a technique where Omega punches the ground, and
       creates a powerful beam of energy coming from the ground around
       him and pushing back anyone close to him or above him with heavy
       impact damage when used. He also has a ring energy blast that
       small rings of energy at opponents that explode on impact.
       Cybernetic Enhanced Abilities:
       - Cybernetic Supernatural and Reploid Hunter: Thanks to Dr.
       Black, Omega was enhanced as one of the world's top level
       supernatural and reploid hunters, which built on Omega's
       knowledge from when he was Kindron Darkfire. The cybernetics
       that make Omega who he is are high level cybernetic upgrades
       (Most of which were designed to save his life when he was
       dying), and his weapons make him perhaps one of the most
       dangerous threats to just about anyone who might encounter him
       as his weapons and cybernetics are top of the line cybernetics
       that surpass most other cybernetics. Omega's enhancements are
       also vital to his survival, since Omega cannot live without
       these cybernetic enhancements as some of them literally are what
       keep him alive (such as his respirator). In addition to his
       combat upgrades, he also has a breathing mask, an artificial arm
       and leg, and a side of his face covered with an adamantium
       plate. A lot of these cybernetic upgrades use ultra varanium in
       some way, which gives Omega both an advantage and disadvantage.
       Due to the ultra varanium, his angel and Darkfire regeneration
       abilities are in a constant state of negation, so Omega cannot
       regenerate while the cybernetics are a part of him (and will
       likely not be able to live without them). Also, the ultra
       varanium used in some of his upgrades is a special type not
       designed to interrupt his cybernetics, but make it where he
       cannot use tech regeneration either. As such, his body is
       enhanced and hard to damage to make up for his lack of
       regeneration. This is also his biggest weakness though, as if
       certain enhancements are damaged or unable to function, Omega
       could die. One example is his respirator, where if it takes
       enough damage, Omega won't be able to breathe without it (so he
       will often take hits with other parts of his body to avoid his
       vital cybernetics from taking hits).
       - Artificial Left Arm and Left Leg: Omega has two artificial
       limbs made of partial ultra varanium and partial adamantium.
       Omega's left arm and leg are both artificial and designed to act
       as replacements for his arm and leg that never regenerated (and
       won't regenerate now that he has cybernetics using ultra
       varanium). The arm and leg replace his original, and are
       designed to move just as easily and as strong as his other arm
       and leg are able to move, evening out his strength and speed on
       both sides of his body (since his artifical arm and leg are both
       on one side of his body). However, both his arm and leg are
       fitted with combat upgrades as well, designed to allow him to
       use them to attack opponents. The first upgrade is in the leg,
       where Omega has an ultra varanium blade that can come from the
       shin, making his kicks able to cut someone when he attacks. The
       blade simply comes out of the shin, and basically just acts as
       an extra hazard to his opponents, though Omega does have a
       combat technique where he will kick an opponent, and then extend
       this blade immediately on impact which causes it to do far more
       damage, and makes the attack impossible to dodge since Omega is
       already in physical contact when he kicks the opponent. The
       second weapon is the claws of Omega's artificial hand. The claws
       are also made of ultra varanium, and are able to draw on the
       magnetic energy of the arm to create a lightning blade out of
       his hand that can be used to slash other opponents. He can
       simply use a claw slash or use his lightning blade technique to
       attack oponents, making his hand dangerous, as either his claw
       slash attack or his lightning blade can interrupt the
       regeneration of supernaturals and interrupt tech based
       regeneration. Luckily, it doesn't interrupt cybernetics, as it's
       a special ultra varanium designed for artificial limbs and
       designed not to interrupt Omega's cybernetics (so the ultra
       varanium isn't as strong as normal ultra varanium in his world.
       - Flame Burst Cannon: Built into Omega's hand is a small port
       which lets out extreme heat, where Omega is able to fire blasts
       of heat that can be fired like explosive blasts, and can act as
       a heat port for the extra heat generated by Omega's cybernetics.
       This weapon has a few different settings in order to regulate
       the output of power generated. By using ultra varanium's
       magnetic field to generate heat or just using it as a port for
       the heat generated by Omega's cybernetics, the port in the hand
       can expel that heat in one of a few ways. The first is by firing
       a blast of pure heat which can use intense heat to blast through
       opponents. This is a fairly simple method, where it just fires
       intense blasts that can melt through almost anything due to the
       intense heat, and the blasts explode on impact when they hit a
       target or object as the fire blasts are explosive in nature. The
       second is where Omega concentrates a heavy amount of heat and
       fires it as a beam at his opponents by concentrating the heat
       into a smaller and more confined space to the point where the
       heat amplifies itself like trying to trap an explosion in a
       bottle. He can fire this in short bursts or in one long burst,
       depending on what he wants to do, with him also being able to
       control how large the beams of fire are when fired by how much
       heat is generated and charged when using this method. This is
       his more dangerous blast since enough exposure can incinerate
       opponents if they aren't resistant to heat and flames. Unlike
       what one might expect, this is not fire or magma fired, but is
       raw plasma energy generated by the heat and by Omega's
       cybernetics. This means that this plasma can even hurt flame
       users if they are not also immune to plasma energy. Of course,
       these blasts are dodgable or blockable by strong enough
       defenses, with energy defenses that can block plasma being the
       best thing to defend against this. Of course, outright dodging
       the attack works well too. One can also tell this is coming when
       Omega points his hand, as the port will glow and heat up for a
       moment before Omega fires (as the attacks have to be charged up
       before they can be fired at opponents no matter what source he
       uses to power the flame bursts).
       - Magnetic Hand And Boots: Omega's hands, as well as his boots
       and artificial leg, have special functions which are designed to
       have a magnetic effect thanks to ultra varanium cybernetics.
       This lets Omega use his artificial hand or his normal hand to
       create a magnetic field using varanium which can allow him to
       keep grip on things like his weapon, or metal objects in his
       possession, by using the ultra varanium cybernetics to control
       certain objects. Since the ultra varanium cybernetics are
       controlled by the nanites in Omega's body and brain, Omega is
       able to control the magnetic fields that control objects. He can
       also use this as magnetic manipulation to affect anything
       magnetic, such as holding his hand out to affect metal in front
       of him, like stopping bullets. He can also use this to push or
       repel magnetic objects, which works with his magnetic power
       (though he can only do this at certain ranges, and anything
       beyond those ranges this won't work). His feet and boots also
       have this function, and are designed to be able to use this in
       two main was. The first is that the magnetic functions add more
       knockback to his kicks whenever Omega kicks someone by using the
       magnetic force to his advantage. Thanks to this, Omega's kicks
       use the magnetic effect to repel opponents when kicked, and this
       is something he can do with his artificial arm when using his
       artificial arm to attack someone. The second function is that
       Omega is able to use this to plant his feet and stick to
       surfaces. This isn't perfect, due to it requiring to use the
       metal underground to plant him (this can be used with limited
       efficiency on non magnetic surfaces, but it isn't as effective
       unless there is something magnetic to cling to), and stronger
       forces can still push him back if he's trying to stay in one
       spot. For the most part, he only really uses this against wind
       users or just using it in combat to do more damage. For the most
       part, those affected by the magnetic manipulation can usually
       break free with strong enough resistance, or they can use
       electromagnetic charges to scramble their magnetic frequency.
       - Dash System: In his boots, and in his artificial arm are
       special ports that can fire bursts of energy from them that can
       allow Omega to use a special dash he can use to increase his
       speed in short bursts or use it to increase his momentum when
       attacking. He also has a version of this that generates bursts
       of air from under his normal foot that can push him forward in
       conjunction with the energy that propels his artifical leg
       forward. The ports eject heat and plasma which boosts him in
       whatever direction the force of the ejection pushes him, while
       his normal foot uses compressed air to boost his normal leg in
       whatever direction he's wanting to go. Usually he needs only
       lean forward and use this to dash forward, usually pointing the
       ports behind him so the force pushes him forward. And with his
       artificial arm, he can use this to affect his sideways momentum,
       usually to dodge attacks or if he's in the air, change his
       trajectory. This system is very useful in it's ability to push
       Omega in almost any direction, and the ones in his feet are
       actually powerful enough that he can also dash straight up when
       needed. When doing this, he can combine this with a jump to do a
       super jump that increases his momentum upward so he can leap
       almost over a house if used properly. This system also makes
       affects his combat, with certain special techniques being usable
       from a dash, or with certain attacks being amped by a dash, such
       as his super jump being combined with an uppercut to essentially
       hit an opponent with enough force to usually break someone's
       neck. He can also use this in physical combat to increase his
       attack power by hitting it at the moment of a punch or kick to
       increase knockback.
       - Artificial Link Sys Eye: Omega's main system is his Link Sys
       system, which replaced the typical neural link system in his
       time. His artificial eye connects to this system, and lets him
       see computer screens and create holographic displays that can be
       set to either allow others to see these screens or Omega can
       make them only visible to himself. He can see these screens with
       both eyes, but his artificial eye helps focus the ability to see
       the holographic projections, allowing less brain power used for
       the Link Sys system than would normally be used. This system not
       only has the ability to pull information from cyberspace (such
       as connection to the internet and accessing tech through tech
       connections), but also has certain combat functions built into
       this. With his artificial eye, Omega can use a targeting system
       to more easily lock onto opponents with his projectile attacks,
       create a user interface display that can show him information he
       wants to see such as a display that might show if he has taken
       any damage or not, or even use different kinds of vision that
       are programmed into his eye's system. Among the visions his eyes
       can use are his sonar, x-ray, thermal, night vision, and AR
       relay vision (which mixes all of the visions together to create
       a map of an area around him and allow him to know everything
       that is around him and what he can interact with). His AR relay
       is often the active vision, which lets him not only see people
       and things, but lets him see people who try to hide from his
       vision, like those that have invisibility or the ability to hide
       their presence since Omega can use his AR relay to see through
       invisibility and hidden presences. Of course, that's also not
       counting the combat uses his eye has (More in next ability).
       This is more of an information gathering system, and while it
       can hack systems, doesn't really do much in battle unless he can
       connect to mechanical opponents and hack their systems (which
       doesn't happen often as Omega has to consciously hack systems
       and he can't always do this in battle if he can't concentrate).
       This system is more for observation and information gathering
       than anything.
       - Artificial Eye Combat Enhancement: Omega Beam: This is the
       combat enhancement of his eyes using cybernetics. In addition to
       the Link Sys system that is focused through his mechanical eye
       (but can be seen by the cybernetics in his other eye as well),
       Omega has a combat enhancement of his eyes that let his eyes
       fire laser projectiles at opponents, which is focused through
       both eyes. This fires a laser from each eye that can slice
       through almost any substance, as the laser separates molecules
       at an atomic level and can even pierce through vibranium and
       adamantium. This can be fired in short blasts, or in one long
       beam. This enhancement is Omega's own invention, which he calls
       his Omega Beam. This beam is controllable by Omega, where he can
       concentrate and make the laser beam zig-zag if he wants to
       confuse opponents or use this to try and attack opponents from
       behind. His Omega Beam has slight tracking on opponents, able to
       zigzag and attack if the opponent avoids it, and can attempt to
       zig-zag around and attempt to hit them again. This is a useful
       attack power, and Omega is even able to control how strong he
       makes the beam, using weaker beams to stun people, and stronger
       beams to pierce and incinerate objects blasted through. The
       stronger beams are stronger and able to do more damage, but take
       more energy, while the weaker beams are weaker (but have a
       stunning effect rather than a piercing effect when hitting
       opponents) and doesn't take as much energy to use. The best
       method of dodging this is to make it hit something else that
       dispels it (Such as an enemy), or use some sort of energy
       defense to block it and overpower it. Of course, making Omega
       lose concentration on this attack can also prevent him from
       being able to track opponents. It sounds strange, but being
       close to Omega is often a safe spot since Omega can be hit by
       this too if the beams come too close to him.
       - Artifical Breathing Device and Adamantium Face Plate: Perhaps
       two of the biggest things keeping him alive, which makes these
       two his most important cybernetic upgrades that aren't really
       battle based or enhancements, but rather these are enhancements
       designed to make up for permanent damage done to Omega's body.
       The adamantium plate on his face replaces the missing part of
       his skull and face, and protects his face against opponents
       attacks. The plate is not really able to do much in terms of
       attack, but it provides much defense to Omega's face since the
       plate is very strong. The plate doesn't look it, but it covers
       pretty much the entire left side of Omega's face and most his
       jaw. This also goes down part of his neck, which protects the
       part of his neck where his angelic grace is, making an attack to
       steal his grace almost impossible unless one can cut through the
       adamantium plate and the breathing device that covers part of
       his neck. The second thing is the breathing device that covers
       the lower half of his face and runs a respirator tube down into
       his lungs. This breathing device is very important, since it
       helps Omega breathe and regulates his breathing since Omega
       cannot breathe without this respirator. This device has a
       built-in air filter, and can even work underwater or as a gas
       mask that can operate in most conditions. This also prevents any
       contaminants, microscopic or atomic, from entering Omega's
       system since the mask has to filter out anything harmful. This
       breathing system is the most important upgrade of Omega's
       cybernetics, as without it, he would not be able to breathe at
       all. These two upgrades are absolutely necessary for Omega's
       survival, as the plate being gone means the inside of his skull
       would be exposed, and without the respirator, he wouldn't be
       able to breath and would suffocate since he has permanent damage
       to his lungs and throat that cannot be healed.
       - Cybernetic Brain Enhancement/Link Sys Chip: Omega's
       enhancement of his brain was important to control his other
       cybernetic upgrades, and is a very important cybernetic as it
       operates his other cybernetics (and has connections to almost
       all of his cybernetics). Not only does his brain control his
       cybernetics, but his mind is enhanced with the Link Sys chip,
       which is similar to the neural linker system. With this, his
       brain is able to access information on the Cybernet, and grants
       him a computer in his mind that lets him pull up holographic
       displays (see Link Sys Eye for more information). He can also
       store information and do just about anything a computer could do
       with the Link Sys chip as it works more or less like a computer
       would (albeit a highly advanced computer used by the brain. When
       he needs computer screens, he is able to create holographic
       screens which can be either visible to just him or to those
       around him. This enhancement also enhances his intelligence,
       which was already quite high before his upgrade (And replaces
       some of his lost brain function from when he almost died). For
       the most part though, it's his cybernetics that require this, as
       the Link Sys system mostly goes through his eye with the
       exception of storing information and looking up information, and
       manages his cybernetics, even able to analyze and show a user
       interface in Kindron's vision that shows the status of his
       cybernetics. He can even scan objects around him with this, and
       analyze them just like a computer can. Thanks to this, if he
       ends up encountering something he doesn't know, he can easily
       look it up or analyze it by scanning it. This doesn't do much in
       battle, other than control his cybernetics. For the most part,
       most of the uses of this are passive, and doesn't have any
       attack ability on its own except to activate other cybernetics
       that can attack. If this chip were ever destroyed, Omega would
       likely be mostly braindead, as this chip replaces the brain
       power Omega lost when he was nearly killed.
       - Reactive Nerves Electrolyte System: With special electrolytes
       in his nervous system, Omega's nerves are enhanced heavily,
       increase communication to levels that make it almost instant
       (and replace damage to Omega's nerves that he suffered when he
       nearly died). Of course, nerve reaction is very fast as one
       might guess, and increasing that speed doesn't really seem like
       much, but this makes split second reactions very effective in
       battle as even a split second saved may be the difference
       between life and death. And when combined with the varanium's
       magnetic field in his blood, the electrolytes don't just
       communicate with his brain, but are able to use the magnetic
       field generated by the body to react to anything that comes
       within attack distance of Omega. This allows Omega to react
       instantly without needing to think to anything that comes within
       arms length. This makes sneak attacks extremely difficult, due
       to Omega being able to move his body without even knowing an
       attack is coming. Since his nerves are able to react like this,
       it makes combat far easier, since his body can react without him
       needing to do anything. However, just because he can react
       instantly, doesn't mean his body can always move fast enough to
       dodge an attack. If he's dodging bullets typically, he can only
       move so the bullet doesn't hit anything vital, or try to move so
       that it hits a metal part of his body (like his artificial arm
       or leg). And this doesn't help too much in physical fights since
       Omega has to rely on thought to fight opponents, which can
       conflict with this system's reaction system, which can be a good
       way to take advantage of Omega's cybernetics if one can get his
       thoughts to conflict with the reactive system's reactions, which
       typically causes hesitation or loss of speed and/or power in a
       fight.
       - Enhanced Adamantite Skin: During his enhancement, Omega's skin
       and the layer between his skin and muscles was enhanced using
       special serums. His skin is enhanced with adamantite, a
       variation of adamantium used in cybernetic upgrades to enhance
       the body's durability and make the skin almost hard as metal in
       order to boost the durability of the skin. This was designed
       after dragon skin, making the skin very hard to break or
       destroy. The adamantite enhances his skin, and essentially makes
       his skin like full armor. This enhancement makes him resistant
       to taking physical damage, dampening any blows he might take and
       reducing things like impact damage. Due to the fact that the
       varanium in him is always negating his angel and Darkfire
       regeneration, his enhancements were focused more on defense
       rather than enhancing his regeneration, and this was designed
       more for making Omega harder to damage. This also strengthens
       his organs, which make his organs much harder to pierce by
       opponents. Though the adamantite is strong, it's not as strong
       as adamantium, and can be overcome with strong enough attacks.
       Unlike adamantium, it doesn't necessarily take swords or bullets
       to hurt him, as an opponent can still hurt him like normal, it
       just takes a lot more strength to pierce him. And in a world of
       cybernetics and enhanced physical stats, there is plenty of
       powerful enhancements that can still get through his defenses,
       such as things like swordsman who use the swordsman wavelength
       to tune to opponents to more easily cut them (which works just
       as well on Omega as it does on anyone else). It is also possible
       that armor piercing weapons can pierce through Omega's skin far
       more easily, though one still has to be careful of the metal
       parts of Omega's body like the metal plate on his face.
       - Gel Layer Enhancement: Beneath the epidermis layer of the skin
       in the dermis and hypodermis is usually a layer of fat cells
       which act as a protective layer in people's bodies. Omega's
       enhancements include a modification of this layer, where the fat
       cells become like a gel layer (which its often referred to in
       most cybernetics) that protects Omega's body from impacts and
       acts almost like a cushion when he takes heavy impact damage
       which can reduce damage from attacks and impacts. Due to this,
       he takes less damage from impacts and physical hits, as well as
       taking far less damage from things like falls and high jumps to
       the point where Omega has survived falls that would kill most
       humans. This layer doesn't block attacks or absorb them
       completely, but is more focused around dispelling impacts rather
       than blocking attacks. This doesn't help much against cutting or
       slash attacks, but this does help with impacts and concussive
       force by using the gel layer to absorb concussive force and
       dispel it. This dampens blows he takes, upping his defense so
       that he doesn't take as much damage. This is most useful for
       absorbing hits from physical attacks, reducing the damage he
       takes. However, while this gel layer is strong, it can't protect
       him from everything, and usually opponents that get through his
       skin can also get through this layer too. Since this layer is
       small, it doesn't do as much to protect someone as one might
       think. The most this does is absorb concussive damage and
       prevent it from doing internal damage, which usually keeps any
       impact damage limited to the skin (though this can be bypassed
       if opponents cut through it with something like a slashing
       attack). For the most part, this is more just a passive defense,
       and is only effective against concussive force. This means that
       piercing and slashing attacks are able to cut through this part
       of the body easily since it is not meant to stop slashes or
       piercing attacks.
       - CNT Muscle Fiber Enhancement: This enhancement for Omega's
       muscles increases his muscle fibers, and uses special cybernetic
       fibers to increase Omega's movement and strength considerably.
       Unlike some cybernetics, this doesn't just increase his
       strength, but also his speed, as the fibers are based on pink
       muscle tissue, which works great for mobility and strength while
       not limiting one or the other. With this enhancement, Omega's
       strength and speed are above that of typical supernaturals, with
       him being strong enough to lift cars, and him being fast enough
       to disappear from view when using combat techniques like
       Darkfire Sonido. This muscle fiber is also very strong, adding
       some defense to Omega's body so that his muscles are harder to
       destroy since making the muscles stronger also increased their
       durability. With this enhancement, Omega is able to handle a
       lot, and the fiber even makes his muscles more flexible, which
       helps reduce overstrain and overexertion to a degree. This makes
       him extremely strong and fast compared to most supernaturals,
       allowing him to fight higher level supernaturals. For the most
       part, these muscle enhancements are just amps to his strength,
       defense, durability, stamina and defense, but are not to be
       taken lightly when combined with his other enhancements. For the
       most part, damaging Omega's muscles works just like it would for
       anyone else, except that the passive enhancements effects on his
       muscles (making them stronger). For the most part, one can still
       pierce Omega just like any other, and if severed, the muscles
       still become useless like they would for anyone else (as Omega's
       muscles, if cut or torn, will not heal on their own without
       special surgery or healing).
       - Adamantium Bone Infusion: Much like certain other enhanced
       beings, Omega's bones were enhanced with adamantium, which coats
       Omega's bones and makes them nearly indestructible thanks to
       adamantium's strong nature. While Omega can still be hurt, his
       bones are usually safe from almost any damage he could take.
       This means that Omega cannot break bones and his bones can't be
       pierced by most substances. Usually, the only thing that can
       break adamantium are other adamantium weapons, or weapons that
       can cut on a molecular level, like weapons similar to high
       intensity vibration weapons designed to cut almost anything
       (which there have been weapons designed to cut things like
       adamantium). For the most part, his bones are hard to get to as
       it is, but with the adamantium coating, the bones are extremely
       difficult to destroy or damage. Of course, if one knows how to
       get through adamantium, they can still get through his bones if
       they can get to his bones. However, most will find that it's not
       really necessary to get to his bones unless they want to
       completely remove limbs. This also doesn't really apply to his
       artificial arm and leg, since there are no real bones in them.
       The only real problem with this is that if Omega has a problem
       with his bones, he'd have to use his Omega Beam just to get
       through his bones to see what the problem is since even he
       wouldn't be able to get to the bones without it. Another problem
       is that the adamantium affects his bone marrow, and he has to be
       careful that his adamantium doesn't restrict the flow of new
       blood cells from his bone marrow into is body (which means that
       the adamantium still has to allow cells to pass through).
       - Artificial Heart and Circulatory System Regulation: After
       Omega was almost killed, he was given a new heart to replace his
       completely destroyed old heart, and fitted with a device in the
       heart to regulate his circulatory system's flow in place of his
       heart. This artificial heart works similiarly to a normal heart,
       increasing blood flow as necessary, and the device regulates his
       heart rate and monitors his blood, making sure his body gets the
       nutrients it needs to keep functioning. The heart pumps blood
       and helps make sure that Omega's blood is operating properly,
       working with the varanium nanites in his blood to regulate his
       body and even shows on his user interface using his Link Sys
       Eye. Due to this, his heart is usually beating at a pretty
       constant rate, except if he needs higher blood flow in battle
       due to needing more nutrients in his body, just as a normal
       heart would increase its rate when exerting itself. And due to
       this artificial heart, emotions don't affect his heart, such as
       lying increasing heart rate, due to the fact his heart rate is
       controlled and is not affected by hormones (as the only thing
       that affects it is if the system of cybernetics determines more
       blood flow is needed). Of course, if this heart is destroyed,
       Omega can still die, since it works like a normal heart to keep
       him alive. This is another important cybernetic enhancement that
       Omega needs in order to live. This means that killing Omega can
       still be one just like any other human if the artificial heart
       is pierced or destroyed.
       - Varanium Nanite Blood Enhancement/Body Regulation: In Omega's
       blood, he has varanium nanites which monitor and communicate
       with the nanites in his brain to regulate his body as they
       communicate with the cells in Omega's body. This works with all
       the cybernetics in his body, and aside from the cybernetics in
       his brain and the specific ones keeping him alive, this
       enhancement ties all of his enhancements together into one unit
       and keeps all of the enhancement's working together. The blood
       travels through the body just like it should, with exception of
       his artificial arm and leg, and monitor every part of his body
       as the blood flows through his body. The two main things it
       monitors is brain activity and heart activity, making sure both
       work properly to keep his body going. The blood also monitors
       the nutrient levels in his blood and blood pressure, and can
       take steps to regulate his blood pressure as needed without
       changing his heart rate. This also reduces the effects of
       hormones in Omega's blood, as the cells only respond to the
       cybernetics and not to the hormones in the body even if Omega's
       mind releases hormones into his body. In battle, this is helpful
       due to the nanites being able to slightly increase his blood
       flow to keep nutrients flowing to his body as needed, but also
       useful in slowing his blood pressure when needed, usually to
       make sure his body doesn't overexert itself. This has a downside
       though, in that Omega isn't affected by hormones, so this means
       that even the positive effects of hormones don't really work on
       Omega's body (as he has to rely on his cybernetics for
       monitoring his body). This is also why Omega doesn't really feel
       emotions, as hormones don't affect him, so he often seems cold
       and emotionless compared to most since he can't react to
       hormones.
       - Adaptive Cybernetic System: As a whole, Omega's cybernetics
       are adaptive, being able to adapt to however Omega fights and
       how he operates. As a whole, his cybernetics operate as one
       system, and all work in conjunction with one another. As such,
       his cybernetics are designed to keep that one-system operating
       method, and adapt to Omega's living and fighting styles
       accordingly based on the information in the cybernetics and the
       parameters set by Omega's programming (which was modified of Dr.
       Black's original cybernetic programming). As Omega learns and
       adapts, the cybernetics are able to adapt as well, making it so
       he doesn't have to train as hard to adapt his body to move
       differently, or fight differently since adapting is far easier
       with this method. For the most part, the system adapts based on
       how Omega acts and how he fights, without really requiring much
       input. For example, if his body were to regain it's regenerative
       abilities, or repair it's damaged magic output, the body would
       focus less on defense and more on regeneration. For the most
       part, the cybernetics are made to be adaptable, since Omega
       himself can't adapt as easily as he should be able to due to the
       fact that his physical body can't keep up with his cybernetics.
       Due to his damaged power, he has trouble adapting, so his
       cybernetics are designed to overcome that weakness so Omega can
       still be a powerful fighter.
       - Anti-Hack and Anti-Virus System: Omega has the latest in
       anti-hack and anti-virus systems, making him nearly impossible
       to hack or infect with computer viruses. While he can be
       affected by some unknown viruses or tech hack systems, he is
       easily able to overcome this with some effort. Omega is also
       immune to other tech control users, as he can use his connection
       to his cybernetics and magnetic field generated by his varanium
       to keep himself from being controlled. And thanks to special
       backups and controls, Omega can also override this with the
       cybernetic implants in his brain using the Link Sys system. If
       someone does manage to hit him with an unknown virus or tech
       control, Omega can use his cybernetic enhancement in his brain
       to sense the armor's virus or tech control and use the armor's
       system to fight the virus or presence trying to take control of
       him. With the cybernetics' specifications, tech control
       knowledge, hacking and viruses are mostly useless against him
       and his cybernetics. And those that aren't are usually overcome
       quickly. Since Omega is technically a scientist himself, he is
       also able to develop counters on his own without Dr. Black's
       help to hacking and viruses.
       Version VII Combat Chip System:
       - Combat Chip Enhancement: After Ragnorok was broken apart and
       the Freakchip program, developed by Olgenstein, supposedly shut
       down (as it wasn't certain they were shut down or just went
       underground), certain copycats tried to replicate the work of
       the freakchips. One of the more successful attempts to create a
       new system based on it was Dr. Black and Omega's combat chip
       system (in which this is the seventh version), which they
       designed to allow Omega to equip different ability chips that
       were designed to be able to be used to fight supernaturals and
       fight cybernetic opponents. Omega is able to equip these chips
       by digitizing the chips and absorbing the data, and has a number
       of chips he can use in battle. These chips are typically
       developed to specialize in certain abilities, and allow Omega to
       switch between combat chips at will by using a special system in
       his Link Sys system in his brain. His most notable ones are his
       fire, ice and lightning chips, which he uses to use elemental
       abilities, since his own elemental magic power can no longer
       generate it's own power and requires these chips to generate
       power for it to work at all. Another one is his elemental
       negation chip which negates supernatural elemental energy. Omega
       has a number of chips he can use at any time, and can switch and
       use up to two at a time. However, he can only have two active,
       and cannot activate more than 2 at any time. And just because he
       can change quickly, doesn't mean that opponents can't
       outmaneuver him before he changes chips. All of these chips have
       strengths and weaknesses, such as elemental powers still being
       countered like normal elements, or certain ability boosts having
       the same weaknesses as the original ability (usually). For the
       most part, overcoming this just requires an opponent to figure
       out what abilities Omega is using and counter them with powers
       they have (such as recognizing his elemental abilities using
       chips and countering the elementals accordingly).
       - Weapon Copy System: Omega is able to use his cybernetics to
       copy attacks, with him being able to use this to copy abilities.
       The biggest advantage to this is that Omega can store this data
       and then later create new combat chips with the information
       depending on how much data he has (he has to gain enough data to
       create new chips from battle data). In battle, he is able to
       copy up to two powers at a time, and can copy any supernatural
       or artificially based power granted he has the ability to create
       it (as he has to be able to use a power in order to copy it,
       which rules out certain abilities that he cannot copy such as
       demon power since he's not a demon). This lets him copy specific
       techniques or general manipulation abilities. Usually he gathers
       a lot of data before he makes these into chips, but he doesn't
       mind using this in a fight to copy a specific power that is
       giving him trouble, and so he will copy it to counter the power
       usually. And with him being smart enough to understand powers,
       he often finds new, creative ways to use it or combine it with
       his powers depending on the power. For the most part, Omega's
       ability to copy techniques is quite dangerous, and when combined
       with his chip system, makes him quite adaptable. However, he can
       only hold two powers at time, and if he wants to copy another,
       he must give up one of the powers. He can still store the data
       on it to create a chip later, but not having the weapon data
       increases how long it takes to create a chip. And any technique
       must be able to used through his arm's incineration cannon,
       which can double as a weapon generator. This is able to generate
       different energies for attacks, and depending on the attack, he
       can replicate certain types of attacks. However, there are
       certain things he can't do without a design change. The copy
       must also be done through physical contact, in which Omega has
       to touch someone and use his cybernetics to analyze an
       opponent's ability before it can be copied. If an opponent avoid
       physical contact, this ability cannot be used, as Omega has to
       make contact at least once to use this.
       - Elemental Negation Chip: This chip is one of Omega's more
       notable chips, where he uses it to compensate for the fact he
       typically has trouble with elemental energies after becoming
       Omega and his magic power not working as it should (as his
       Darkfire magic ability is mostly damaged and not able to be used
       too effectively). As such, Omega developed this to negate all
       supernatural and unnatural uses of elemental energy so that he
       could counter any elementals stronger than anything he can use.
       This negates any supernatural attempt at manipulating elemental
       energy, including those using plasmites or artificial means to
       manipulate elemental energy. By negating elemental energy, it
       prevents elementals from being manipulated, and prevents any
       elements from being created by elemental energy (which is used
       by supernaturals to create elemental attacks) This makes
       elemental power nearly useless when this is active, which also
       includes negating Omega's elemental chips if he has this active.
       For the most part, this negates most uses of elemental
       abilities, unless it is an effect of the environment, such as
       rain, wind or even certain tech, like varanium's magnetic
       fields. For the most part, natural uses of elements aren't
       affected, only supernatural and tech uses of this that try to
       manipulate it. Usually, this was mostly made for fighting any
       Darkfires he might come across, or anyone with stronger
       elemental abilities than Omega's designed to make up for Omega's
       damaged ability to use elemental magic. For the most part, this
       only negates elemental energies, and doesn't affect things like
       other supernatural energies as it only affects elemental
       energies. This means that this cannot counter certain
       elementals, such as spirit lightning being a change in spirit
       energy (and not being elemental in nature) as well as certain
       other energies that take on elemental type natures without using
       elemental energy.
       - Energy Nullification Chip: This chip is another of Omega's
       chips, this time a chip that completely nullifies almost any
       energy used by supernaturals (including energies like aura, chi,
       mana, spirit and other supernatural energies). This works on
       almost all external energies, allowing Omega to negate almost
       any type of supernatural or unnatural manipulation of energy
       around him. This can negate most energy manipulations by
       opponents, including certain artificial energy manipulations
       from things like tech cores, plasmites, and even freakchips.
       This makes energy use by opponents mostly useless when active,
       but doesn't interfere with cybernetics or robots cores powering
       them, such as Omega's own cybernetics that use ultra varanium.
       This also doesn't remove natural energy from the air around him,
       as natural energy in the air and world around Omega would not be
       affected unless artificially manipulated by someone else (such
       as a chakra or ki user trying to absorb energy from the air
       around them). This means that those who require energy to run
       their bodies won't have issues, but just won't be able to draw
       the energy out of their bodies due to the negation. This also
       make Omega's own specific energies, such as his fallen angel
       energy or his Darkfire elemental magic, uses useless when in
       affect as well. This chip also negates elemental energy to a
       degree (Not completely though as elemental energy is a "natural"
       energy that this doesn't recognize as supernatural energy), but
       this is a more complete energy negation ability that negates
       almost any use of supernatural energy within a certain distance
       of Omega. For the most part, opponents can still utilize
       elemental abilities when this is in effect (unless Omega
       combines this with his elemental negation chip), and opponents
       can still use passive skills like regeneration and passive
       powerups to the body using energies. The only thing is that
       users won't be able to manifest energy to attack, as the energy
       cannot be drawn out of the body when used. Those that can
       manipulate the energy in the air using supernatural abilities
       will also get the energy negated around them if they try to
       manipulate that energy using special abilities. However, this
       doesn't stop things like physical force shockwaves or physical
       attacks that don't use supernatural energy.
       - Energy/Matter Transferrence Chip: There have been a lot of
       alien races that have visited Omega's earth and many have had
       ways of transporting people by turning them into energy and
       transporting them. This is often known as "beaming" people to
       other locations. Even humans eventually gained this technology
       (though weren't able to use it too effectively on their own).
       However, Omega learned to use energy a different way, building
       on a concept of other scientists. This chip uses a variation of
       energy manipulation, where Omega can create physical objects
       from energy, by essentially replicating the effects of turning
       something solid, but changing energy into solid matter. This
       doesn't destroy or create matter, but instead converts energy
       into physical matter using energy. For example, Omega could fix
       a broken wall by using energy to bond the wall together and then
       turning the energy into the material the wall is made of that
       would make the wall whole again. Omega can also create almost
       any material, including certain organic material like plants and
       even food like meat. The material acts like normal material when
       shifted into a physical form, and has the same properties of
       what the energy is turned into. For example, food created with
       this method was used to feed people, and the food acts like
       normal food to people. In addition, Omega can use energy to
       create objects, such as he could create metal needed to build
       things, or create plants to plant in locations that need new
       plants. This ability is very useful, in that Omega can create
       almost any material. There are a few limitations to this though.
       The first is that Omega must know the physical structure (down
       to the material's atomic structure), and without knowing that,
       he might create a different kind of material (which he does
       sometimes do by artificially changing certain atomic
       structures). The other thing is that Omega cannot create
       physical beings this way, as he cannot create organic creatures
       with this technique as it would create physical beings without
       souls (such as he could create animals and humans, but they
       would be soulless). Because of that, Omega only creates
       inorganic materials, or plants using this. It is also worth
       noting that this transferrance only works one way, and once the
       energy is changed, Omega cannot change an object back into
       energy (meaning that Omega couldn't do this to someone and turn
       them into energy or something).
       - Fire/Ice/Lightning Elemental Chips: These chips do exactly
       what it sounds like, and allow Omega to use whatever element he
       equips to replace his inability to utilize elemental magic
       (since his magic ability was damaged when he nearly died and he
       never regained it). Each chip controls their respective element,
       allowing Omega to summon and manipulate that element as he wants
       corresponding to whichever chip he has active. Omega can also
       utilize these chips to use his fallen angel corrupted elements,
       such as using the fire chip with his fallen angel power could
       create corrupted flames. When using fire, he can do things like
       shooting fireballs, creating explosive attacks, and being able
       to burn things through touch. The fire chip also amps his flame
       burst cannon's abilities, allowing him to use more powerful
       shots or more easily concentrate flames to shoot at oppoennts.
       In addition, the fire allows Omega to use his elemental dark
       flame magic, by converting the flames into his dark flames (as a
       way to make up for his inability to generate flames without this
       chip). His ice chip can generate ice, and can do things like
       create ice spears, freeze things through touch, and use freezing
       attacks. This uses temperature reduction to generate the ice
       around him, and can even be used to lower temperatures in an
       area considerably to the point that an area freezes. This works
       by focusing moisture into freezing form, and can be used just
       like most ice manipulation. His lightning chip allows him to use
       lightning, which he can also use to generate lightning from the
       magnetic field of his varanium that runs through his body, and
       allow him to do things like firing lightning attacks,
       electrocuting people through physical touch, and creating
       concentrated lightning piercing attacks. The lightning chip also
       works with Omega's lightning magic, allowing him to use his
       lightning techniques and use his holy lightning that he uses
       with his Darkfire training. These elements all work like one
       would think, and can be countered like any other elemental
       abilities no matter which elemental ability Omega uses.
       - Lightness and Darkness Chips: These two chips control light
       and darkness respectively depending on which one is equipped.
       The chips work similarly to the elemental chips where Omega is
       able to switch to them and use them similar to his elemental
       chips except that these chips control light and dark rather than
       elemental energy. When using these chips, they both use their
       respective power, allowing Omega to use these to attack
       opponents or manipulate darkness or light for other purposes. As
       one might expect, the dark chip lets Omega use darkness and the
       light chip lets him use light energy. When used together, Omega
       can combine them into twilight energy, or if he combines them
       with elemental chips, he can combine them to create dark or
       light elementals. When combined with his fallen angel corrupted
       energies, he is able to use these quite effectively to fight
       both light and dark users. The dark energy can draw in shadows,
       change the acidity of the shadows, and create darkness in areas,
       while the light chip allows for using beams of light, flashbang
       attacks, and illusion abilities. These two chips, when combined
       with elements can create dark elements or light elements based
       on the element used, and some may have unique combinations, like
       ice and light being able to use the frozen light technique to
       freeze anything in the light, or dark and lightning being able
       to create dark lightning that can use darkness as a conductor.
       The dark and light chips are counterable like typical light and
       dark. Usually Omega uses this more to easily create dark and
       light elementals than attacking on it's own since he has trouble
       generating dark and light elementals. In terms of how to counter
       these powers, the dark and light manipulation are countered like
       any light or dark manipulation, and have the same weaknesses as
       any other elemental ability (such as light can be countered with
       reflective surfaces or darkness can be countered by intense
       light or flames that can burn shadows).
       - Blood Chip: This chip was designed after blood manipulators,
       where Omega designed this after powerful vampires who could
       manipulate blood so that Omega could also control blood to
       battle opponents with. This lets Omega control blood spilled on
       the battlefield, or using his own (which can be dangerous
       especially if he uses too much of his blood as it can make him
       lose consciousness or die). However, if he uses blood around the
       area, he is able to use blood to use a number of blood
       manipulation techniques, such as a blood blade attack, or a
       blood blast that can hit with extreme impact damage. Among other
       things is a blood bomb which can be made to explode with
       concussive force, or combining this with his elements for
       specific effects, such as using fire and blood to create boiling
       blood, or using lightning to charge the blood with electricity.
       If he uses his own blood, he is able to charge the varanium
       nanites in his blood to do varanium and magnetic concussion
       damage if it hits an opponent. If the concussive attack hits,
       the magnetic concussion does heavy impact damage depending on
       the blood technique used. Omega has a wide variety of blood
       manipulate techniques he's learned by watching other blood
       manipulators, and he is able to use this for a number of unique
       techniques only usuable with blood manipulation. This skill
       usually isn't used by Omega on his own blood, since he usually
       tends to be careful about weakening himself, and will usually
       only use this in battles where lots of blood has been spilled
       (Such as a on a battlefield). Of course, as one might expect,
       this has the same weaknesses as any other blood manipulation, in
       which water manipulation can usually counter this, or any other
       power that protects from the blood. As long as one accounts for
       the techniques used, they can usually avoid most of the
       techniques with this blood manipulation if they understand how
       its used (such as one would likely guess they would need to
       dodge blood being shot at them like a cannonball, or would know
       to avoid blood used like a blade).
       - Sword and Shotgun Chip: The sword chip is designed to use
       energy blade from the flame burst cannon in his artificial hand,
       generated by the weapon copy system and using the heat from
       Omega's artificial arm or using flame from his flame chip. This
       chip can create a sword made of energy generated by his
       artificial arm, which is typically plasma, but can change
       depending on what chips or abilities are used (such as the sword
       could be combined with the ice chip to create an ice blade). If
       any of the elemental or dark/light chips are equipped, the
       energy generated can be made to generate the element instead of
       typical plasma. This can generate specific effects depending on
       the element or chip used in conjunction with this, such as
       darkness having a gravitational effect on impact to push
       opponents back, or the ice sword created a solid sword that can
       use the weight to more easily overpower opponents. The shotgun
       chip fires a blast of smaller plasma blasts from the
       incineration cannon, firing a spread shot like a shotgun shell
       to try and hit opponents with a wider spead of energy blasts.
       The blasts are smaller, but are designed to hit in multiple
       spots similar to a shotgun blast. When combined with the
       elemental and dark/light chips, they can also have special
       effects, such as the fire shotgun blast being explosive, or the
       ice shotgun blast firing sharpened ice pellets designed for
       piercing or freezing, or using light to make the bursts like
       small beams of light that act like lasers. These two chips (the
       sword and shield) cannot be used together, as their powers both
       use the same power source to generate their attacks, so this
       cannot create both attacks at the same time. However, this can
       be combined with other chips for different abilities (mainly the
       elemental chips). One can usually avoid these chips by dodging,
       or using something to block the attack if an opponent can
       account for the attack coming (such as being able to block a
       fire combined shotgun blast if the user accounts for the
       explosive potential).
       - Shield Chip: This generates an energy shield around his
       artificial arm, which Omega can use to defend against attacks
       and can be manipulated into specific shapes depending on what
       Omega wants to do (such Omega could make a circular shield, or a
       square shield depending on what would be better). This
       essentially uses the same power as the sword and shotgun chips
       (which means this cannot be combined with them either), but
       instead of using a weapon, this is meant to be defensive. When
       used, this shield can block attacks, granted it isn't
       overwhelmed (as overpowering this shield's energy can still
       break it). This can also be combined with other chips to create
       unique effects just as the shotgun and sword chips can, such as
       the ice shield being a solid shield that can be used to block
       attacks that would normally break through energy, or the light
       shield being able to defend against light and holy attacks, or
       even using the flames or lightning chips to grant it effects to
       hurt opponents upon touch (such as a physical touch to a
       lightning shield could electrocute the opponent). This works
       with any of the attack chips, and can even be combined with
       other chips to amp Omega's defense if he wants to use this. This
       shield chip is very versatile, and can use it's defense pretty
       well especially when combined with the other elemental chips. Of
       course, enough damage can break this shield, no matter what form
       it takes, as all of his shield possibilities can only take so
       much damage or strong attacks before breaking. Aura breakers can
       break through these shields (unless it is the ice shield which
       is solid ice) instantly, since the shields mostly being
       energy-based and aura breaker weapons break through energy. One
       can also avoid effects if they avoid contact with the shield
       (usually by avoiding direct contact with it).
       - Light/Absorber Chip Combo: These are two chips that are
       designed to work together. They can be used apart, but due to
       weaknesses in both chip's designs, the chips have to be used
       together to avoid the individual weaknesses. The light chip
       reduces Omega's weight and makes him extremely light on his
       feet. This not only makes him able to walk on surfaces like
       glass without cracking it, but also allows him to ignore certain
       hazards like quicksand and crumbling terrain thanks to him
       essentially using this to essentially make Omega weigh less than
       he does by manipulating how his feet interact with the ground.
       If used on it's own, it's major weakness is that Omega can be
       knocked back much more easily, and certain attacks can have
       increased knockback on him being so light (such as a punch could
       send him flying even if it's by a normal human even if it
       doesn't do that much damage). However, the absorber highly
       reduces impact, and reduces recoil to almost nothing (which is
       why it is meant to be used with the light chip). When used, this
       allows Omega to take attacks without budging, and take reduced
       damage from doing so as the attacks are not as effective against
       Omega when this chip is active. This also reduces kinetic energy
       on impact, which makes it cancel out the extra knockback when
       attempting to use the light chip. This chip is useful in combat,
       as it can allow Omega to take attacks without flinching, and
       allow him to not have to worry as much about his defense. If the
       absorber chip is used without the light chip though, the lack of
       knockback can do more damage to Omega, since knockback is a way
       of absorbing impacts and not having that can force an attack to
       do more damage at the cost of Omega not flinching from an attack
       that might hurt him. That's why the light chip was designed to
       be used with this, as the light chip increases knockback just
       enough to prevent more damage being done, and prevents this chip
       from increasing damage done to Omega while still allowing Omega
       to barely flinch when hit by attacks. They can be used
       separately, but these chips are most effective when used
       together. They can also be combined with other chips for certain
       effects, such as combining the Quick chip with the Light chip to
       create a faster more agile passive increase in ability.
       - Quick/Strong Chips: These chips increase Omega's strength and
       speed passively, allowing Omega to more strength in battle
       (Strong chip) or move faster (Quick Chip) depending on the chip
       used. These chips are usually designed to be used together, but
       unlike the light and absorber chips, don't have negatives to
       being used separately (But can be combined with other chips for
       different effects, such as combining Quick with the Strong chip
       to allow increased defense and strength to allow Omega a
       tank-like state). The quick chip increases Omega's movement
       speed, allowing Omega to move faster and allows him to keep up
       with those using enhanced speed techniques and increasing his
       overall movement ability. The quick chip works very well for
       speed, and is designed to allow Omega increased movement ability
       that it allows Omega to keep up with faster supernaturals. The
       strong chip, as one might guess from it's name, increases
       strength specifically, and allows Omega to hit much harder than
       normal as well as increase Omega's overall strength. Since Omega
       is already very strong with his cybernetic enhancements, one can
       imagine just how strong this makes Omega, as he is able to do a
       lot of damage to opponents, and is able to do things like
       bending steel or being able to break chains easily. This chip is
       typically just a strength enhancer, which is designed to allow
       Omega strength in combat to combat stronger supernaturals. These
       two chips are designed more for physical combat than for
       supernatural combat, and only offer passive increases to
       strength. As one might imagine, one can avoid the effects of
       this by countering Omega's increased stats with one's own
       enhanced stats. For example, Omega might use this to counter
       someone with enhanced speed, but an opponent could use their own
       enhancement to their speed (if they have one) to counter this
       enhancement. Most opponents can find ways around this
       enhancement, such as some who are faster avoid stronger
       supernatural attacks rather than try to overpower them.
       - Spike Type W and I: These two chips are designed for different
       purposes. Spike type I is designed to allow Omega to not be
       affected by ice, and makes it where he cannot slip on ice when
       he is walking on ice. This doesn't just apply to ice, but also
       surfaces covered in oil or anything else slippery, as this chip
       specifically is designed to change how Omega's feet interact
       with the ground in order to avoid Omega from certain
       environmental hazards. This is designed so that Omega doesn't
       have to worry about sliding around when he walks no matter the
       surface since this works on almost any surface. As one might
       guess, this is a passive enhancement that is designed to help
       Omega avoid certain surfaces. This chip can also be useful
       against supernaturals who do things like freeze the ground under
       Omega (as this chip can keep him from slipping on ice). Spike
       type w is designed so that Omega is not affected by magnets and
       wind, by changing how his body interacts with wind and magnetic
       forces. This is useful for a few purposes, such as avoiding
       magnetic users and wind attacks, and allows Omega to typically
       avoid affects like EMPs, heavy winds and even electromagnetic
       interference since Omega is immune to wind and magnetic effects
       when this is in effect. This chip was designed to handle
       environmental hazards, or avoid certain supernatural affects
       (like wind users trying to use wind to hurt Omega). These chips
       are designed for their unique effects, and are passive chips
       that have their uses for specific situations. When used, each of
       these is useful for certain situations, and outside of those
       situations, these aren't really too useful. For example, in high
       magnetic inteference, the W spike type is useful, but the I
       spike type would be useless in the situation of high magnetic
       interference. These are passive abilities mostly designed to
       deal with environmental effects, so they have no real offensive
       value in combat other than preventing certain effects to Omega.
       There is no offensive abilities these chips have that opponents
       really have to worry about, so most opponents don't even usually
       notice these chips in effect unless they notice the effects of
       the chips on Omega (such as the I spike type preventing Omega
       from slipping on slippery surfaces or noticing Omega being
       immune to wind and magnetic interference when W spike chip is
       active).
       - Shadow Dash Chip: This allows Omega to use intangibility in
       short dash bursts, allowing him to dash through things when his
       dash function is active. This intangibility works similar to
       demonic vampire intangibility, and allows Omega to use this to
       avoid attacks and projectiles by dashing which not only allows
       Omega to avoid attacks, but he could use this to dash through
       attacks and attempt to use the dash to close the distance
       between him and an opponent. This appears to almost make Omega
       appear like a shadow as he passes through things. This is useful
       for not just passing through things like attacks, but also going
       through things like doors, walls and other obstacles (Omega even
       used this once to pass through an opponent and then attack them
       from behind). As one might imagine, there's plenty of creative
       ways to use this in a fight, and can be used to dodge attacks
       and obstacles. Though this can only be used in short bursts, and
       once the time is up, Omega will turn solid again, replacing any
       matter that is in his intangible body. However, Omega has to be
       careful, as being inside of a wall, door or anything can get him
       stuck if he's not careful where he's going to come out when he
       comes out of his intangibility. If the opponent times him and
       sees how long he can stay in intangibility, they can use the
       time against him to try and land a blow on him as soon as he
       comes out of his intangibility. Or try to use a physical object
       to trap him, such as trying to get him stuck in a wall or door.
       While Omega can break most objects that might hinder him, it
       would still open him up to attack.
       - Auto Charge, Auto Recover, and Quick Charge Chips: These chips
       are designed mostly for energy management and charging,
       depending on the chip used. The auto charge chip allows Omega to
       automatically charge energy he can use for attacks without
       having to consciously concentrate on charging attacks. For
       example, he could charge an explosive attack without needing to
       focus on it, and then release the attack when his attack is
       charged. This lets him charge any energy he can use like his
       corrupted elements, fallen angel energies, or even his elemental
       magic. When combined with elemental chips, he can automatically
       charge up power without having to do anything and build up
       energy that he can release into stronger attacks, such as he
       will charge his sword attacks with elemental powers and release
       a massive wave onto an opponent for massive strength and damage.
       The quick charge chip allows Omega to quickly charge energy in
       half the time it would normally take, allowing him to charge
       attacks from his energy very quickly so that he can attack more
       quickly as a means to reduce the time in between attacks. When
       used, he is able to use up to charge up two energy attacks per
       round rather than one attack like most opponents. This could
       allow Omega to essentially half the time in between each attack.
       The auto recover chip is not regenerative like most people think
       (though it does speed up natural healing), but instead just
       automatically recovers energy so that Omega can recover his used
       power much more quickly and allow Omega better recovery. These
       three cannot be used together, as their powers conflict with
       each other, and typically Omega must use some sort of attack
       chip to use these chips at all since they are mostly about
       energy in some form. However, these chips can be very useful
       when used in certain situations depending on how they're used.
       Fallen Angel Abilities:
       - Fallen Angel Physiology: Just as there are many types of
       angels, there are many fallen angels as well. Depending on the
       angel that falls, there are many different types of angels as a
       result. There are angels and archangels that are fallen, but
       there are also plenty of other types of angels, some more rare
       than others. Such examples are fallen grand priest angels, which
       is rare but does happen if a human soul cannot give up it's
       desires and become corrupted by them after becoming a grand
       priest angel, or even a Grigori, a type of fallen angel that
       were designed to be watchers and guardians of humanity, but many
       fell thinking they were better than angels and humans and
       started devouring human souls. There are just as many fallen
       angel types as angel types, and even more when one finds out
       that fallen angels have their own way of recruiting their own
       angels through twisting souls into fallen angels without the
       consent of heaven. There are plenty of types of angels, and many
       have their own unique abilities depending on the angel, making
       them hard to predict. They also have their own evolutions they
       go through over time as they get used to being a fallen angels,
       with some even growing close to archangel or demon prince level
       depending on how much power they gain through certain things
       like dark arts or other powers. Omega is a fallen grand priest
       angel due to him being forced into a fallen angel form when he
       was cybernetically enhanced (as Dr. Black mind controlled him
       and forced him to give up his status in Heaven as a grand priest
       angel in order to prevent Heaven from being able to prevent
       Omega's corruption). It is also worth noting that as a fallen
       grand priest angel, Omega has lost his god mark which passively
       increases his angelic abilities, due to the mark disappearing
       when he became a fallen angel (A defense mechanism to prevent
       fallen grand priest angels from having a connection to Heaven).
       - Aura of the Fallen: Among fallen angels, just like angels,
       they have their own aura that is generated from their bodies.
       Just like the light that comes from an angel that powers their
       being generated by their spirits, fallen angels have a more
       corrupted light that comes from their being due to them falling
       from grace, and this shows in their abilities. Their aura
       becomes a type of corrupted holy energy that is generated from
       the corrupted light of their being, and acts like the main power
       source for their abilities, with their power being the same as
       an angel being powered by holy energy. This aura is a fallen
       angel's main power, and not only powers their abilities, but
       also acts similarly to other auras as a defense that dampens
       attacks used on them. This aura, as one might expect, does still
       operate like other aura in that it can be used to enhance
       certain skills like regeneration and other abilities using the
       aura as a power source. This aura, like many others, can also be
       more easily pierced by aura breakers, which can break through
       this aura instantly. In addition, typically neutral powers tend
       to work better on breaking this aura, though certain holy and
       demonic skills can counter this aura as well with the right
       strategies.
       - Fallen Light/Fallen Twilight: For fallen angels, their light
       is often referred to as "fallen light". This corrupted light is
       generated from their aura of the fallen, in which they have
       learned to weaponize the light as well to battle opponents.
       Typically, they are able to use this light to do things like
       create light attacks, fire light beams, and some can even create
       specific corrupted light types. However, the main thing to note
       about this power is that it is a type of corrupted light that
       does damage to light and dark users alike. This power is a basic
       power that runs on their aura, which generates this light. The
       second power is when a fallen angel has mastered darkness
       manipulation alongside their fallen light. Once a fallen angel
       has reached a certain level at the level between angel and
       demon, they might actually gain a darkness power as well as
       light, which they fuse to their fallen light to create fallen
       twilight. Their fallen twilight is their response to powers like
       celestial force and demon aura, which they use their fallen
       twilight to battle opponents with higher level demon and angel
       powers. Their twilight is very strong, and only usable by those
       that have mastered their fallen angel power. Both powers can
       even be used to create explosions of fallen light or fallen
       twilight as well, doing even more damage to opponents. While
       their twilight is more powerful though, it is also uses more
       power than normal fallen light, while fallen light is weaker but
       uses less power. Typically, while their light and twilight are
       corrupted powers, they are still counterable as normal as long
       as light or dark users don't try to absorb them.
       - Demon-Killer/Angel-Killer Spears of Fallen Light/Twilight:
       This is a power that was used by fallen angels specifically to
       fight angels and demons, since they would often find themselves
       enemies of both angels and demons. This power is one where a
       fallen angel would weaponize their fallen light into a spear or
       weapon, and then either make the weapon explode when thrown, or
       use it to stab someone. These weapons of fallen light and fallen
       twilight (if the fallen angel can use fallen twilight) are
       designed specifically to burn the very natures of angels and
       demons, in which the corrupted nature does damage to both their
       physical body and their spiritual one. For example, if a demon
       possessing a human is struck by one of these spears of fallen
       light, it will do damage to both the demon and the human, even
       if the demon is not in direct control at the time. This power
       can actually kill an angel or demon if their heart is struck
       with it, since this power can actually destroy an angel's nature
       with enough power. Typically, it takes more than one strike to
       kill an archangel or more powerful angel, but can still do
       pretty good damage. This power can help them against higher
       level angels and demons, and hurts angels and demons quite a lot
       if it hits them. This power also does intense damage to light
       and dark users, even if they aren't angels or demons, though the
       ability to kill a being with the corrupted light or twilight is
       only specific to angels and demons since that's what this power
       was designed for. This power can also counter things like demon
       hellfire and angelic divine lightning (which is more a holy
       energy variant that they use), as it's designed to counter these
       powers. Usually, the best way to counter this is with other
       darkness and light abilities, or counter with other energies
       that can counter their fallen light. As long as the angel or
       demon doesn't get hit, this won't affect them.
       - Fallen Grand Priest Angel Magic: It is rare for a grand priest
       angel to fall, but those that have adjust their magic
       accordingly. Instead of celestial force, their magic runs on
       their aura of the fallen, which acts similarly to celestial
       force except that it is corrupted power. As a result, their
       magic essentially acts as corrupted magic, in which they can
       even hurt or kill those immune or kill magic users as a result.
       This magic works slightly different in how it affects people,
       but the magic still operates the same way. For the most part,
       most angels magics are broken down into 3 major categories:
       elemental, defense/healing, or attack magic. Each has it's own
       abilities and advantages, as well as disadvantages. For the most
       part, most angels only have up to 2 different types with very
       few angels having all 3. There are other types of magic which
       humans could have had when human that convert to angelic magic
       (such as chaos magic and certain other magics not fitting into
       those three categories), but the three main categories are the
       main ones grand priests gain no matter what energy fuels their
       magic (for example, mana based elemental magic and chi based
       elemental magic both fall into elemental magic in general). When
       a grand priest angel falls, all of their magic abilities are
       converted to this fallen magic, and use this instead of typical
       magic as they become corrupted in nature. Those wanting to
       counter can still counter this as normal, except that magic
       users cannot absorb this magic without being damaged, and this
       can hurt those immune to magic. This magic, though, can still be
       negated through magic negation, as well as things like anti
       magic can still do heavy damage to even fallen grand priest
       angel magic. It is worth noting that Omega has little magic
       ability, but he can use elemental magic in combination with his
       Darkfire training.
       - Corrupted Earthly Element Manipulation: Unlike those who use
       heavenly or demonic elements, fallen angels learn earthly
       elemental manipulation mixed with their corrupted power. They
       are able to use up to three corrupted elements, which are used
       instead of things like divine lightning or hellfire since the
       fallen angels have different affinities than they did as angels.
       The corrupted elements operate just like their typical elemental
       counterparts, and the fallen angel can have affinities for
       different elements depending on who they are and what powers
       they have. For some, this power works great for countering some
       demonic and angelic power, since most angels and demons have a
       predictable use of things like divine lightning and hellfire,
       with certain exceptions. These elements work just like their
       typical counter parts in both strengths and weaknesses, with
       each element being counterable by another. The ability to use
       the element also would depend on the fallen angel's knowledge of
       elements and how creative they can be with their elements. Each
       fallen angel can learn up to three elements, with some having
       unique abilities using elements depending on how they use their
       elemental abilities. Of course, as stated, the counters to these
       elemental powers remains the same as countering normal elemental
       powers. These elemental powers can be stronger or weaker
       depending on the fallen angel's knowledge of earthly elements.
       Omega can use fire, ice and lightning, thanks to his chips and
       what little magic he can muster.
       - Unique Ability: Explosive Black Feathers: This is Omega's
       unique ability from when he was a grand priest angel (back when
       he was Kindron Darkfire). Before falling, this ability was
       actually a celestial magic equivalent, but after his fall when
       he was turned into Omega, this became a corrupted magic ability
       that uses the grand priest angel of empowering the feathers on
       their wings. This particular art turns his feathers into
       explosive attacks where he can throw them at opponents and the
       feathers explode like grenades. Instead of exploding into just
       flames though, they explode into dark flames using Omega's
       Darkfire training to burst into dark flames he manipulates into
       the magic of the feather. This ability can be used on any of the
       feathers on his fallen angel wings, which he needs only remove
       and throw at his opponents. He can even fire them straight from
       his wings, though this became much harder as a fallen angel due
       to his wings not being as large as when he was a full angel (as
       he was a fallen angel that lost most of the mass of his wings
       when he fell, as he was a fallen angel that gained full wings
       like some fallen angels). This ability essentially gives Omega a
       source of weapons from his wings that he can use without wasting
       his power, as each feather channels it's own elemental magic
       when separated without Omega needing to consciously focus his
       magic power into these (even though he has trouble with magic
       power due to the state his magic power is in). This is a useful
       technique when Omega gets surrounded, and he just releases a
       mass of feathers. He is limited though, as he can only release
       so many feathers before he has to wait till what's left of his
       wings recover and grow more feathers. However, this ability
       cannot be used when his elemental negation chip is in use, as it
       negates his ability to use elements.
       - Corrupted Smite: With fallen angel power, all fallen angels
       still have enhanced smiting abilities which are changed slightly
       when they become fallen angels. The first is when they put their
       hands on others, and purify unholy presences, being able to
       destroy things like demons possessing a body. This ability is
       set up so that an angel can attack presences in people through
       physical contact. Some refer to this as "purification" but the
       angels usually refer to it as "smiting" as their purification is
       actually different. This is an attack skill designed to destroy
       a presence inside of others, usually to cast demons or angels
       out of humans. When used through physical contact, the fallen
       angel is able to exorcise a presence or burn the presence
       completely out of someone. Exorcising takes less time, but
       doesn't hurt the presence in the body which is usually the safer
       option for most angels so they don't kill the host. However, the
       second option can burn the presence usually by overpowering it
       with their own nature, and burn the presence out of them. Not
       only does this take longer to do, but this also is a big danger
       to the host, as the host can actually be killed with this
       ability. This ability is typically better to use for exorcisms,
       since it takes less time unless the fallen angel is seeking to
       destroy a presence rather than just exorcise it. This time it
       takes to destroy a presence or exorcise it also depends on the
       creature, it's strength and the type of fallen angel. Certain
       creatures take much longer or some creatures like leviathans
       can't be cast out by normal angels. It's also important to note
       that angels take longer to cast out presences than archangels
       do, who can do this a bit faster than normal angels can. The
       last thing to note is that fallen angels, like angels, cannot
       exorcise presences as strong or stronger than them, and can only
       exorcise presences weaker than them. The only real difference
       between this and an angel's smiting ability is the fact a fallen
       angel can cast out demons and angels, and uses fallen light
       instead of normal holy power.
       - Fallen Angelic Possession(Locked): Typically angels fall into
       one of two categories when they come to earth in how they choose
       to interact with mortals, which also applies to fallen angels.
       The first are the more spiritual angels that are typically not
       visible to people without special senses, and these angels
       typically tend to possess humans in order to interact with the
       world. Unlike demons who forcefully possess people, angels have
       to get permission from the host before they are allowed to
       possess them. Most angelic possessions are a sort of union of
       minds and usually involve the person they're possessing working
       together with the angel possessing them. This can be very
       beneficial, and the longer the angel and being are together
       could result in the angel and being actually melding together
       and gaining some of each other's powers if they're together for
       long enough. This is a very useful method for angels, since they
       typically don't have to worry as much about mortal resistance in
       the mind like demons do, making their possessions easier. There
       are angels who trick humans into possessing them though, and
       angels can suppress resistant minds, but ultimately, most angels
       are only able to stay in a body as long as the person is
       willing, and once the person possessed rejects them, they
       typically are able to push them out much more easily than
       demonic possession. However, one thing to note is that stronger
       angels are more suppressive with their natures, suppressing the
       minds of those they possess, whether intentionally or not. Of
       course, this can be misused by angels, in which they can
       manipulate mortals they possess if they choose to, but this is
       actually designed to be a mutually beneficial type of possession
       with the being possessed and angel working together. Omega
       cannot use this, as his soul cannot leave his body, and he
       cannot project his soul out of his body as he is locked into his
       body by his cybernetic upgrades.
       - Fallen Angel Shape-shift (Locked): Some angels (or in this
       case fallen angels) who are more physical beings don't actually
       need to possess people, in which some angels are able to simply
       shapeshift into creatures that they want to take the forms of,
       even being able to take unique forms based on what they want to
       do. They can not only change their shape, but disguise their
       presence as well, often appearing as whatever creature they're
       trying to imitate. Usually, most angels appear completely human
       when using this, in which they choose this method to blend in
       with others to not stand out. This is very useful since it means
       the angel is able to just take the form they want rather than
       trying to find a vessel like more spiritual angels. This allows
       them to take any race's form they desire, with some of them even
       gaining physical properties of the race they're taking, such as
       imitating a werewolf and gaining a wolf-like appearance with
       claws and teeth. However, this only replicates physical traits,
       and doesn't allow for gaining new supernatural abilities.
       However, there are some angels that do have specific shapeshift
       abilities, such as Erena having a form copy power to copy
       powers, or some angels gaining power from certain
       transformations, but theses are usually unique depending on the
       angel. Most angels who use this only use this to change form,
       with some using this to manipulate their physical bodies and
       giving themselves more attack options such as taking a form with
       claws to allow the angel to attack using the claws. However,
       overall, they are still angel, and can still be attacked the
       same way as normal angels, unless it is a special transformation
       ability they possess. For Omega, this ability is locked as well,
       as Omega flat out cannot change shape due to his cybernetics and
       parts of his body being artificial (and he cannot shapeshift the
       artificial parts of his body).
       - Angel Healing, Purification, and Restoration: All angels have
       healing powers, as well as restoration abilities they can use on
       others, which also applies to fallen angels as they continue to
       have this ability even after falling. The main ability is being
       able to heal others, being able to heal things like injuries,
       and heal things like afflictions caused by supernatural
       abilities (like unholy energy poisoning). Angels are able to use
       this to also purify the presences from others, being able to
       purify things like unwanted presences in the body, and being
       able to remove afflictions from the user as needed. Usually,
       their powers of healing and purification are pretty useful for
       allies, and can even be used on themselves to a degree since
       they are able to purify and heal themselves if they find
       themselves in a place where they can't heal as easily. Their
       last power is that of restoration, where they can restore people
       and objects. Angels are able to restore not only people, but
       broken objects as well depending on the object. This typically
       helps with things like trying to restore objects they need, or
       restoring broken weapons and armors. These abilities typically
       come from an angel's nature, in which they have a natural
       restorative power they are able to use that is powered by their
       holy energy. This is an ability designed mostly for healing and
       restoration, and this has no real attack ability in battle,
       other than an angel healing themselves. Archangels also have
       much more powerful healing abilities and can heal/restore much
       faster than normal angels due to their enhanced holy power and
       them being much more powerful than normal angels.
       - Fallen Angel Human Servant Resurrection(Locked): This power is
       used by higher level fallen angels, where they take certain
       human souls and make them servants of the fallen angel. After
       bringing them back to life after death, they turn the human into
       a servant of the fallen angel, even turning some certain souls
       into fallen angels if they chose to want to create a new fallen
       angel (But this is limited, as fallen angels are picky about who
       they choose to become fallen angels). This power is designed to
       be used on humans who have died, and to get powerful humans to
       become servants for them. Typically, the person bond to the
       fallen angel that turns them into a servant becomes their new
       master, and the fallen angel make them do whatever they desire.
       While some human servants mostly just become errand runners,
       some have more useful purposes such as finding new servants, or
       some might act as body guards to fallen angels if they manage to
       turn powerful warriors to their side. The person bound to the
       angel can resist this binding, but the fallen angel can use this
       bond to torture the bound human with their corrupted nature,
       using it as a feedback to keep their servants in line. In
       addition, the servants bound to the fallen angel can only be
       freed if the fallen angel freely lets them go, or the fallen
       angel dies. This does have to be used on someone not only dead,
       but someone the fallen angel can bring back, though some fallen
       angels might bring back bodies without souls so the person isn't
       emotionally attached to their old life. Typically, those bound
       to fallen angels can earn their way to becoming fallen angels
       depending on the fallen angel they serve and their desires to
       promote them, though this is very rare to actually happen since
       most fallen angels try to avoid this as souls being twisted into
       fallen angels could attract unwanted attention from heaven and
       hell. Usually, humans are the best choice, since fallen angels
       can get their souls pretty easily from the Veil, though
       supernaturals are harder due to their souls going straight to
       Purgatory or the Empty depending on where certain people go
       after death. Omega cannot use this ability, as he is not a high
       enough level fallen angel. And without his ability to recruit
       other angels he had as a grand priest angel, he cannot use this
       ability.
       - Fallen Angel Servant Empowerment: Instead of an angel
       empowering humans, fallen angels have their own unique methods
       of empowerment. For the most part, this is used after they use
       special binding to bring back someone as their servant, in which
       fallen angels empower their servants. Usually this involves
       things like teaching certain skills to their servants, or even
       giving them special weapons made from their fallen light so they
       can fight angels and demons. Depending on the angel and their
       abilities, the fallen angels have a variety of ways to empower
       their servants, which they use their power to make their
       servants strong enough to fight most of their battles for them.
       This empowerment can also increase their physical abilities,
       amping up their servants to be able to take on higher level
       supernaturals. This is partially why they choose strong humans
       to turn into servants, since this amplification can turn them
       into even more dangerous opponents once bound to the fallen
       angel. To an extent, this can be done to humans and
       supernaturals, though supernaturals being bound to fallen angels
       is rare. This empowerment only works on those that are brought
       back and bound as their servants, and can only be used on those
       that aren't angels, fallen angels, or demons unless they were
       turned by the fallen angel. Usually, the most common thing
       besides physical amplification is dark arts amplification, or
       fallen light empowerment to grant their followers stronger
       abilities. Usually this will depend not only on the fallen
       angel, but the servant as well. While Omega cannot make
       servants, he can empower others with some of his power the way
       fallen angels can, and can empower them with his elemental
       power.
       - Fallen Angelic Enochian Warding: Since fallen angels find
       threats against demons and angels, they have their own special
       warding skills similar to angels, but are designed to be used in
       two different capacities. The first is that they are able to
       ward against angels, and the second is warding against demons.
       Unlike angels, fallen angels have enemies in both heaven and
       hell, so they have to prepare appropriately. As such, they have
       similar warding abilities to angels, except that they are able
       to choose wards against angels or demons, having their own
       warding style that is used. Their style is a mix of Enochian and
       biblical Hebrew, using special wards that are designed to allow
       them to do the same wards as angels. Due to this unique ward
       setup, normal angels are affected by angel wards, and demons are
       affected by demon wards. These wards can not only be burned on
       items and places, but can also be burned into people as well,
       allowing them extra defense against angels or demons depending
       on the fallen angel and person they're warding. Usually, they
       will ward their servants so that they are able to more easily
       fight angels and/or demons, depending on what wards they burn
       into their human servants. For the most part, these wards are
       slightly different from angels, but overall work the same way.
       Usually, fallen angels can do this by either burning the
       ward/sigil onto a person's skin, or they can burn these into
       someone's bones outside of physical view. These wards are pretty
       useful, and only those that know Enochian and biblical Hebrew
       (which is different from modern Hebrew) can use counter sigils
       to remove these, and angels/demons that can remove these have to
       know they're there and where they are on the body.  Typically,
       this is much more advanced types of warding than typical
       warding, and use special Enochian and biblical Hebrew sigils to
       create powerful wards against a multitude of threats. However,
       strong enough counters can counter these, like a powerful enough
       demon or demon group could break a demon warding on an area, or
       warding against possession might not work in certain
       circumstances if the opponent is stronger than the ward.
       - Enochian/Biblical Hebrew Exorcisms: Unlike angels who use pure
       Enochian exorcisms, fallen angels have their own brand of
       exorcism chants and spells, in which they use a blend of
       Enochian and Biblical Hebrew to create a unique type of
       exorcism. Unlike normal writing, Hebrew is written right to left
       instead of left to right like typical writing, so this reflects
       in their spells, at least the ones that are written. Fallen
       angels use these exorcisms to cast demons to hell, but also can
       use these to cast angels back to heaven, in which they can use
       either chants or sigils to banish beings. Most fallen angels
       don't care about a vessel's life, so they mostly use these as a
       means to power the presence out of the being more quickly than
       normal exorcisms, even if it damages the vessel. This mostly
       works just like normal exorcisms, but work much faster than
       normal exorcisms and are more powerful. When used, these wards
       can also keep angels and demons in their respective places of
       origin longer, up to a month. Depending on the presence, they
       have exorcisms for other creatures too, like banishing certain
       things back to their origin places like sending death wraiths
       back to the Shadow Realm, or soul reapers back to the Soul
       Society. For the most part, they are usually pretty prepared,
       since they tend to deal more with creatures like reapers than
       angels and demons due to them constantly seeking human souls to
       turn into servants. For the most part, Omega focuses on spells
       using ingredients, or sigils, rather than using spoken spells
       since he has trouble speaking and cannot speak long exorcisms.
       - Angelic Sleeping Touch: This lets an angel (or in this case,
       fallen angel) put someone to sleep by touching their forehead.
       Through physical contact, an angel can shut down a being's
       conscious mind, which renders them unconscious. This particular
       skill is very useful for knocking out others that they don't
       want to fight, as it typically lets them avoid combat with
       people that they'd rather not fight. This ability also bypasses
       psychic protection, as it uses the angelic presence to overwhelm
       the conscious mind. Advanced users of this ability can even wipe
       short term memories, with archangels even being able to wipe
       long-term memories from the mind for those that they don't want
       to know certain things. Usually wiping the mind is only used for
       those they don't want to know Heaven is protecting them, so they
       use this to wipe the mind if the person they are protecting sees
       them or makes it so they don't remember anything bad happening
       to them. However, this doesn't work on all races, as the angel
       must be more powerful than the person they're trying to put to
       sleep, since this power requires overwhelming the presence of
       someone else to use. For this reason, typically angels are only
       able to use this on normal humans or weaker supernaturals, and
       this doesn't work on anyone as strong or stronger than them in
       terms of presence. This power also requires physical touch for
       at least one round to put into effect, so if the opponent breaks
       contact during that round, they can avoid being put to sleep.
       Typically tough, this is only used on innocent bystanders or
       those that aren't a part of a battle, in order to keep them out
       of the fight. For fallen angels, they don't use this as much,
       and mostly just use it to knock out bothersome underlings to
       their main enemies rather than fighting someone they see as
       weak.
       - Fallen Angel Teleportation/Space and Time Travel: This ability
       is one that most angels share and fallen angels share as well,
       in that almost all angels and fallen angels can teleport. Not
       only can they teleport around, but they are able to teleport to
       other realms as well, such as going back and forth from heaven,
       earth and even going to the Veil where dead spirits reside. They
       are even able to travel to hell, though traveling to hell is
       typically dangerous to angels as they will often be attacked by
       demons there if they do teleport there. Some angels are even
       skilled enough that they can bend time and travel through time
       either by themselves or with others. Due to this, most angels
       are able to travel in some way through time and space fairly
       easily. While traveling to certain places, like traveling time,
       takes a lot of energy, most angels can use basic teleportation
       to travel around as they desire. Some angels even teleport
       differently, such as some might disappear in a burst of light
       (or fallen light for fallen angels), or some might vanish, or
       some even leave flurries of angelic feathers from their wings
       (Angels typically leave behind white feathers, while fallen
       angels leave behind black feathers) behind as they teleport
       away. When used, the angel does have to know where they are
       going, or else they might end up somewhere randomly. This is
       especially important when traveling between realms like going
       from heaven to earth, where they might get lost in between if
       they don't know where they're going. However, most fallen angels
       usually only travel earth and the Veil, and aside from sometimes
       not knowing where specific places are, they typically have no
       problem traveling there if they know where they are going.
       - Angelic Astral Projection/Dream-walking: Ever since ancient
       times, angels have been able to use their spiritual like being
       to go back and forth from manifesting as spirits, something that
       even fallen angels can do as well. The main use of this was to
       be able to appear in dreams, a power that angels have used to
       convey messages to people chosen by heaven in the past, and some
       fallen angels have also done this, disguised as angels, to
       misguide humans. Unlike most beings who separate their spirit,
       an angel is able to turn into a spiritual being, in which they
       can enter the astral plane and react with not only dreams, but
       can also interact with dead spirits, and some intelligent
       spirits that are not dead spirits. Angels are able to go to the
       Veil where dead spirits are usually found, or the angel can
       attempt to go to the Spirit Realm, which is a realm where
       natural spirits reside, if they are able to perceive the spirits
       (Though this is usually a dangerous trip requiring special
       training to get into the spirit realm due to it's unique spirit
       perception required). This lets users commune with the dead, and
       with spirits that can be perceived. Of course, the biggest use
       for this is to interact with spirits, but also if one is trying
       to interact with a dead spirit, it is much easier to do so in
       astral projection than in physical form. The other main use of
       this is going back and forth from dreams, in which angels can
       also enter the dream realm, though usually in a limited fashion
       where they can only interact in dreams and cannot access the
       full dream realm or create dreams like many dream demons can.
       Fallen Angel Dark Arts:
       - Dark Arts Experts/Fallen Angel Arts: Instead of summoning
       powers from heaven or hell, many fallen angels have developed
       their own methods of dark arts, in which they developed special
       arts that were designed to kill angels and demons alike. This
       power runs on the fallen angels corrupted natures, and uses
       their aura of the fallen as a power that runs these special dark
       arts. Being experts, there are many dark arts they are skilled
       in, and have made many different types of spells and abilities.
       For the most part, their spells fall into specific categories,
       with each fallen angel usually being able to learn up to four
       dark arts types. These dark arts are all unique, and designed by
       fallen angels to defeat and/or kill fallen angels, using the
       same concepts as their spears of light in which they focus their
       corrupted power to do damage to an angel or demon's being. These
       arts range from simple attack or defense arts to even things
       like necromancy and forbidden arts that they can use if they are
       skilled enough. Fallen angels that learn this first have to
       learn to use dark power, and use this instead of certain heaven
       and hell summoning (though they can learn to do heaven or hell
       summoning if they are able to use certain special dark arts.
       Most of these dark arts are based in dark power, and can be
       countered by the right demonic or holy arts that act as their
       counters, such as using holy arts to counter dark attack arts.
       Creative enough opponents can also use other energy powers to
       block these arts as well. For the most part, Omega's dark arts
       are limited since his ability to use magic is diminished from
       his near death.
       - Dark Arts Activation Types: With any magic, dark magic or holy
       magic, it's always important to know the types of magic and
       activations that magic uses. There are many types of
       activations, and depending on the type a fallen angel chooses,
       their dark arts could change completely depending on the arts
       used and the activation types used. The most common are usually
       instant activation spells. These use more power, but don't
       require any preparation and can be used in an instant. While not
       as powerful as other spells, instant activation spells are easy
       to use and are usually very fast to pull off compared to other
       spells. The second is incantations, in which physical
       incantations are used to trigger more powerful spells. For the
       most part, this usually takes slightly longer, as incantations
       require a phrase or word to be spoken before the user can
       activate their magic. However, some have come up with their own
       ways of activating magic, with the most common being shortening
       phrases to only a word or two through special phrase training.
       Once done, usually some of the power is sacrificed to
       essentially shorten the phrase so that users can fire the spell
       off more easily. There are others as well, such as enchanting
       objects with spells ahead of time which can allow use of
       powerful spells, but usually only having limited casts before
       having to be recharged, or there are also other activation types
       that require different ways to activate. This depends mostly on
       the user, but each user must have one activation type in order
       to use dark arts, since this activates the spells. Some can even
       learn multiple types, which can open up options for many
       different types of spells. Omega's dark arts are mostly physical
       activation types, which use motion in different ways since he
       cannot use incantations usually.
       - Dark Arts Darkness/Corrupted Darkness Manipulation: Once a
       fallen angel dives into the dark arts, they must learn to use
       darkness as their main power, drawing shadows using their aura
       of the fallen to generate the darkness that is the main
       manifestation of their dark arts. By using their fallen light to
       generate darkness with their light, they take control of the
       darkness and use it for their dark arts. Similar to other dark
       arts users, fallen angels use this darkness manipulation not
       just to power dark arts, but can also use it to attack
       opponents. Using darkness, they can control shadows and use the
       shadows to attack opponents to do things like create shadow
       attacks, create liquid-like shadows to consume opponents, or
       some advanced darkness users can even use darkness to bend
       gravity to a degree. In addition, fallen angels that gain this
       art also can create corrupted darkness, where they corrupt the
       darkness they create with their fallen light to create a
       powerful corrupted darkness that can also be used the same way,
       but still be used to fight other darkness users (specifically
       corrupted darkness works great on demons with darkness power and
       beings that use shadows like death wraiths). Overall this
       darkness can be used on it's own just like one might expect, and
       it's strengths and weaknesses are just like that of normal
       darkness users. For the most part, light is the usual counter,
       or certain other energy users can also find other creative ways
       to counter a fallen angel's darkness or corrupted darkness.
       Omega mostly uses this when using his darkness chip, and focuses
       this when using that chip to more easily avoid having to overuse
       energy or avoid his damaged power from when he nearly died.
       - Dark Arts Elemental Arts: While fallen angels are able to
       learn elemental abilities, they are also able to apply their
       elementals to their dark arts with special elemental arts.
       Instead of corrupted elementals, they are able to use dark arts
       elementals instead, which fuse darkness with elemental power.
       The elementals still work the same way, but have a darkness
       element to the elements. And once a user of this art gets to be
       advanced enough in their skills, they can also use corrupted
       darkness if they have the advanced darkness abilities in
       combination with this art with enough training. This elemental
       art can be used just like typical dark elemental magic, with the
       fallen angels being able to control up to three elements
       determined by their elemental affinities (which is determined
       when they gain their corrupted elementals). As a result, these
       elements are usually a more powerful type of elemental power,
       and how the power is used depends on the fallen angel and their
       knowledge of how the element works. For the most part, each
       element has it's own strengths and weaknesses, which is
       dependent on the element. Some users can also develop unique
       abilities with each element, such as dark lightning using
       darkness as a conductor. Of course, these elements are typically
       countered the same as typical elements. Omega can use dark flame
       dark arts, which is the only elemental power he can use. While
       not the most effective, it is enhanced beyond his normal dark
       flame ability, even if his magic ability is not as high after
       his near death. He cannot combine this with his lightning or ice
       power yet, so he can only use dark flames.
       - Dark Arts Shadow Attack Arts: These arts are fairly simple, in
       which this mostly focuses on dark attack arts, usually ones that
       are powered by darkness or corrupted darkness. These arts can
       range from simple darkness spears, to creating constructs to
       attack opponents with, or even creating darkness that has
       special effects like draining life from their opponents. These
       attack arts are usually fairly known by dark arts user, being
       one of the most common dark arts types. There are many ways to
       use dark attack arts, and one can even combine certain elemental
       arts with dark attack arts that can create unique dark attack
       arts depending on the fallen angel's skill level with their dark
       arts. This art is fairly simple, and mostly focuses purely on
       attack skills, usually ones that can hurt enemies. There aren't
       a lot of defensive skills in this art, but those that master it
       can usually attack opponents more than they typical defend
       anyway. This is usually best used alongside defensive arts so
       that a user can balance defense and offense, though certain
       creative users can find other ways to defend themselves if they
       are creative enough. These arts can be usually be defended
       against since most are projectile type attacks. This can be
       defended against with defense arts, holy or dark depending on
       the defense if it is powerful enough.
       - Dark Arts Defensive Arts: These arts are based around support
       arts, and defensive abilities. Those that are familiar with
       defensive dark arts know how dangerous some of the skills that
       are used, such as using dark enchantments to prepare spells
       ahead of time, or using dark arts healing on themselves or
       others. This art not only includes defensive arts, but also has
       many different kinds  of support arts as well. Among these arts
       are things like healing, enchantment of items, and even a few
       forbidden arts. These arts, of course, do also include a few
       different kinds of defense arts, in which they allow things like
       dark walls to be used to block attacks, or using using barriers
       of darkness. Among certain defensive arts are also powerful
       gravity arts that bend space and time, allowing for
       teleportation, and allowing for things like curving space away
       from the user, though this requires a lot of power to use. These
       arts are also usually customizable, allowing for many different
       kinds of ideas and adaptions. Most of these attacks are
       defensive or support in nature though, and usually most of these
       attacks cannot damage opponents save ones that are specifically
       attack or turn an attack back on an opponent. These arts are
       usually best handled by opponents with strong enough attack
       spells to break these arts, or opponents just using their combat
       abilities more carefully so the user doesn't have time to use
       these arts.
       Basic Darkfire Abilities:
       - Darkfire Human Supernatural Hunter Alchemy/Elemental Magic
       Mastery: In Omega's original world, the Darkfires are among the
       best masters of elemental magic and alchemy in the world. The
       Darkfires would hone this elemental magic over the years, and
       develop techniques and magic spells that would help them to be
       able to best use their elemental magic to battle their
       opponents. In battle, Darkfires utilize elemental magic power,
       as well as utilizing alchemy in order to battle their opponents.
       The Darkfires learned a lot about alchemy and elementals from
       their training, and learned even more when the Darkfires learned
       about alchemy and elemental abilities from the werewolf
       alchemists and vampire ninjas (which would strengthen their
       elemental and alchemic abilities). The Darkfires are among the
       top supernatural hunter clans in the world, and have had many
       years to practice and hone their alchemy and elemental power.
       Darkfires have three different types of abilities. The first is
       basic alchemy, which they use as a basis of their elemental
       abilities. By manipulating elements with alchemy, the Darkfires
       learn what elements they have affinities for and learn elemental
       powers accordingly. The next is their elemental training. This
       is more or less what the Darkfires are known for, as this
       training reflects a Darkfire learning to fuse their spirit
       energy to elemental powers to create Darkfire elementals (such
       as fusing dark spirit energy to fire to create the clan's
       signature dark flames). The last is the Darkfire's spellbook
       abilities, which was a skill-set they picked up from the
       alchemists when they learned how to utilize unique spellbooks to
       allow Darkfires unique spells through the spellbooks using the
       same art the werewolf alchemists use. All together, these form
       up the majority of the special abilities. Of course, the
       Darkfires do also have their physical training and weapon
       training, but this makes up most of their supernatural
       abilities. As one might imagine, since the Darkfires specialize
       in magic, those with magic resistance or magic immunity would be
       a major problem for most Darkfires. It is also worth noting that
       every elemental and magic skill is usually able to be dodged and
       most can be blocked (aside from attacks like armor piercing
       attacks). Omega's elemental magic is not nearly as strong as it
       used to be, though Omega is still a dangerous magic user. He
       mostly uses his magic these days in his elemental mystic knight
       abilities.
       - Darkfire Supernatural Hunter Magic Activation Types: With any
       magic, dark magic or holy magic, it's always important to know
       the types of magic and activations that magic uses. There are
       many types of activations, and depending on the type a magic
       user chooses, their magic could change completely depending on
       the arts used and the activation types used. The most common are
       usually instant activation spells. These use more power, but
       don't require any preparation and can be used in an instant.
       While not as powerful as other spells, instant activation spells
       are easy to use and are usually very fast to pull off compared
       to other spells. The second is incantations, in which physical
       incantations are used to trigger more powerful spells. For the
       most part, this usually takes slightly longer, as incantations
       require a phrase or word to be spoken before the user can
       activate their magic. However, some have come up with their own
       ways of activating magic, with the most common being shortening
       phrases to only a word or two through special phrase training.
       Once done, usually some of the power is sacrificed to
       essentially shorten the phrase so that users can fire the spell
       off more easily. There are others as well, such as enchanting
       objects with spells ahead of time which can allow use of
       powerful spells, but usually only having limited casts before
       having to be recharged, or there are also other activation types
       that require different ways to activate. This depends mostly on
       the user, but each user must have one activation type in order
       to use dark arts, since this activates the spells. Some can even
       learn multiple types, which can open up options for many
       different types of spells. This is important for all kinds of
       magic, as activation types are the basis of every magic. For the
       most part, the Darkfire supernatural hunter elemental and
       alchemic magic usually uses either movement, or they use glyphs
       or runes that focus the attack which they can create with their
       magical energy. The spellbooks are all spoken spells, but most
       of their other alchemies are done through runes, certain symbols
       used to focus the magic, or use movement based activations to
       focus their magic. There are other types, like verbal spells and
       special ingredient prepared spells, depending on the Darkfire
       and their affinities.
       - Darkfire Spirit Energy Mastery/Balance: In order to train in
       the Darkfire elemental abilities, a Darkfire must first master
       their own spirit energy, as their positive or negative spirit
       energy are usually vital in creating Darkfire elementals. Before
       training can even begin, the Darkfire must learn a few different
       things. The first is that they must learn how to tap into their
       positive and negative spirit energy, and the second is that they
       must learn how to manage their own unique balance. Most
       Darkfires must learn this before they can move on to other
       abilities. Depending on the Darkfire, Darkfires will often have
       varying amounts of soul energy, as well as having different
       balances, making it imperative that the Darkfire trains and
       learns about their own spirit. By tapping into their spirit,
       they eventually learn to utilize their negative spirit energy to
       create dark elementals and their positive spirit energy to
       create holy elementals by combining their spirit with their
       elemental magic to create their Darkfire elementals. However, it
       isn't just about creating elementals, as Darkfires learn to
       focus and balance their spirit during training in order to help
       master their bodies to train them for battle since the Darkfires
       also use this to help focus their mind and body as well. This
       requires heavy meditation, and the ability to focus inward.
       Thanks to this training, Darkfires typically are very inwardly
       focused, and learn to master their spirit as the first step in
       their training. Depending on the Darkfires, every Darkfire
       typically has a different balance, so each Darkfire must find
       that balance, and learn what affinities for combinations they
       have. Depending on the Darkfires, there are some that are
       special cases, such as Father Hei who had only positive spirit
       energy after his holy purification, or Kendrix Darkfire who has
       mastered tuning his spirit into angelic and demonic elementals
       as a result. Depending on the spirit energy, some elementals can
       have different effects depending on the spirit energy used. Many
       Darkfires who advance in this can also sometimes start learning
       spirit user abilities if they so desire, depending on if they
       can find a teacher who will teach them how to use spirit user
       abilities. Typically though, most Darkfires don't become spirit
       users, if only because most understand that they must master
       their own Darkfire power first before seeking new power. This
       requires focus and discipline, much more so than any other clan,
       so the Darkfires are usually very controlled and able to control
       their emotions more easily in order to avoid unbalancing their
       spirit.
       - Darkfire Magic Connection: Because the Darkfires have
       harmonized themselves with elemental magic, the Darkfires have
       gained a unique connection to the elements and to magic itself.
       There are two major steps to this. The first is the Darkfire's
       magic connection. Because the clan is so based in elemental
       magic, they have a fundamental connection to magic using the
       mana in their bodies. While some rare Darkfires can focus other
       types of magic with certain skill-sets (such as one Shaolin Monk
       Darkfire who specialized in chi elemental magic and used
       variation magic),  the Darkfires primary connection to magic
       involves a connection to mana-based magic. By focusing mana, the
       Darkfires utilize elemental magic, which they have based the
       entirety of their skill-set on. This magic connection is the
       source of the Darkfires elemental abilities, and this magic
       connections grants the Darkfires the power of elemental magic.
       With this magic connection, not only do the Darkfires gain their
       own elemental magic, but gain a general sense of magic to the
       point that they are able to sense magic in almost all forms
       thanks to their connection to magic. Thanks to their base magic
       sense, they are able to sense the flow of magic in the world
       around them and they are able to tap into that magic flow to
       utilize magic. With this connection, the Darkfires have an
       almost mystic sense of magic, and through training, they
       strengthen this connection in order to strengthen their
       elemental magic and their alchemy magic. This magic connection
       is the source of the Darkfire's elemental and magic abilities,
       and strengthening it is how the Darkfires grow stronger in their
       elemental abilities. All Darkfires have this connection, and are
       able to tap into it in order to use their magic. As one might
       imagine though, this only covers magic, and doesn't cover other
       supernatural abilities. And while the Darkfires can sense any
       kind of magic, they cannot tap into any other magic than what
       they have an affinity for (For example, a normal Darkfire with
       mana based magic isn't going to tap into chaos magic). It is
       also worth noting that this connection can be strained and even
       broken if the body and mind are damaged enough that the body or
       mind loses this connection. Some Darkfires have lost their magic
       ability completely by losing this connection, which usually
       happens if the mind is broken, or the body is near death. While
       recovery often fixes this, some Darkfires who have gotten close
       to death may not recover this connection, such as Qrow Darkfire
       losing this when he was almost killed by Dovelthain Hazeldine.
       - Darkfire Branwen Family Aura Connection: Because of the head
       of the Darkfire clan (Qrow Darkfire) marrying the head of the
       Branwen family (a family of thieves and bandits), the two clans
       have trained together in the past, and Raven Branwen has even
       taught the Darkfires about how to use aura, a mix of body and
       spiritual power that grants special abilities. Like the
       Darkfires, the Branwen family was also having to fight
       supernaturals, and they developed their own techniques (though
       their technique skill-set isn't as expansive as the Darkfire
       Clan). Since the Darkfires and Branwens have mostly merged
       together over the years while Qrow Darkfire and Raven Branwen
       were married, some of the Branwen skills have been worked into
       the Darkfire skill-set. This has also led to some Darkfires even
       being able to become aura users as a result of their training.
       For the most part, many Darkfires only have basic knowledge of
       aura, as they just learn enough about it to learn how to create
       it, and how to tap into certain aura abilities important for
       certain skills (like using the Branwen art of shapeshifting to
       learn the Darkfire elemental shapeshifting skill). For the most
       part, this is only a basic connection, and helps teach the
       Darkfire how to tap into their body's energies and spirit
       energies in order to teach them how to draw out energy. When
       using this connection, there isn't much battle potential for
       this, as it is mostly used to learn other techniques. Those that
       do have the ability to use aura abilities (through training or
       through inheriting certain aura abilities), will find that aura
       manipulation still works the same way as it does for most races,
       with aura being able to be used for things like defense and to
       do things like unlocking unique semblance abilities. This also
       means that it has the same weaknesses, in that aura can be
       overpowered by other energies, or aura breaker weapons can break
       through aura manipulation completely. Much like any other energy
       manipulation, aura can only be used as long as the user has
       energy, and once they run out, they cannot use aura until they
       recover their energy.
       - Darkfire Nature/Spirit Connection: This is the second
       connection that Darkfires have that grants them their abilities.
       Similar to other creatures with a strong magic connection to the
       world, the Darkfires specialize in their connection to both
       nature and spirits, as their original knowledge of magic comes
       from the Spirit Realm. Through their training and diving into
       magic, they eventually developed a strong connection to the
       world's elements through their nature and spirit connections.
       Thanks to this, the Darkfires are able to not only sense the
       planet's life energy and the life of what's around them, but all
       Darkfires are able to sense spirits as well, similar to moglins
       and those with special spirit sense training. This allows them
       to see and interact with spirits, in which their alchemy is
       often used to help benefit the spirits by maintaining the
       balance and changing things that were hurtful to the spirits
       into things that can help the spirits grow more powerful. These
       spirits are normally invisible and not able to be interacted
       with by most people, even most who think they know all the
       spirits often find they don't know how just how deep the
       spiritual plane goes and how many spirits live in this world.
       This may seem simple, but this lets the Darkfires connect to the
       world much more than most who connect to nature (though certain
       nature connections may be stronger than theirs, in which case
       they may seek to gain that stronger connection), as they aren't
       just connected to nature, but are able to also interact with
       those spirits for another way to interact with nature. Darkfires
       that have this connection understand the importance of the
       world's forces, and can see not only the flow of the planet's
       life energies, but also how the spirits impact that balance. All
       Darkfires are not only taught the importance of this, but this
       is also a source of the Darkfire elemental abilities as their
       Darkfire elemental abilities are brought out through spirit
       training since the original Darkfire arts were learned through
       the spirit realm. Some may learn different ways to do this (For
       example, the Swordsmen faction has an enhanced nature connection
       after their training with the werewolf alchemists), but all
       Darkfire and those trained in this learn this aspect in some way
       and apply this to their elemental abilities in order to learn
       how to use their Darkfire elementals. They are also able to
       perceive the world's flow of life and death as a result of this
       power. This can eventually lead to Darkfires learning spirit
       arts, to which some have tried to learn spirit arts that could
       benefit their use of elemental powers, as there are plenty of
       spirit arts that are elemental in nature. This is an important
       part of a Darkfire's power, and this is necessary for them to
       have to utilize the spiritual side of their Darkfire training
       (the part of their training that uses their spirit energy).
       Without this connection, the Darkfires elemental powers weaken,
       and they are not able to use their spirit to create Darkfire
       elementals. It is rare for a Darkfire to not have this, or lose
       it, but if they were to not have it, their Darkfire elementals
       wouldn't work.
       - Basic Magic Ability: Magic Glyphs: This is a power that forms
       a basis for many magic spells and is created by a magic user's
       magic abilities to focus their magic. These glyphs focus power
       into the circle, which is then used by the user to focus magic
       techniques. While there are magic techniques that don't need
       this, this is more for general magic like attack magic and
       defensive magic. This power utilizes magic, but requires that
       the user know how elements are formed and what they're made of
       in order to be able to do this. This is a basic power that some
       magic users are able to use, and this particular use of the
       magic glyph is not too much different from many other magic
       users. Among using them for focusing magic attacks, they also
       have other functions, such as being able to use them as
       platforms to jump off of and stand on, or use them for amping
       attacks and defense, or even using them to amp allies. These
       glyphs are also used in summoning magic as a conduit for
       summoning, or some magics like alchemy could be focused with
       these glyphs as well. There are even some unique abilities one
       can use with these, such as some having certain amplification
       powers, or certain arts that utilize these arts specifically.
       This may be a basic power, but there are plenty of people who
       have become master warriors using this power alone, utilizing
       the glyphs for a variety of uses, and some can use entire combat
       and magic styles based on how these glyphs are used. This power
       is a fairly basic magic ability, and although useful, can be
       countered just like other people who use this ability (depending
       on how the ability is used). For example, someone who uses these
       glyphs for amplification can be countered with other
       amplification abilities, or users who use these for movement can
       be countered by more agile enemies. This is more of a versatile
       base ability, and one that focuses different magic techniques
       rather than being a different type of magic unto itself.
       Typically, these cannot do damage on their own, as they are more
       just a basis of many kinds of magic, and, while versatile, are
       not an offensive power except when used to amplify physical
       abilities using amplification properties of these glyphs.
       - Basic Magic Ability: Item Enchantment: This is a basic power
       that many magic users possess, where they are able to enchant
       objects. This is a pretty basic ability, where a magic user
       pours magic into an item to grant it magic-based properties
       depending on the magic used. There are many ways to enchant
       items, but the most popular way is through ingredient spells
       that can focus power into an object. Many magic users use this
       to enchant weapons and equipment they may possess. Not only does
       this grant strength to the weapons or equipment, but this can
       grant special abilities to the object. For example, an armor
       enchanted with flame magic may be immune to flames, or a sword
       with ice magic could generate freezing ice. Not only are there
       many types of enchantment, but with all the kinds of magic in
       the world, there are many ways to utilize this power that
       usually make each case of this slightly different. It is most
       common though that most magic users utilize their own magic or
       have another magic user focus magic for them to empower an
       object. When this is used, items can be enchanted temporarily,
       such as some users who charge spellbook pages with magic spells
       so that they can cast them from the spellbook rather than have
       to cast them themselves (useful for long incantation spells or
       spells that take time to cast). The most common method is for
       making weapons and equipment though, where magic users will
       enchant items permanently with magic in order to grant them
       powers the user will utilize in battle. However, there are also
       other ways to use this, such as using healing magic to enchant a
       vial of water and empower the water to heal when poured on a
       wound. There are so many ways this power can be used, and
       different magics utilize this power in different ways. However,
       the major thing is the same among all uses of this power.
       Whether it's enchanted temporarily or permanently, the item
       becomes a magic item, and only becomes empowered by the magic
       put in to it. This means that an item enchanted with fire is not
       going to have ice abilities. The enchantments all have
       weaknesses and strengths, and it is hard to list every kind of
       enchantment, but each enchantment does have its weaknesses
       enough that smart opponents can usually figure them out (such as
       a fire item would be vulnerable to ice usually). Some are
       unusual enchantments, but all enchantments have some sort of
       weakness. While usually immune to power negation, these items
       can be overcome with magic immunity, and/or with magic negation
       or anti-magic.
       - Darkfire Magic/Spirit Balance Mastery: The Darkfires create
       their elementals by using magic and spirit power, which they
       must find their balance by figuring out their affinities. For
       example, Kindron Darkfire (before he became an angel) had dark
       flames and holy lightning as his affinities, even developing an
       affinity for holy ice in his later years before he became Omega.
       Once a Darkfire figures out their affinities, the first step is
       to balance their magic and spirit, where they are able to fuse
       these elementals passively. This is the next basis of the
       Darkfire training after learning magic and spirit power, in
       which a Darkfire has to then fuse both knowledge types together
       to find their own balance. Not only does this teach them how to
       make their Darkfire elementals, but this also balances their
       magic, spirit power and their minds. Through discipline and
       focus, a Darkfire uses this to keep their power in balance so
       that their power can be more effective, as balance is necessary
       in order to keep one's power flowing properly. And as Darkfires
       practice this balance, they will often find ways to do this that
       will increase their magic and spirit power, as maintaining this
       balance effectively can lead to the Darkfires gaining stronger
       magic and spirit power over time as the Darkfire hones their
       mastery of this aspect of their training. Different Darkfires
       have many ways of focusing, but using their disciplined mind is
       often the most common way Darkfires use to maintain this, and is
       why the Darkfires are among the most mentally disciplined
       despite some of the Darkfires being darker in nature than other
       supernatural hunter clans. Another method many Darkfires will
       use is meditation, in which they will meditate in order to
       balance themselves (which is equally as effective for those that
       don't have as much mental focus as some Darkfires). No matter
       the method though, this is a very necessary training, as
       Darkfires cannot use their full power without finding their
       balance. If a Darkfire is unbalanced in their magic and spirit
       power, then they will have difficulty focusing their magic, and
       will have severely weakened magic. Some Darkfires who can't
       focus this properly have even been known to create explosions of
       magic and spirit when trying to use magic as the magic cannot be
       focused properly. There are major enemies that do try to
       unbalance this kind of balance in the body, mind and spirit (For
       example, Malice Al Zalam has the ability to unbalance this kind
       of training) and those enemies are particularly dangerous to the
       Darkfires as they can be weakened to the point their Darkfire
       elements no longer work.
       - Darkfire Elementals: Finally getting to the actual elementals,
       each Darkfire can start out with up to two elements, and older,
       more experienced Darkfires can sometimes learn a third or a
       fourth depending on the Darkfire. There are also rare Darkfires
       that will be born with three or four elements (usually born with
       both a holy and dark variation of one or two elements), but this
       is very rare. Darkfire elementals work by fusing positive or
       negative spirit energy to their elemental power to create
       specific elements. Negative spirit energy fused to an element
       will create a dark elemental, which will have some darkness type
       properties to it, and positive spirit energy fused to elements
       will create holy elementals which will have positive power
       properties. Each element is different, and some even have unique
       abilities depending on the Darkfire, such as Kindron Darkfire's
       angelic holy flames being able to heal people using angelic
       spirit. Each Darkfire has two usually to start with, and as they
       get older and more experienced, they may gain one or two more
       through training and focus. It is also possible that some
       Darkfires can use elementals to create different elementals,
       such as some wind users who create lightning or water users that
       create ice. The elements used  by the Darkfires are usually of
       the six main elements which correspond to the Darkfire's
       elemental magic affinities. Among the elements one can use are
       fire, water, ice (often combined with water affinity),
       lightning, wind and earth. Darkness and light are very rare
       affinities, and often seen as redundant in the clan since the
       spirit energy often acts as the light or dark in the Darkfire
       elementals. For the most part, these elements can be used just
       like their main elementals, and can be used creatively by
       Darkfires to battle enemies and utilize their Darkfire
       techniques. For example, fire can be used to create explosive
       attacks, burn enemies, and even melt objects. This is the main
       power of the Darkfires that they are usually known for, and this
       is the power they use in their Darkfire skills. However, these
       elementals are still magic based, which means that the
       Darkfire's skills are not very useful against those with magic
       resistance or magic immunity. This also means that the Darkfires
       are usually in trouble when faced with magic negation. And of
       course, anti-magic remains a problem of a whole other level.
       These elements are also still dodged or blocked like normal
       elementals except for specific situations (which must be
       stated), such as fire is countered best by ice, or lightning
       being countered by water.
       - Rare Darkfire Abilities: Combined Elementals: This is a rarity
       among Darkfires, in which some rare Darkfires will gain one or
       possibly two elementals they combine together instead of a dark
       or holy elemental. These elementals are more rare, but some
       Darkfires do learn these by combining certain elements. It is
       often believed that the Darkfires holy and dark elementals
       combine in balancing themselves and the light and dark cancel
       each other out, leaving just the combined elementals (which
       checks out as some Darkfires do gain combined dark or holy
       elementals if the two elementals are the same dark or holy
       affinity). It is often more common to see these kinds of
       elementals when multiple Darkfires are working together, as they
       will sometimes combine elementals to create combined elementals.
       The elemental powers they possess create a unique elemental, in
       which every element has a combination with another. For example,
       Qrow Darkfire possessed heat lightning which combines fire and
       lightning together into one power in which the lightning is red
       and generates fire from the lightning. However, depending on the
       element, some have multiple combinations. For example, fire and
       lightning don't just make heat lightning, but could create
       lightning flames in which the flames generate lightning blended
       into the fire power. There are many different kinds of
       elementals, and some Darkfires are born with this affinity
       instead of normal dark or holy elementals. Darkfires who have
       this often utilize two combinations corresponding to their
       elements. For example, ice and fire usually have ice flames and
       burning ice abilities. Those with this power usually have it as
       it replaces the normal Darkfire elementals. Users with this lose
       their normal Darkfire elementals in favor of pure elemental
       power, which has its strengths where dark and holy elementals
       might fail. Normally all of these elementals are neutral in
       nature, not being positive or negative unless a Darkfire has a
       specific combined holy or dark elemental. It is also worth
       noting that the Darkfires cannot combine holy or dark spirit
       with these combined elementals if they are neutral, as this
       power replaces the normal dark or holy element affinity when the
       power is in its neutral state. While some Darkfires can still
       use the elements separately (IE Qrow could use dark flames and
       holy lightning, but couldn't combine the holy and dark into his
       heat lightning), the combined elements are not compatible with
       the combined element unless the holy and dark elemental are the
       same (IE a holy element and another holy elemental might be able
       to create a combined element). Of course, these elements all
       have counters, usually by elements outside of their elements,
       such as heat lightning is countered by water or ice
       manipulation. These elemental powers may have unique properties,
       but mostly work with the properties of whatever element is the
       base of the power. For example, ice lightning is countered just
       like normal lightning, despite it having a freezing element to
       it.
       - Darkfire Unique Variations and Abilities (usually most
       prevalent in hybrids): Depending on the Darkfire, some Darkfires
       have unique spirit power that can be used. Depending on the
       Darkfire, the Darkfire can learn to add certain affects from
       their spirit to their elementals. For example, angelic or
       demonic Darkfires might have special spirit effects, depending
       on their natures. Angelic Darkfires might have pure holy
       positive spirit that will grant a light based spirit power-up,
       or a demonic Darkfire might gain a demonic stronger spirit
       power-up due to demons having much more potent spirit energy.
       This depends on the spirit that the Darkfire possesses, and a
       Darkfire may have some unique powers or none depending on what
       other abilities they possess. This is most present in hybrids in
       the Darkfire clan, usually Darkfires that are born of
       supernaturals (such as a chi user Darkfire who used chi magic
       elementals). However, there are a few effects that are common
       among Darkfires that even full Darkfires can learn. The first is
       that some Darkfires can learn corrupted elements as a means to
       try and counter users of the same element. The corrupted element
       art uses a Darkfires spirit energy not to turn the element into
       a dark/holy element, but instead uses the spirit energy to
       corrupt the element and create a corrupted element instead.
       This is an art that some Darkfires have learned to counter other
       elemental users, specifically those of the same element that the
       Darkfire cannot normally damage. There are also certain effects
       that can be done with positive and negative spirit energy that
       may or may not be unique among Darkfires depending on their
       abilities. For example, advanced users of positive spirit
       elements might be able to manipulate the positive nature of
       flames to heal others, or manipulate the negative nature to
       poison enemies with negative spirit energy. Typically, this is
       dependent on the Darkfire, and is unique for each Darkfire
       depending on what they want to do. This is a purely option
       training, and usually only used by those that have special extra
       skill-sets that can combine with the Darkfire skills. Typically
       all of these effects can be countered like normal elements, as
       long as one keeps in mind the unique nature of the elements
       created. For example, corrupted flames are still able to be
       dodged or blocked like normal flames, but cannot be absorbed by
       flame users or the flame user will take internal damage when
       they try to absorb this flame (bypassing elemental immunities).
       - Specific Limited Elemental Variations: Depending on the
       Darkfire and their elements used, some can use other versions of
       their elements, depending on the element they use. This is most
       common in earth and wind users, as earth users could specialize
       in many different types of earth, with some earth users being
       able to use plants, some specializing in metal, some in crystals
       or some in sand manipulation. Each element has it's own specific
       uses, depending on what the user wants to learn, as each element
       can be broken down and may have unique manipulations based on
       the element. For example, some lightning users may only use
       magnetism, giving them magnetic manipulation, or earth users
       being able to generate specific types of earth. This is a rare
       case among Darkfires where some Darkfires cannot use every part
       of a certain element. For example, there was one Darkfire who
       could manipulate metal, but no other earth element. While this
       does limit a Darkfire, this often leads to these limited
       elementals being more powerful or may lead a Darkfire to having
       more elemental abilities. For example, a Darkfire born with
       three elements could have a magnetism power, a metal
       manipulation power and then a normal elemental (with magnetism
       and metal both being limited but a Darkfire can have both
       limited powers). The limited elementals are also typically
       stronger than normal elementals, and can still be turned into
       dark/holy elementals, or rare combinations of elements depending
       on how the powers are manifested. For the most part, most
       Darkfires see this as a problem with their elemental power, but
       some Darkfires can make the best of this with alchemic knowledge
       and creativity. For example, a Darkfire who could manipulate
       metal could use alchemy to change certain materials into metal
       that he could manipulate. This mostly just depends on the
       Darkfire's affinities. Of course, as one might expect, these
       elements are still countered like normal elementals. Usually,
       the only advantage this grants is slightly stronger elementals,
       or granting Darkfires more elementals but in specific
       variations.
       - Darkfire Advanced Elemental Training: Once reaching a certain
       level, Darkfires are able to learn advanced elemental abilities,
       which comes once they master the basic elemental abilities.
       Depending on the element and their training, almost every
       element has advanced abilities that can be learned, as
       elementals can do more than just be used to throw an element
       around. Using this advanced training usually takes time and
       requires a certain level of mastery of the basic elements. This
       also requires a little scientific knowledge of elements, such as
       learning how the magnetic properties of lightning work and
       manipulating lightning to make use of those magnetic properties.
       By learning the science of how elements work, Darkfires are able
       to apply that to their powers and learn how to use their
       elemental powers beyond just blasting opponents or throwing
       around elements. Depending on the element, every element has
       advanced elemental training, such as wind users can learn to
       generate plasma, or earth users might be able to learn how to
       generate lava manipulation by absorbing fire attacks into their
       earth manipulation. These abilities are usually different ways
       to use elements, and most can be passive, such as fire and/or
       ice users typically learning to adapt to almost any extreme
       temperature, or lightning users being able to manage their own
       magnetic field. This power just depends on the Darkfire. Of
       course, as one might expect, the Darkfires still have their
       weakness to counter elements, and any advanced powers they use
       are still countered using counter elements or other abilities
       that can counter elementals. It is also worth noting that some
       of these advanced training powers use more energy than normal to
       do, due to certain conditions being necessary and manipulated by
       the Darkfire first.
       - Advanced Darkfire Training: Elemental Condensing: When using
       elemental power, sometimes normal elementals just don't pack
       enough of a punch. For this problem, the Darkfires learned an
       art of condensing matter into smaller space by smashing the
       molecules together to condense energy into a smaller form. This
       technique is a battle technique that the Darkfires utilize in
       their attack and defense, where they utilize this to create more
       condensed elementals. Typically, this requires not only a
       mastery of elemental power, but also requires a mastery of
       changing the form of energy as well as changing the form of
       matter. However, when used properly, this can create much
       stronger elemental abilities, where the Darkfires can condense
       their elementals to strengthen their attacks. In addition to the
       elementals themselves being stronger, the effects of the
       elementals also become much stronger, as the condensing of the
       elemental also has effects on what the elementals can do. For
       example, a condensed explosive dark flame attack will explode
       with far more force than normal, due to the explosion being
       concentrated by the condensing of the dark flames. Any elemental
       can be used, and the effects depend on the elemental used.
       Darkfires can even control how much the elemental is condensed,
       allowing more or less condensing to control how much power is
       put into their attacks. This is an advanced art, and Darkfires
       do have to be skilled with more than just elemental energy to
       use this effectively. It is also worth noting that the Darkfires
       who use this also have to expend more energy and concentration
       in order to use this, as using this will often require
       concentration to utilize this effectively. The more energy they
       condense, the stronger the attack they create at the cost of
       more condensing also costing more elemental power in order to
       use. And if a Darkfire doesn't do this correctly, their
       elemental condensing could literally explode in their face, as
       not doing this correctly could cause an explosive reaction. As
       one might imagine, dodging these elements are still the same,
       but blocking is more or less what is different, as this is
       designed to be used against stronger opponents. One can still
       block this if they are strong enough, but with the condensed
       energy and amplified effects, the attacks are much harder to
       block.
       - Darkfire Internal Mana Conversion to Elemental Magic: Similar
       to how mystic knights train themselves to passive convert mana
       into magic, the Darkfires trained in the mystic arts do the same
       thing, where different Darkfires created different types of
       training that converts one's mana into elemental magic, which
       flows through the body just like mana. This is designed to not
       only make elemental magic easier to summon, but is the main
       source of the Darkfire elemental skills that create the Darkfire
       elemental aura. Depending on the user, they are able to learn
       this after they learn their elemental power so that they can
       convert their mana into their specific elemental powers they
       will use. In addition, this also makes certain other abilities
       easily that use elemental power easier to use, as the magic
       doesn't require casting time and is already converted into
       magic. This power requires a mastery of magic before it can be
       used, and the ability to be able to convert mana to magic. This
       can be changed depending on the Darkfire though, as some may
       have different abilities that might make this more unique, such
       as some Darkfires who developed special Darkfire mystic knight
       skills (more later). The downside to this art is that those that
       want to focus more on mana abilities will often find that this
       art reduces the amount of mana running through the body to near
       zero as it converts almost all the mana in the body into
       elemental magic. However, the upside is that, while users cannot
       learn mana user abilities or use mana on its own, they can learn
       mystic knight abilities if they train this into more of a combat
       based power-up, as the Darkfires have a special unique clan
       developed Mystic Knight training that converts their elemental
       magic into physical amplification as a more Darkfire based
       variation of typical Mystic Knights. Typically, the danger to
       this training though is that users bank more on their magics
       working on enemies, and while this may reduce the cost of power
       and casting time to near zero to use magic and make magic more
       available, users run the risk of not being able to damage those
       with magic immunity and doing reduced damage to those with magic
       resistance. This ability also makes certain mana abilities
       unable to be used. This can be used to varying degrees though,
       and Darkfires can choose to use this minimally to leave some
       mana in their bodies at the cost of having less elemental magic
       to use in battle.
       - Darkfire Alchemic Understanding of Elements: Darkfires are
       able to manipulate the elements in their base form, and utilize
       their alchemy to change things based on how elements interact
       with the world as a means to fight opponents or use elementals.
       While they can't create special elementals or combined
       elementals using this power alone, they can utilize some
       elements in their base form by using their magic to affect the
       elements and even change the elements they control. Depending on
       the Darkfire and what they can do, they are able to do certain
       things like manipulate the properties of elementals, being able
       to do things like freezing certain attacks by changing the
       temperature of the attack when they catch it, or being able to
       convert certain attacks like converting air into water. This
       depends on the Darkfire and their affinities, with all Darkfires
       learning how to use this in some way in order to modify
       elements, whether it's changing them in combat, or changing them
       for other uses (like certain clans use alchemy for blacksmithing
       or other necessary jobs). For the most part, this power relies
       on the Darkfire's understanding of elements, rather than on
       their ability to use elements in battle. Because of this, this
       power can be used to convert elements, but elements can still
       hurt the user, since this power doesn't really grant elemental
       immunity in any way, but more allows users to take control of
       elementals through conversion and utilizing their alchemy to
       modify elements. The Darkfires also use this to train their
       knowledge of elements, in which they learn things like chemistry
       and science to better their understanding of how elements
       interact with each other. Most Darkfires usually have to do this
       in close proximity, as alchemy usually has a max distance that
       it can be used (The only exception to this is certain types of
       longer range alchemy, such as Alkahestry). And while most
       Darkfires are able to learn how most elements work, Darkfires
       still have to know the attack is coming, and they often have to
       concentrate to convert an element. If an opponent is careful,
       they can attack the user while they're trying to convert an
       attack if they take too long, or the opponent is smart about how
       they use their elementals to distract the user as some can
       control the elements even as the user tries to change them
       (depending on the user, and the opponent). This is also limited
       by the Darkfire's individual knowledge, and requires a Darkfire
       to not only learn how elementals interact, but gain experience
       at manipulating elements to make the most of this.
       - Darkfire Alchemic Transmutation: Darkfires are able to convert
       matter, changing matter as they see fit. This can be as simple
       as turning lead to gold (though this is technically taboo among
       the "don't create money taboo"), or dispelling elemental
       energies or converting them. A Darkfire, if they know their
       environment and composition of what they're manipulating, can
       use it to convert matter in a variety of ways. This is the main
       ability of alchemy alongside it's spellbooks and unique
       alchemies, which is designed to change things that harm spirits
       into something that will strengthen them instead. While this
       does cover elementals to some extent, this is far more than just
       converting elementals, but includes general changing of matter,
       such as changing the form of a metal to make a stronger metal,
       or weakening certain materials if they are trying to weaken
       armor or weapons in battle (though certain types of weapons and
       armor might be immune to this ability if the werewolf doesn't
       know how the power of the weapon or armor/shield works, or what
       it's made of). There are two aspects to this power, and that is
       change of form and change of shape. Changing the shape can
       simply change the shape of something into another shape (usually
       used on inorganic objects to change their form), and changing
       the form changes the matter into a different kind of matter
       (usually changing one element or compound into another).
       However, they do have to know not only what they're
       manipulating, but also what they're manipulating it into. This
       means that if they try to manipulate a substance they don't
       understand, or don't know what the thing they're trying to
       convert is made of, this power doesn't work properly, and often
       completely fails or rebounds on the user. It takes years and
       experience to become good with this skill, as simple natural
       talent isn't enough to master alchemic conversion skills which
       make the base of all alchemy. The proper use of this also
       requires some scientific knowledge, with those with scientific
       knowledge often having advantages that other Darkfires might
       lack (such as those with science knowledge will know more easily
       how to manipulate molecules while normal Darkfires focus more on
       the elements themselves).
       - Darkfire Battle Transmutation Alchemy:  In order to battle
       their enemies, the Darkfires developed a specific brand of
       alchemy designed solely for battle. This alchemy is the main
       alchemy most Darkfires use when not using their Darkfire
       elemental skills or using their physical combat abilities, as
       it's the basic combat alchemy many are taught upon learning
       magic. This alchemy uses wind and earth manipulation using
       alchemic magic, allowing a Darkfire to take advantage of the two
       major elements that connect to almost every other element. In
       the Darkfire's eyes, aside from darkness and light, earth and
       wind are the two major elements that make up the world, which
       they try to make use of in this alchemy. Almost any physical
       material is made of earth, or almost any lightning, fire or
       water is created using air and gases in the air. Once mastered,
       most Darkfires have highly skilled alchemic magic they can use
       in battle, being able to manipulate the earth and wind to fight
       opponents, even if their elemental affinities don't include
       earth or wind (they can use alchemy to do this, but can be less
       effective at times). This could be as simple as creating
       shockwaves to attack, or more advanced Darkfires can do things
       like freeze an area using wind, or they can create lightning or
       fire using air as well. Depending on how it's manipulated, earth
       and air hold the connection to most of the elements in the
       world, and some advanced Darkfires have even learned to use
       certain advanced techniques like using ice or glass to focus
       light into attacks as well depending on the alchemist. This
       depends on the creativity and scientific knowledge of the
       alchemist, as this is a power with many possibilities, and those
       with strong knowledge can find many ways to use this power
       effectively. However, this is a magic power, so those with magic
       resistance or magic immunity may be immune to most of the magic
       other than physical damage from certain attacks. Those who have
       other alchemic abilities or can counter earth and wind can also
       easily counter this combat as well the same way as normal earth
       and wind manipulation, since this essentially equates to earth
       and wind manipulation using magic.
       - Darkfire Bio-Alchemic Magic: This alchemy was originally an
       extension of healing and purification, but instead is a type of
       alchemy designed solely to allow Darkfires to use their alchemy
       to study living beings and make alchemic modifications to
       strengthen them (though there are rules and restrictions to this
       so that it doesn't break alchemic taboos). This art is often
       used by some more ambitious Darkfires to understand the
       structure of living beings, where they learn how to modify
       beings based on their biological knowledge, though most use it
       more in terms of medical uses like using it to heal others. This
       art can be dangerous though, as this art goes into two major
       taboo's among alchemists, and also involve two forbidden arts.
       The first is combining living beings together and creating what
       alchemists refer to as 'chimeras' which are creatures usually
       spliced together with alchemy to create a more powerful
       creature. This art was forbidden among Darkfires for "twisting"
       life, which they see as a crime against the world itself. The
       second is that they are not allowed to create new beings, as
       they feel that creation is not their job, and because any
       attempt to create life has usually resulted in death or the
       attempt requiring sacrifices that can result in Darkfires losing
       parts of their body, or even their life in the attempt. Overall,
       when used properly, this art is about biological understanding
       of beings, and being able to strengthen or heal them using
       alchemy. When used as intended, this is usually used as a way to
       boost those that are allied with them, using this to often bring
       out more temporary power and physical ability in those that need
       a boost in ability. This is usually a lengthy process, and not
       useful in battle, so this is more of a side ability used outside
       of battle to study others and bring out the abilities of
       physical beings. This usually depends on the Darkfire's alchemic
       ability and not their elemental ability, but most don't dedicate
       fully to this given the taboos unless they're willing to
       disregard the rules. Due to this, there are few true masters of
       this art in the Darkfires, and the few that exist have usually
       been part of the Dark Magician Faction, as some Dark Magician
       faction members have experimented with this to create creatures
       they could use to fight others.
       - Darkfire Bio-Alchemic Physical Combat Amplification: This is a
       sub-skill of bio-alchemy magic which is a combat magic used in
       battle by some Darkfires. This alchemy boosts the body's
       physical stats using alchemy, by strengthening the muscles,
       bones and even skin of the user so that they will be temporarily
       stronger. However, not only does this enhance someone
       physically, but this temporarily opens up the flow of energy in
       a being, and allows them to channel greater energy through their
       bodies, usually as a way to allow the user to enhance their
       supernatural powers and allow them to channel higher level
       attacks that they wouldn't be able to use otherwise. The
       Darkfires often use this in order to allow more elemental magic
       to flow through them, and can use a few different types of
       amplification using this art. The first of these arts is the
       elemental physical amplification, which powers up the physical
       abilities using bio-alchemy by allowing more elemental magic to
       flow through them temporarily. The next is using this
       bio-alchemy to amplify the person's ability to channel magic,
       focusing on enhancing their magic attack ability (which
       strengthens their Darkfire skills as a result as well). These
       arts are designed to allow the Darkfires to fight using enhanced
       magic in different ways, usually best used in certain situations
       such as using the physical amplification on Darkfires who focus
       on physical combat (like the Swordsmen Faction). The Darkfires
       with this skill can enhance themselves or others, and can often
       choose how much to enhance themselves. The Dark Magician faction
       has even used dark amplification magic successfully using this
       art in order to grant amplified dark attack power to the
       Darkfires this is used on (though the other factions look down
       on this dark magic use). However, the higher the multiplier (or
       some riskier types of magic), the higher risk of damage done to
       the body, as bodies using this can only handle so much pressure
       that this magic puts on the body to enhance it. After a certain
       multiplier, most bodies will begin to tear themselves apart, and
       most of the time, even keeping regeneration from working
       effectively. If the user overuses it still, they can even do
       damage to their own bodies that can't be reversed, such as
       damaging their ability to generate energy which could even
       result in the loss of magic, or even death in extreme cases.
       - The Swordsmen Unique Magic Type: Elemental Sword Magic: After
       the Swordsmen faction trained with the vampire ninjas, they
       learned how to utilize special techniques using elementals. The
       major one was that the Darkfires of the Swordsman faction
       developed an elemental magic that can create solidified
       elemental weapons out of different elements. Normally,
       elementals are only solid if one is using earth manipulation,
       otherwise the elementals are just energy or air. However, the
       Darkfires who learned this created a magic based on vampire
       ninja elemental weapon creation techniques where any elemental
       can be used to create a solidified elemental weapon. Not only
       can the Darkfire create elemental weapons, but many Darkfires
       can even form elemental weapons around their existing weapons,
       such as one Darkfire who solidifies leafs around their katana
       blade to create a solidified elemental weapon that can not only
       attack opponents with elementals, but can also protect the
       weapon from damage. Normally, this kind of training wouldn't
       counter certain kinds of aura breaker techniques, or some other
       techniques that dispel energy, but this training allows a
       Darkfire to create an elemental weapon that can counter
       techniques that dispel energy as this creates solidified energy
       that can get around techniques that dispel energy normally and
       can even block metallic weapons. While this is mainly used to
       create swords, a Darkfire could actually create any kind of
       weapon they want to create (such as one Darkfire who would use
       this to create a giant dark flame hammer). Not only does this
       grant elemental weapons though, but the Darkfires can use this
       with their own Darkfire elementals that grant the weapon unique
       properties, as well as apply spirit purification and spirit
       destruction magic to the weapons. For example, a dark flame
       sword could not only generate dark flames but can also absorb
       normal flames and can burn through objects as a means of
       piercing objects. This technique is dependent on the Darkfire
       and their skill level, but most Darkfires in the Swordsmen
       faction are trained in this thanks to the vampire ninjas, and
       this magic has been passed down. Of course, as one might expect,
       it is possible to break these elemental weapons by overpowering
       them, as overpowering them can destroy them. And it doesn't take
       any special power to overpower them, as even strength
       overpowering them can break these weapons. These weapons are
       only as durable as the magic that creates them, meaning that
       they can be broken by anything that overpowers the magic.
       Despite losing much of his magic ability, Omega can still use
       his elemental weapon magic.
       - The Swordsmen Unique Magic Type: Spirit Purification/Spirit
       Destruction Magic: These magics was learned by the werewolf
       alchemists, and taught to the Darkfires who were helping them
       fight dark spirits. The Darkfires learned spirit purification
       from the werewolf alchemists, in which they are able to apply
       this to their elemental and alchemic magic in order to allow it
       to purify spirits. Those that know spirit purification know that
       spirit purification strengthens the spirits that control nature
       and are vital to the world, but spirit purification also
       destroys dark spirits of the realm of Xeles. However, the
       Darkfires don't just know spirit purification, but they also
       developed a spirit destruction magic variation of spirit
       purification to be used against stronger dark spirits immune to
       spirit purification. While the alchemists don't like the use of
       spirit destruction, they did teach the Darkfires how to properly
       use it, and how to use it responsibly. As such, Darkfires who
       advance enough in spirit purification can also learn spirit
       destruction once they reach a certain level. While Darkfires are
       not as restrictive as the werewolf alchemists, the Darkfires do
       limit how they use spirit destruction, and it is forbidden to
       use it unless on a dark spirit that is immune to spirit
       purification, due to the dangers (as Darkfires can even
       accidentally destroy themselves with spirit destruction if they
       aren't careful). These magics also teach a Darkfire how to
       attack on a spiritual level, where they are able to attack using
       techniques to attack beyond the physical body. This means that
       those that are hit with spirit purification don't just take
       damage physically, but their spirit takes damage as well. While
       spirit purification does strengthen normal spirits, it is still
       a useful technique against physical beings since it can attack
       beyond a mortal's physical body. For the most part, this is just
       a modified variation of the alchemy and elemental powers, and
       just applies this magic to the normal magic rather than make it
       some special magic. The Darkfires mostly only use this when
       fighting dark spirits, or when trying to strengthen nature
       spirits. Omega can still use these magics normally, though he
       usually defaults more to his dark arts these days.
       - Altered Swordsmen Magic Type: Fallen Corrupted Magic: After
       Omega became a fallen angel, Omega's holy magic was affected as
       well. Instead of being normal holy magic, his holy magic  became
       fallen angel corrupted magic using his aura of the fallen.
       Thanks to Kindron's knowledge of holy magic and conversion to
       fallen corrupted magic, he has learned things like corrupted
       item enchantment, and even corrupted elemental magic (Which he
       can use this using his Darkfire elementals). Even as fallen
       corrupted magic, this still manages to accomplish its original
       purpose, where Omega's magic is an answer to the opposing Dark
       Magician faction's dark magic (since corrupted magic can counter
       dark magic and holy magic alike) even if Omega doesn't really
       fight a lot of the Dark Magicians faction anymore. Omega has
       learned things like corupted light magic, corrupted healing and
       purification, and using corrupted elemental magic. When using
       corrupted elemental magic, Omega does not fuse his spirit to the
       elemental, as the corrupted magic power used negates the need
       for Omega to fuse his spirit to it. Instead, he simply uses
       elemental power using corrupted magic to create corrupted
       elementals using his elemental affinities. For Omega's corrupted
       magic, his corrupted magic is both offensive and defensive, as
       well as allowing him to use his dark arts and any power he used
       with holy magic (including healing and purification). This magic
       is more powerful than the normal Darkfire magic, so Omega can
       use more powerful magic spells when using this magic. This can
       even be combined with elemental weapon or spirit purification
       magics as well (though combining corrupted magic with spirit
       purification magic is a bit difficult as the two powers normally
       cancel each other out). As one might imagine though, this magic
       is more easily countered by normal magic power, in which almost
       any magic can counter this (since it is a corrupted magic and
       can be countered by other forms of magic). Since this magic is a
       corrupted elemental, Omega does have to be careful how he uses
       it, since it can be more easily countered, but can also more
       easily counter other magics.
       Darkfire Elementals:
       - Darkfire Elemental: Dark Flames: This is most Darkfire family
       members' first Darkfire elemental that they can use, which is
       typically one of most Darkfire's major elements. This uses fire
       manipulation, fused with the user's negative spirit energy to
       create black darkness flames or purple flames which the Darkfire
       family is known for (The color between purple and black varies
       depending on the strength of the Darkfire's spirit as weaker
       flames are purple but stronger dark flames are black). These
       flames are fairly easy to use, and work much like normal fire
       manipulation with the exception of these flames being stronger
       than normal flames. This is one of the main elements used in the
       Darkfire training, in which many start with this flame (But not
       always). Users are able to generate and manipulate these flames
       using their Darkfire elemental powers like one would expect.
       However, this goes beyond just using darkness to bond to flames,
       but using the dark flames just like what one would expect from
       any fire manipulation. When used, Darkfires with dark flames are
       able to do things like create fireballs, create explosive
       attacks, or melt objects with their dark flames. Depending on
       how they're used, these dark flames act like most other flames
       with one major exception. Similar to some flames like hellfire,
       the Darkfire's dark flames burn much hotter than normal flames,
       and are able to consume any flame that is a lower temperature as
       they are known as the flames that burn fire itself (most normal
       flame types other than ones that use hotter temperatures like
       other Darkfire dark flames, and Hellfire). Depending on the
       other abilities of the Darkfire, some Darkfires can add certain
       effects to their dark flames, such as a demonic Darkfire might
       create dark hellfire to do demonic damage. However, on their
       own, these flames just do darkness spirit energy damage as well
       as burning with flames. These flames are mostly countered by ice
       manipulation, and users have to create cold ice (much colder
       than normal ice) to counter these flames due to their very high
       temperature. However, users can counter these flames just like
       other flames, such as using wind manipulation to create a vacuum
       where flames cannot burn.
       - Darkfire Elemental: Holy Lightning: Lightning is a very common
       element in the Darkfires, and is often a second element to many
       Darkfires. Of course, there are plenty of elemental powers, but
       this is one of the more common ones alongside dark lightning
       possibly thanks to Qrow passing down his affinity for lightning
       in the Darkfire family (as it seems those directly related to
       him are more commonly seen with lightning affinities). This
       affinity allows a user to utilize holy lightning by fusing
       positive spirit energy to their lightning power, creating a holy
       lightning power. When used, this can still be used like normal
       lightning as one expects. Lightning is often a very used power,
       and those that learn it simply are able to do things like
       creating electrical waves, electrocuting people with
       electricity, or even learning to manipulate magnetic forces.
       Advanced users of lightning can do things like manipulate things
       that are magnetic using magnetic forces, create EMPs to take out
       technology, or even create concentrated lightning to more easily
       pierce opponents. However, Darkfires with holy lightning can do
       something unique with this lightning, and that is that they can
       use positive energies like holy energy and spirit energy as a
       conductor. Those skilled with holy lightning can actually use
       holy energy and spirit energy to amplify their lightning, and
       can eventually learn to attack intangible enemies by attacking
       on the spiritual plane with this lighting. There are plenty of
       properties of magnetic manipulation one can take advantage of
       depending on their skill level and knowledge, with there being
       plenty of techniques one can learn and different ways to use
       lightning and magnetic forces. If one wants to counter
       lightning, the best way to do so is to use water, which can
       short out lightning manipulation. For this holy lightning,
       demonic or dark power can also be used to counter this as well
       due to its positive type nature. Users can also do things like
       use lightning to remove ionic charge, or use physical objects to
       try and block electrical attacks as well using things like earth
       manipulation. One can also use energy to try and block the
       attacks as long as they can avoid the extra effects of the
       lightning.
       - Darkfire Elemental: Corrupted 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). For Omega, his holy ice has become corrupted
       ice, which he can use just like holy ice, except that his
       corrupted ice power can be used to do damage to both holy and
       unholy opponents. This became his third elemental after he
       started using his combat chip for ice manipulation. Unlike
       normal holy ice, Omega's ice doesn't have a positive nature, and
       those that are frozen in it instead suffer corrupted spirit
       damage as a result.
       - Omega Release Elemental Familiar: Tenryujin: This spirit is
       Omega's awakened elemental familiar (who's name means "Heavenly
       Dragon God"), in which Omega gained a this through experimenting
       with combining release states with elemental powers. After
       getting ideas from the church minister who trained Omega when he
       was young (and when Omega was still Kindron Darkfire), Omega
       developed this skill.  After Kindron became Omega, his second
       release elemental changed and became this spirit. When used,
       this creates something akin to an elemental familiar except that
       Omega's spirit fuses to his elemental power to awaken an inner
       elemental spirit manifested from Omega's own soul. By using the
       command "Rain down, Tenryujin", Omega summons this power that
       takes the form of a lightning dragon. This particular spirit is
       a dangerous lightning elemental that embodies Kindron's holy
       lightning power. To summon this familiar, Omega needs to just
       use some of his positive spirit energy, which allows his
       lightning spirit to manifest as a lightning dragon. Unlike the
       elemental spirit power, this doesn't use an outside spirit, but
       instead manifests what appears to be an elemental familiar from
       Omega's own elemental power. This spirit is Omega's familiar
       spirit, and can help Omega in a fight by taking the form of a
       medium sized lightning dragon (About the size of a large demon
       like Grave). This spirit, when manifested, uses holy lightning,
       and is able to attack with lightning being it's main element.
       This dragon is also able to attack using lightning, with it's
       lightning dragon breath and lightning claw being it's two most
       deadly attacks. This spirit is a lightning spirit, so it's best
       counter is water, which can dispel the lightning form and force
       this familiar back to Omega. Using special energy negation
       abilities can also force this familiar back to Omega if it's
       lightning form is negated by energy negation. This can also be
       countered more easily by unholy powers or by using things that
       counter the positive nature of this elemental. Spirit
       destruction can also be used against this familiar, which can
       actually destroy it if enough power is used that destroys the
       familiar. If destroyed with spirit destruction, this familiar
       will no longer be able to be summoned and Omega will have to
       redo this training to create another familiar (which can only be
       done out of battle due to the time and training required to do
       this).
       Darkfire Arts:
       - Darkfire Dark Flame Elemental Aura: When a Darkfire learns
       their element magic, the first thing they are taught is how to
       project that elemental magic from their aura. Instead of a
       normal aura, Darkfires project elemental magic from their auras
       by converting their mana into elemental magic that runs through
       their bodies. When released from the body, the aura becomes
       whatever element is focused most strongly into the aura. Any of
       the Darkfire's affinities can be used to generate this aura, and
       once generated, the Darkfire will always generate that element
       in their aura. For the most part, elemental aura has two states.
       The first is the inactive state when the aura isn't being
       actively used. While defense in this state is minimal, the state
       doesn't use a lot of energy and is more just a passive aura that
       can be activated when a Darkfire releases their aura. The second
       state, as one might imagine, is when the Darkfire releases their
       aura into an active state. When used effectively, this power
       generates from the Darkfire and actively works as a source of
       the elemental power the Darkfires utilize for their other
       Darkfire techniques. Depending on the main element they focus,
       this aura can have different effects, such as an ice type aura
       could freeze an area around the Darkfire, or a flame aura could
       heat up an area. Typically, this aura is a passive skill that
       acts like the source of most of the Darkfire techniques, but is
       also used to generate amplifying abilities to amplify the
       Darkfire in battle. This can also be uniquely done using
       different unique Darkfire factions techniques, such as the Dark
       Magicians faction have been known to use dark magic to power
       their dark flame aura with dark magic flames as means of making
       their aura stronger. The Swordsmen faction have also been known
       to use holy magic for this as well for a similar amplifying
       effect. For the most part, this power is a basis for the
       Darkfire skills, but in order to use certain Darkfire skills,
       this aura must be activated (some skills do use the inactive
       aura, like regeneration and teleportation). As one might
       imagine, this aura can still be overpowered like normal if an
       attack is stronger than the aura. Typically, this is just like
       any other aura, and mostly a power source, aside from a few
       things the elemental aura can do. Users can have more than one
       element in their aura (as some do have a two-layered aura), but
       doing so weakens the individual elements as a result. Once an
       element is chosen, the elemental aura cannot be changed, and can
       only be changed with special training that takes a long time
       (meaning this cannot be changed in a battle and can only be
       changed outside of battle with special training).
       - Darkfire Dark Flame Elemental Aura Defense: This is an effect
       of the Darkfire elemental aura training that was designed
       alongside the elemental rebirth power, and works in tandem with
       the elemental aura training. This elemental aura, in this
       training, becomes the basis of defense, in which they use an
       elemental aura to up their ability to block attacks and can
       dampen blows they take from attacks when the aura is in active
       state (it can be used for defense when inactive, but the defense
       gain is not very high compared to the active state). This
       elemental aura is also used to power Darkfire regeneration, in
       which Darkfires can regenerate faster when the aura is in its
       active state. As mentioned, there are two major modes of the
       aura. The first is the inactive state, where the Darkfire
       doesn't have the aura in a released state. This state doesn't
       add much defense using this technique, as the inactive aura is
       more just the passive aura when its not being used. However, in
       battle, this can be activated to full power, where the aura can
       be released into an active state and amps the Darkfire
       techniques emitted from the body, as well as powering most of
       the Darkfire techniques. When used, this aura can even grant the
       user special abilities depending on the element, such as earth
       users being able to use earth to create elemental armors around
       themselves or lightning users being able to push away magnetic
       objects away from their aura depending on the advanced level of
       the Darkfire and their affinities. However, counter elements can
       more easily break this defense, and aura breaker abilities and
       weapons can instantly break through this defense. This also
       requires elemental power to use, and the more energy being put
       out, the more quickly a Darkfire uses up their elemental power,
       meaning that Darkfires cannot run around with this in active
       state all the time or the Darkfires will lose their power too
       quickly. Most Darkfires only use it to block or dampen attacks
       rather than keeping it active all the time, which is why the
       Darkfires only activate it in battle (usually). If using it at
       full power, this can burn through elemental power, and
       eventually wear the Darkfire down.
       - Darkfire Elemental Absorption: Part of a Darkfire's elemental
       power is not just generating elemental power, but absorbing
       elemental power as well. This power is used to allow a Darkfire
       to absorb whatever elements they can use, converting them into
       their own power (For example a dark flame user could absorb
       flames and convert them into dark flames to use). This power has
       great use in battle, as the aura can absorb similar elements
       that can replenish a Darkfire's elemental energy. Once absorbed,
       the main purpose of the elementals is to be used to replenish
       the Darkfire's power, and the second purpose is to empower their
       elemental abilities. Typically, this absorbs the elements
       similar to the aura of the elemental, which works by converting
       elemental power. For example, since many Darkfires use dark
       flame elemental aura, those with dark flame auras are able to
       absorb other flame attacks and convert them into dark flames
       that can be used to replenish the Darkfire's power. This process
       allows a Darkfire a way to replenish and strengthen their auras,
       usually allowing them to extend their power, or give them a way
       to absorb new power when they run low. This power is a fairly
       basic ability, where Darkfires just absorb elementals. Depending
       on the elemental, the elements can only absorb the same elements
       (AKA a fire aura cannot absorb ice or lightning). It is also
       worth noting that absorbing an element requires overpowering it
       and converting it to the Darkfire, which requires the Darkfire's
       elemental control to be stronger (meaning the Darkfire must be
       able to overpower the elemental control with a stronger
       elemental control and then convert it to their own elemental),
       or requires the element not to be under someone else's control
       (IE absorbing a natural element around them that no one else
       controls). Typically, the biggest danger this power has is
       corrupted elements, which can do major damage to the Darkfire to
       absorb if they try (Which is the purpose of corrupted elementals
       to essentially overcome a user with their own element). The
       other danger is overloading the aura with power, which some
       Darkfires have to be careful of if there is a lot of an element
       (IE a wind user would have to be careful not to absorb too much
       wind) as their auras can be overloaded like many other energy
       absorption powers, which is why Darkfires cannot just always be
       at full power absorbing elements all the time, as they have
       limits on what they can absorb and how much they can replenish
       at any one given time.
       - Darkfire Dark Flame Elemental Rebirth Locked due to ultra
       varanium cybernetics: This is the main purpose of the elementals
       used by the Darkfire Clan that they developed their powers for,
       and is the crown jewel of their elemental techniques. The clan
       specializes specifically in elemental regeneration, using a
       specific elemental as a catalyst (usually from their aura).
       After choosing an elemental to power their regeneration, their
       regeneration is passively empowered by their elemental
       regeneration. Once used, Darkfires are able to regenerate almost
       any injury barring the exceptions of the heart and brain. Most
       Darkfires are strong enough with this to even regenerate lost
       limbs, or can regenerate damaged organs thanks to their strong
       regeneration. Darkfires are able to replenish their elemental
       power by absorbing elementals, and can use elemental power from
       the area around them to save on their own power (IE an earth
       user could use earth around them to regenerate rather than use
       their own elemental power). Typically, most Darkfires have their
       own way to get new elementals, usually by finding elementals in
       the area around them somehow. The Darkfires are known for this
       regeneration, and known for durability and defense over power,
       due to this power not only regenerating their body, but also
       regenerating stamina  during fights as well. Most Darkfires will
       usually rely on regeneration over power, and let an enemy tire
       themselves out against them by using this regeneration as a
       passive defense. This regeneration is a passive ability, so
       power negation doesn't usually negate it, but regeneration
       negation powers and items (like varanium) do interrupt this
       regeneration. Depending on the Darkfires, some Darkfires
       regenerations can be interrupted or slowed with counter
       elements, such as an ice user could freeze a Darkfire's body
       before they can regenerate using fire to prevent the flames from
       regenerating the Darkfire. This depends partially on the
       Darkfire and the elemental they use, and cutting off a Darkfire
       from their elementals they need to regenerate is the best way to
       wear down a Darkfire since they can only regenerate as long as
       they have either the elemental they need, or the power to
       generate their elemental power. It is also worth noting that
       each Darkfire can only use one element to regenerate, and
       switching requires special training and cannot be changed in
       battle no matter what skills or instant power gain abilities the
       Darkfire has.
       - Darkfire Elemental Teleportation: Another technique the
       Darkfires use using their elementals, this time using elements
       for getting around. Similar to how shadow users can shadow meld
       and use it to travel places, the Darkfires can use their
       elements to teleport, using their elementals as a catalyst to
       move from place to place. A Darkfire can teleport anywhere in
       the world with this technique, as long as they know where
       they're going and can concentrate on where they want to go.
       Typically, utilizes a combination of factors, but the simple
       aspect of it is that the Darkfire uses this power and then the
       elemental power connects to another location and takes them
       there. For example, a wind user could connect to another area
       and the wind then is used to teleport by moving the Darkfire to
       that area using the displacement of the elements between the
       locations. Some more advanced Darkfires more easily learn to
       utilize this by taking elemental form once they learn the power,
       using the elemental power to more easily change locations.
       Typically, this is a power that is used outside of battle, but
       some Darkfires can use this in battle to teleport around.
       Depending on the element, each element can connect to an area
       depending on how it's used, and this only requires training and
       modifying some supernatural teleportation using the Darkfire
       elemental powers. However, in order to use this, Darkfires do
       have to know where they're going, which usually means that
       either they must know where in space and time the place is they
       want to go to, or they have to have been there before (usually
       the latter among most), and Darkfires cannot use this to travel
       across time or dimensions (with a few exceptions), because this
       teleportation isn't strong enough to break the dimension of
       space and time. As such, most Darkfires have to be careful while
       using this, as if they don't know where they're going, they
       could end up somewhere random, or they could end up inside of
       solid objects if they end up in certain random locations which
       causes other problems. And once chosen, Darkfires cannot change
       what elemental power they use for their teleportation without
       special training to change their element. Though most of the
       time, the element chosen is more for show than anything. The
       only thing that most Darkfires choose when choosing an element
       to teleport is usually how much of an element they can use in
       the environment. For example, wind and earth teleportation takes
       almost no energy because earth and wind literally connect the
       entire world so both teleportations can go anywhere without a
       Darkfire usually having to expend their own energy, so Darkfires
       usually opt for more convenient elements that are more abundant
       in the world to prevent them from needing a lot of power to
       create an elemental. Though a way around this for some is for
       some Darkfires to use their auras to teleport, in which their
       auras radiating elemental energy can be used as their element
       for teleportation, something most flame and lightning users do
       when they don't have flames or lightning respectively to use to
       teleport.
       - Darkfire Elemental Familiars: This is another advanced
       technique of the Darkfires, in which they are able to use any of
       their elements to create elemental familiars to help them in
       battle using their elemental magic abilities to generate or
       create familiars made of elemental power. By determining an
       element to use and a form they want the familiar to take, the
       Darkfire can manifest these familiars at will using their
       elemental power. When used, they use their elemental and a
       portion of their spirit energy to connect themselves to the
       familiar, letting the two share senses which makes the
       elementals very useful for things like spying on people or
       scouting out an area. When used in battle, these familiars can
       be used to fight opponents, in which, depending on the element,
       can use special abilities on opponents, such as flame familiars
       being able to burn opponents or shoot fireballs, or ice
       familiars being able to freeze opponents and fire ice attacks.
       Each elemental familiar is made up purely of an element, and can
       take whatever form the Darkfire wants limited only by their
       imagination. This means that each elemental familiar technique
       could be different, depending on what the type of familiar the
       Darkfire wants to make. Depending on the familiar, the familiars
       can also have attributes from what they're made as, such as bird
       familiars being able to fly, and wolf-like or tiger-like
       familiars having claws, or snakes that specialize in using their
       elemental touch (Such as electrocution, burning or freezing
       depending on the familiar) to damage opponents through
       constriction or injecting their elemental energy into someone
       through a snake bite. These elemental familiars are often also
       used for scouting areas, since their senses are shared with the
       Darkfire. Of course, as one might expect, the counters to the
       elements remains the same, such as ice freezing a fire familiar
       or water shorting out a lightning familiar. And the more
       familiars made or the larger the familiar is, the less power
       that each familiar has, as having multiple familiars or a larger
       familiar reduces the power since having more or larger familiars
       means more energy has to be put out to maintain the familiars.
       - Darkfire Unique Elemental Semblance: This power was designed
       by Raven Branwen in order to allow the Darkfires to learn how to
       awaken their own special ability unique to them that is known as
       a semblance (which is used in aura training). Just like spirit
       power, users can awaken one specific ability through their
       spirit power, just like aura users can. Because every semblance
       is usually unique (though some are passed down in families
       depending on the semblance), there are as many semblances as
       there are grains of sand on a beach, so it's difficult to talk
       about each one. Most are able to gain things like special
       elemental techniques, or some gain new elemental combinations
       depending on what their own unique potential is. There are a
       wide variety of these semblances and how to use them, so each
       Darkfire is often different. For example, Raven Branwen has
       Kindred Link which is are portals that are linked to those she
       has bonds with, or Qrow Branwen (Raven's brother and the one
       Qrow Darkfire took the Qrow name from) had a semblance that
       brought bad luck to those around him. This could result in a
       variety of things including an amped elemental, a new elemental
       combination, transformation skills using elements, or elements
       with unique abilities. It is usually hard to predict what power
       one will have, and the only real thing known about predicting
       semblances is that many tend to be genetic and passed down in
       some form. No one is entirely sure how these powers come about,
       and depending on the Darkfire, some may not generate their
       semblances except under specific circumstances (some have gone
       their whole life without awakening their semblance). The main
       thing is that awakening this power is different for every
       Darkfire, and even with special training, this is usually 50/50
       at best if one gains a semblance or not. Each semblance has
       unique qualities, which includes both strengths and weaknesses
       (each semblance has weaknesses that must be stated by the player
       to balance the ability). For the Darkfires, most are elemental
       in nature, but there are some with unique abilities that aren't
       elemental. For the most part, this power is unique to every
       Darkfire, and this power is about as unique as the Darkfires
       themselves. Omega never figured out his semblance, and operates
       without really knowing it since he never awakened it.
       - Darkfire Elemental Form Locked due to Cybernetic Enhancements:
       This power is used by advanced Darkfires who learn to change
       their bodies into elementals themselves. Similar to how some
       vampires use intangibility, the Darkfires use their elemental
       form similarly, which lets them avoid attacks by shifting their
       body into elemental energy temporarily. This power requires a
       Darkfire to master a change in form not only in their energy,
       but in their bodies as well. Not only does it help avoid
       attacks, but also helps them regenerate without needing to use
       their power if they can consciously turn into elemental form (as
       in elemental form they are not damaged and can reform without
       damage back into their normal form). This form lets the Darkfire
       change into any element, as long as it's one of their elements
       (such as a dark flame user could turn into dark flames). When in
       this form, a Darkfire can also regenerate by reforming
       themselves using their element, but this doesn't use any less
       power than normal regeneration, so the only real benefit to
       using this is to use this to avoid attacks while regenerating or
       using it to regenerate more easily. While they can't attack,
       Darkfires can use the effects of whatever elemental form they're
       in on others who try to attack them, such as a fire user burning
       people who come into contact with the fire form. The main use of
       this was the elemental shapeshift power (more in next ability)
       that let the Darkfires take specific elemental forms. This is
       more just a basic elemental form power, and the basis of the
       elemental shapeshift ability. While in this form though, they
       can be forced back to normal by counter elements, such as dark
       flame forms being forced back to normal against ice powers.
       Opponents who also use form negation attack powers can also
       counter this power through abilities like swordsmen wavelength
       form negation, and other skills that developed ways to counter
       this, as well as aura breaker weapons also working to the same
       effect. While in this form though, a Darkfire cannot attack
       opponents, as they aren't physical enough to attack beyond
       simple effects, and if a counter element destroys this form
       without a Darkfire returning to normal, it will kill the
       Darkfire as it will destroy their body complete if the elemental
       form is completely dispersed.
       - Darkfire Elemental ShapeshiftLocked due to Cybernetic
       Enhancements: This was a power that was passed to the Darkfires
       through Raven Branwen, who could change her form into animal
       form as one of her clan's special aura abilities. This modified
       art allows the Darkfires to use their elemental form to
       transform into new creatures, turning into something akin to an
       elemental familiar (but the Darkfire themselves take this form
       instead of creating a new elemental familiar). Many use this as
       a means to travel using bird form, or can use it to scout out
       areas as a small animal. Whatever they turn into is up to the
       Darkfire, as the possibilities are pretty much only limited by
       the Darkfire's imagination. This is very similar to the
       elemental shapeshift form, but instead focuses the Darkfire to
       take a specific form instead of just being an element. Depending
       on what they transform into, they may gain certain attributes,
       with some even being able to change into certain supernatural
       creatures depending on their power and elemental, such as some
       Darkfires who take the form of elemental dragons (but they don't
       gain dragon energy or other dragon abilities beyond using their
       element like flame breath). Some choose birdlike or flight
       capable forms so they can fly around, being useful for scouting
       and flying around, while some prefer battle forms, like wolves,
       tigers, and bears. Typically, this is more of an advanced
       elemental form, and the means to learn their unique elemental
       form (more later). When in these forms, the Darkfire doesn't
       gain new abilities (aside from certain beast-like attributes
       like claws and sharp teeth for some creatures or wings and
       talons for other creatures depending on the form), and they
       cannot create new abilities usually (like a dragon form won't
       suddenly have dragon energy). However, it does have the same
       drawbacks since the elemental form can be overcome by one who
       uses form negation, aura breaker weapons/powers, and counter
       elements to force the Darkfire back to normal. It's also worth
       noting that the longer a Darkfire stays in this form, the more
       power they use, and have to keep their power sustained to stay
       in this form. And the same weaknesses of the elemental form
       power still apply to this, as things like dispelling a
       Darkfire's elemental form completely without them changing back
       will kill them since they cannot reform a body without
       converting that elemental power back into their body (as the
       elemental form is still their body just in a different form).
       - Darkfire Unique Elemental Form Shapeshift Locked due to
       Cybernetic Enhancements: Thanks to special developed a Darkfire
       skill by Raven Branwen and Qrow Darkfire, each Darkfire is able
       to awaken one unique elemental form they can take in their
       elemental form that has unique abilities and acts as their main
       transformation ability using the Branwen family art of
       transformation. This form granted is unique to each Darkfire,
       and depending on the form, most Darkfires gain enhanced
       abilities through their unique form. For example, if one gained
       the form of a bird, they would not only be able to fly, but
       would gain enhanced sight and hearing comparable to that of
       birds when in their unique form. Some can gain other powers,
       like the enhanced strength of a bear, or the speed of a cheetah
       when in these forms. After gaining this form, the Darkfire is
       able to manipulate the form, where they can change how solid or
       intangible they are, or can change certain aspects of their
       physiology. For example, a dark flame form could become more
       solidified flames that don't hurt people to touch, or they could
       stay a flame that can burn people who touch them in battle (they
       will usually determine this by the situation, as being around
       allies they will usually stay in a passive form that doesn't
       hurt their allies, but in battle they will stay in an attack
       form). They can also still manipulate their elementals in
       battle, such as a fire form could still use fire attacks on
       opponents. Each unique elemental form is different, and the
       Darkfire is able to switch into this form at will through the
       Branwen family transformation art that is passed down in the
       Darkfires, and maintain it more easily than normal elemental
       form. Most Darkfire elemental forms are typically much easier to
       use than their normal body, which is why many Darkfires usually
       prefer their elemental form rather than a typical human form,
       though there are many that don't use this unless they have to
       depending on who they are. Typically, how the form is used is up
       to the Darkfire, with each Darkfire being able to use it for
       different uses. For example, a birdlike form might be more
       useful for scouting and spying, while a bear form might be more
       useful for battle. However, in this form, while they reform more
       easily thanks to being in elemental form, they also can be
       damaged more easily by counters to the element, such as ice
       countering a fire form or lightning countering a water form. And
       the same weaknesses to elemental form do still apply in this
       form.
       - Darkfire Unique Elemental Form Sustenance Locked due to
       Cybernetic Enhancements: Each unique elemental form, depending
       on the elemental and on the Darkfire, is often able to sustain
       themselves differently than they do as a normal human thanks to
       how the Branwen family transformation art works for the
       Darkfires. Each form has it's own unique ability for sustenance,
       in addition to some other things that the Darkfire can do to
       keep their power restored. For the most part, Darkfires who opt
       to stay in their unique forms often simply have to keep their
       power up in order to remain in their unique form, which usually
       involves doing normal things like eating and sleeping (things
       they would do normally). While Darkfires can still recharge on
       their own elemental powers using similar elements, such as a
       dark flame form being able to recharge on a normal fire, some
       can also recharge more energy by other methods, such as a flame
       user being able to eat and burn up anything to keep their flame
       form burning, or a water user drinking water to maintain their
       form. Each form is different as not only does each element have
       different requirements, but different forms might have different
       requirements, and some can even do things like eating normal
       food to survive, assuming they can gain sustenance or use it in
       restoring their power in some way, like an earth user could
       break down the earthly elements in food and use it to absorb the
       earthly elements. Many Darkfires even find other ways to do
       this, such as absorbing mana from the air to replenish their
       magic power (if they are normal magic based), or come up with
       unique abilities, such as a a vampire bat form using blood as a
       power source (which some elemental vampire bat forms have used
       blood even though the Darkfires are not vampires in this
       universe). This is different depending on the Darkfire, and if
       they don't do this in some form, they will eventually run out of
       power to maintain their form, and once that happens, they will
       return to normal, and won't be able to change until they
       replenish their power. And if a Darkfire runs low on energy,
       even sustenance may not allow them to keep this form if they run
       low enough on energy.
       - Darkfire Elemental Amplification: The Darkfires are able to
       use their elementals to power themselves up, being able to use
       elements to passively enhance their ability by absorbing a
       specific element into themselves using their auras to amplify
       their physical abilities and elemental abilities. This ability
       was designed originally to replicate aura amplification, but
       instead of using aura, a Darkfire uses their element to enhance
       their powers temporarily using their element. However, a unique
       thing Darkfire can do that aura users can't is that a Darkfire
       can absorb elements outside of their body that aren't theirs,
       being able to absorb elemental attacks if it's made of an
       element they control. This includes being able to absorb special
       elementals, such as a lightning or flame user being able to
       absorb heat lightning or lightning flames used by an opponent as
       long as it is made at least partly using an element they
       control. Depending on the elemental absorbed, the Darkfire can
       gain temporary abilities based on the element absorbed and what
       properties it has, usually gaining abilities depending on the
       other power used in combination with their elemental. For
       example, a Darkfire absorbing holy flames could gain temporary
       holy power as the flames empower them, or a lightning user could
       gain ice powers temporarily from absorbing ice lightning.
       However, this is only temporary, as this requires the element in
       order to power up, which means that opponents have to attack
       with a similar element. This also cannot be used with corrupted
       elementals, as others who use corrupted elementals designed them
       to counter powers like this. The Darkfire can also only absorb
       similar elements. This means that the element must be present in
       at least some of the element. For example, a fire user couldn't
       absorb ice lightning because there is no fire or heat power used
       in it, though a fire user can absorb heat lightning because it
       does use fire/heat based power. This amplification can also be
       overcome with counter elements, and even using certain energies
       to counter this amplification.
       - Darkfire Elemental Healing and Purification: This power
       utilizes the Darkfire's elemental power in a different way, in
       which their elemental powers are designed to heal others by
       using their elemental magic. How this is used depends on the
       Darkfire's elemental power, and not all Darkfires can heal
       effectively, but most can heal in some way. Typically, healing
       someone using a Darkfire power utilizes the elements in unique
       ways, and learn to utilize this to replicate the effects of
       healing and purification abilities. This power utilizes the same
       power source as the elemental rebirth power, but instead of
       healing oneself, the power heals others by projecting their
       power over someone else. For example, a dark flame user might
       use their dark flames to use heat to bond a wound closed, or
       using lightning to re-bond cells together using magnetic bonds
       to draw the cells back together. This depends on the element,
       and each element can do this in some way, with earth and wind
       usually being the best healing elementals. Typically, this power
       is used to replicate healing and purification of other races
       abilities, even if it's not always as effective. This can be
       used with any elemental, though most elementals achieve the same
       end result somehow. Typically, this works best with wind or
       earth abilities, since using earthly elements can more easily
       heal wounds using the body's earthly minerals to restore the
       body by manipulating the minerals, or wind can re-bond cells
       together more easily. The second part of this power is
       purification, where Darkfires can purify certain types of
       presences by using their elemental power. For example, a holy
       elemental could purify death energy, or a dark elemental could
       purify a holy energy poisoning. For purifying presences, usually
       lightning and fire are the two best ones to use, since they can
       destroy targeted cells and energies more effectively than most
       other elementals. And with purification, the holy or dark aspect
       also makes a difference in purification as well. This mostly
       depends on the user and their knowledge, and not all Darkfire
       elementals are great (as one might be better for one aspect of
       this power over another). Typically, this power is hard to
       master, but many Darkfires can use this very effectively if they
       know what they're doing.
       - Darkfire Elemental Touch: This ability is dependent on the
       elementals used by the Darkfires. This lets a Darkfire use their
       touch to use their elemental power on someone, by focusing their
       power through their aura when then are in physical contact. This
       is more useful with some elements than others, and depending on
       the element used, some elements can do different things. Fire
       users are able to burn and melt things through physical touch by
       heating things up, ice users are able to freeze things on
       physical touch by using their ice powers to freeze, lightning
       users are able to electrocute things using physical touch, wind
       users are able to slice through things with their attacks, and
       earth users are able to manipulate earthly elements through
       touch, like absorbing metal and other elements from touching an
       object or change the form of an object through touch. Some who
       use this are able to do different things depending on the
       element, with more advanced users having more techniques using
       this power, such as an earth user being able to break down the
       elements in certain weapons to disassemble them. Some have even
       built combat styles around this power, using it to amplify their
       physical combat, most prevalent in certain Darkfire Kenpo
       sub-styles that utilize elemental abilities. Of course, the
       Darkfire can only use the touch powers of their own elements,
       and depending on how skilled they are, certain Darkfires may be
       able to do more with their elemental touch ability depending on
       their knowledge. However, this does require physical touch to
       use, and users can only use this in ways that make sense for
       their element (For example, a fire user can melt things, but
       cannot freeze things unless it's an ice flame power with this
       touch power as that's not how normal fire works). Typically,
       energy defense or counter elements are the best ways to counter
       this, such as using ice to counter a fire touch, or using energy
       defense to protect against the elemental effects.
       - Darkfire Elemental Blade: By focusing the elemental aura, the
       Darkfire can create an elemental blade around their arm, usually
       extending from their hand into a blade, or they can form this
       around a weapon to create an elemental blade around a weapon.
       Typically, this is an attack skill designed to fight opponents
       by using energy to the Darkfire's advantage. Just like many of
       the elemental abilities, Darkfires typically have to learn how
       their elementals can be used, as each elemental power for this
       is different. For example, a dark flame blade could burn through
       certain objects when cutting objects, or a wind blade could be
       made to more easily cut through objects and fire slashing waves.
       This depends on the Darkfire and their elemental powers, but
       most are able to do this with any elemental power they control
       in some form. Typically, the easiest blade to create is the same
       as their aura, as doing so using their aura elemental power is
       usually easier than other elements due to it requiring far less
       power to use, and it being easier to concentrate from an aura as
       the aura can just form the blade rather than generate new
       elemental energy. Beginners can use this fairly easily once
       focusing it, but advanced users can learn to fire elemental
       blasts and waves from this blade, or the blade having different
       effects based on what the user wants to do. For example, a wind
       user could focus their wind blade with explosive gases to
       explode on impact with an opponent, or a lightning user could
       reverse one's magnetic field on contact to send them flying back
       from the point of attack to knock them off balance. This depends
       mostly on the element and the Darkfire's elemental knowledge,
       though most Darkfires typically use this more with a weapon,
       with some even having weapons specially made for utilizing this
       technique. This is countered just like any elemental power
       though, and counter elements are usually the best method. Some
       physical defense skills might also defend against certain uses
       of this, though usually energy defense is the best defense
       against this power since energy defense can block most elemental
       abilities.
       - Darkfire Elemental Spear: This is a basic elemental techniques
       the Darkfires developed based on the basic elemental bolt spell
       (a basic elemental spell). In this technique, the Darkfire
       concentrates elemental power from their aura into a small spear
       like form, and then fires it at opponents. While it may seem
       simple, there are plenty of ways to utilize this ability. For
       example, this technique is very adaptable, and can be modified
       for a variety of purposes. For example, the Darkfire could
       change the spear form into another form like a sword, knife or
       trident if the Darkfire wants to stylize the attack differently.
       Another example is that this technique can be fired from a
       Darkfire's elemental aura directly, where the aura can be used
       to fire this for faster attacks when the aura is in an active
       state. This technique can also be fired in a few different
       variations. The normal form of this technique is where the user
       will fire one elemental spear. However, there are two other
       major variations that the Darkfires have come up with over the
       years (with some coming up with other variations). The first
       variation is that Darkfires can use more energy and create a
       barrage of these spears, essentially creating a flurry of
       elemental spears, whether they are concentrated on one person,
       or fired from the aura in multiple directions to take out a
       group. The other variation is a charged spear, where the
       Darkfire can charge the spear using elemental energy to make it
       stronger to either grant it a stronger impact, or increase its
       piercing power. And depending on the element used, the spear
       will have specific properties, such as a dark flame spear can
       melt through almost anything, or a concentrated lightning spear
       can specialize in piercing. Depending on how it's used, there's
       a variety of variations to this technique depending on the
       element, and how creative the Darkfire is with this technique.
       As one might imagine, countering this can be done with counter
       elements, or other energy defenses depending on the attack.
       Depending on the attack, some may be better to dodge than block,
       or vice versa ( For example, piercing attacks should be dodged
       rather than blocked).
       - Ultimate Darkfire Technique: Darkfire Lance: This is the
       ultimate technique of the Darkfires utilizing immense elemental
       power. Once a Darkfire is able to condense elemental power, the
       Darkfires can learn this ultimate technique. When using this,
       the Darkfire creates a long projectile to throw at opponents out
       of elemental power by combining the elemental blade technique
       with the elemental condensing and elemental spear techniques.
       When thrown, the Darkfire Lance explodes on impact, creating a
       massive explosion of elemental energy. Depending on the
       elemental power used, the elementals will have unique effects
       upon exploding. For example, a dark flame lance will explode
       with enough dark flame energy to incinerate almost anything in
       the explosion, while a holy ice lance will freeze anything in
       the explosion of the lance. For the most part, this is designed
       to be the most powerful technique the Darkfires have, in which
       they learn to utilize this to create a powerful move to attack
       with. The Darkfires can even choose not to throw it, and instead
       wield it like a lance weapon where they can attack with it,
       creating small explosions on impact when hitting opponents or
       objects with the lance. This technique is another that can be
       modified for the situation, where Darkfires have also been known
       to turn the lance into other forms, like a sword or a trident,
       or even one Darkfire who fired it from an elemental energy bow.
       This technique creates a strong enough explosion that it can
       take down most opponents, and using the Darkfire's elemental
       power will usually make this a very powerful attack. However,
       because of the sheer power of it, a Darkfire has to be careful
       with it, as it takes absolute mastery to use this technique
       without hurting oneself with it, as the user can be hurt with
       this technique just as opponents. For example, if the Darkfire
       is caught in the explosion of the lance, they can be affected as
       well, with certain impacts and effects that can still affect the
       Darkfire despite it being their elemental energy (for example, a
       Darkfire may survive the dark flames of a dark flame lance
       explosion, but the pressure can still kill them if they are
       caught in it). As such, Darkfires are advised against using this
       if they aren't sure they can hit opponents. It is also worth
       noting that this technique requires a lot of elemental energy to
       use, so many Darkfires can only create one or two of these, with
       only a few more powerful Darkfires being able to create more.
       This is a technique that one should dodge rather than block,
       because of the explosive potential of the attack.
       - Darkfire Elemental Battle Sense: In order to sense their
       elements, Darkfires have to use their elemental connection in
       order to be able to tell where their elementals are. Thanks to
       the Darkfire's elemental training, they learn to sense their
       elements, granting the Darkfires unique senses depending on the
       elements they control. For example, fire and ice manipulation
       (whether positive or negative Darkfire elements), will usually
       grant thermal vision by analyzing the temperature of everything
       around them, with the Darkfires being able to sense ice or fire.
       Electrical senses include being able to sense electricity and
       even being able to tune into electrical-based communicate or
       sensing magnetic fields. Wind manipulation will grant the
       Darkfire the ability to sense the gases in the air, where they
       can identify any kind of gas in the air around them thanks to
       them being able to sense the air. Earth manipulation will grant
       the user an earth sense, where they can sense anything solid
       around them, including people by sensing the earthly elements in
       everything. Water manipulation can grant one the ability to
       sense the moisture in the air, where they are able to sense
       things like humidity or what form moisture takes. For the most
       part, this is not just about sensing elements though, as this
       grants the Darkfires the ability to sense those around them.
       Since every element is all present in the Darkfires, any of the
       Darkfires can sense people around them by the elementals (such
       as earth users can sense people by the earthly elements, or
       lightning users can sense others by their magnetic fields).
       While each elemental sense is different based on the element,
       they all accomplish the same end result, letting the Darkfire
       sense both their elements around them and sense other people
       around them. This power isn't about predicting opponents like
       some battle senses are, but rather this is about being able to
       sense the environment around the Darkfires, and allow them to
       act accordingly. As such, this isn't really good for offensive
       combat, and is mostly only good in battle for sensing the
       opponents using elemental senses. However, Darkfires cannot use
       this to predict or read opponents, as this is more of a general
       elemental sense.
       - Darkfire Elemental Armor Defense Skill (Defense
       Amplification): This technique utilizes an element, but
       concentrated towards a certain part of the body in order to
       defend the body against attacks. By combining the elemental
       touch and elemental aura, the Darkfires can use this technique
       to improve their defense. For example, a Darkfire with lightning
       would charge a certain part of their body with lightning to
       improve defense, such as coating their arm on condensed
       lightning to block an attack with their arm. This allows a
       Darkfire to condense the elemental from a certain point in their
       body, in which they use it to defend against attacks more
       easily. The element improves defense, and depending on the
       element, some elements can have unique effects when the opponent
       attacks. For example, a Darkfire using dark flames could form
       this around their body and use it to burn opponents who hit them
       (as the element used still has effects of the element on
       opponents if they make contact with it). And when using this,
       the form of the technique can be altered depending on the
       situation and creativity of the Darkfire, such as earth users
       who have used this to create armor around their bodies, or a
       lightning user who used this to influence the magnetic fields
       around attacks to repel them on contact. Depending on the
       element used, the elements can be used with different skills for
       different effects, and depending on the Darkfire, this can turn
       a defensive move into an offensive one (such as a Darkfire who
       uses the dark flame defense can make the dark flames explode on
       impact to damage an opponent while they're attacking. However,
       while this power is defensive, it can still be broken by
       stronger attacks, as users may be able to still attack and break
       this if their energy or physical strength can overpower the
       defense. There are also certain other techniques that can
       counter this, such as energy attacks being able to pierce
       through, or users who use aura breaker weapons being able to cut
       through this defense. It is also worth noting that Darkfires
       using this cannot hold this for too long or use this to cover
       too much of their bodies, as this technique takes a lot of
       energy, and cannot be held in place for too long without
       draining the Darkfire of power.
       - Darkfire Elemental Armor Offense Skill (Attack Deflection and
       Form Negation): This technique was based on certain other
       abilities, like swordsman wavelength and similar abilities that
       use attack deflection and form negation. This variation of
       elemental defense is more about offensive skill, where the
       Darkfire will focus their power in order to attack opponents.
       This could be as simple as charging their fist with elemental
       power to affect enemies when they punch them, or using an
       elemental power to deflect an attack. There are two major
       aspects to this power. The first is using this to deflect
       attacks, where the Darkfire uses a mastery of energy to change
       the trajectory of an attack with their own attack. For example,
       the Darkfire could parry an attack using the elemental defense,
       and use the elemental armor to redirect the attack by focusing
       the elemental to move the attack aside. More advanced users are
       even able to reflect projectile attacks back on opponents when
       using this power, in which advanced Darkfires are able to use
       this to great effect to change an attack's momentum by attacking
       it directly and using their elemental power to influence an
       attack (such as a magnetic user being able to redirect attacks
       using magnetic force). The second part of this is form negation,
       where powers like Pai Zhua or Haki have been used in order to
       strike opponents using energy that dispels energy. This allows a
       Darkfire to attack an opponent no matter the form they are in,
       and even works against intangible opponents. This can even be
       used to attack incorporeal beings, such as spirits, in order to
       allow the Darkfire to strike things that normally wouldn't be
       able to be attacked. Since the Darkfires had a major rival in
       the Hazeldines, this was designed originally to attack them when
       they are melded into the shadows, or attack certain opponents
       who can also take different forms like some who can also take
       elemental forms. However, it is possible for those with stronger
       energy defense to block this technique if they have a similar
       defense skill like haki, Pai Zhua or certain types of chi
       training, as stronger energy defense skills can block this if
       the defense is stronger than the offensive skill. And just like
       the defensive skill, this techniques effects can be instantly
       dispelled by energy dispelling or aura breaker weapons and
       powers. This power also requires focus as well as elemental
       power, and typically uses more power than normal to utilize this
       since this technique requires extra power to condense and affect
       attacks.
       Darkfire Spellbook and Unique Alchemy Arts:
       - Darkfire Elemental Spellbook: After the Swordsmen faction
       trained with the werewolf alchemists, the alchemists shared
       their spellbook ability with them, allowing the Darkfires to be
       granted unique spells through a spellbook the same way the
       werewolf alchemists do that any Darkfire can now develop as one
       of their optional skill-sets. Their spellbooks are special books
       given to them which become bonded to their being, and the books
       manifest spells based on the powers of the Darkfire they bond to
       and the affinities of the Darkfire, with each one being
       different (even among ones that use the same element usually).
       These books start out as basic spell books with no writing, but
       after bonding, the spell books start gaining spells as the
       Darkfire grows in mind and spirit, using the combination of
       strong mind, body and spirit to determine when new spells will
       be unlocked, and as the user grows their alchemy power and
       knowledge, their unique spells may become more powerful (IE a
       lightning user's spells will gain more power as the user learns
       to utilize lightning in alchemy more effectively). Every
       Darkfire starts out with one spell, but slowly builds as they
       grow, and gains new spells. The spells are usually connected to
       a specific ability, like one Darkfire might specialize in wind
       spells, while another might focus physical attack spells (it is
       rare for a spellbook to specialize in more than one unique
       ability and it's even rarer for a book to have more than 2
       unique abilities). Each book usually has different spells,
       though some people with similar abilities may sometimes gain
       somewhat similar spells at times (For example, someone with a
       lightning book similar to someone closely related to them might
       have similar spells). However, each set of spells and each
       spellbook works differently, with each Darkfire having their own
       abilities with their spellbooks that are often unique based on
       their skill-sets and abilities. Each one is different (though
       sometimes spells may be passed down in families if families have
       the same affinities), so naming them all is impossible, but if
       one wants to fight an Darkfire with a spellbook, the best thing
       to have is magic resistance or immunity as they apply to all
       magic types rather than just one, as each magic spellbook
       usually has it's own strengths and weaknesses such as elemental
       type spells being weak to counter elementals or certain other
       spells having specific weaknesses. And since their magic is more
       neutral than anything, other types of magic can counter it as
       well, such as holy or dark magic (though the Darkfires also have
       dark magic users and holy magic users depending on the faction
       and the Darkfire). It is worth noting that Darkfires cannot
       change their spells they gain unless their spell book is
       destroyed and they get a new one (as some Darkfires who realize
       certain affinities might gain different spells when getting a
       new spellbook if their affinities are different enough from when
       they got the first spellbook), but this requires starting from
       scratch in terms of spells. It is also worth noting that while
       the Darkfires can use these spellbooks, if they are destroyed,
       the Darkfire loses access to these spells completely, and won't
       be able to use spells without another spellbook (in which they
       then have to start over with spells).
       - Unique Darkfire Alchemies: Similar to the Werewolf Alchemists,
       the Darkfires also have unique alchemies based on their
       elementals. Typically, this reflects whatever they have an
       affinity for, or they can learn specific alchemy arts from other
       Darkfires (usually passing them down in certain parts of the
       family), such as certain Darkfires that have developed specific
       arts (For example, one smaller part has special alchemic
       explosive dark flame alchemy.) There are usually two different
       ways to gain unique alchemy types. The first is that one often
       makes an alchemy type based on their spellbook abilities, where
       they will usually model their alchemy to try and create an
       attack alchemy as close to their spells as possible (For
       example, a spellbook of holy energy might inspire the Darkfire
       to try building a holy magic alchemy). The second is that they
       can learn alchemies from others, in which alchemies can be
       passed down in smaller parts of the family or in specific
       factions of the Darkfires (like dark magic being used by the
       Dark Magicians faction). Usually, the type of alchemy depends on
       the elements the Darkfire uses and what the Darkfire wants to
       specialize in. These arts can vary depending on the Darkfire and
       their affinities, with some being elemental based, some being
       physical enhancement based, and some just being other unique
       methods of alchemy depending on what they're able to learn.
       Typically, these are battle type alchemies designed to combat
       opponents, usually using the Darkfire elemental power in unique
       ways. Overall, there are just as many versions of unique alchemy
       as there are unique spells, so naming them all is almost
       impossible as there are many that even develop their own alchemy
       as they learn more about the world and their elementals. Though
       usually, the alchemy they learn is one they do have to have an
       affinity for (IE a lightning user could learn lightning alchemy,
       but may not have an affinity for certain other alchemies like
       fire alchemy unless they have other affinities). Each alchemy
       has it's own strengths and weaknesses, with elemental types
       usually being countered by counter elements, and physical
       amplification types being countered by other physical
       amplification powers. Typically, every alchemy has it's
       weaknesses, though almost every alchemy is still magic based, so
       using things like magic resistance/immunity also helps if one
       wants to defend against this kind of magic based alchemy, or one
       can also use things like anti-magic. In the Darkfire's case
       compared to those like the werewolf alchemists, the Darkfires
       can be countered by groups that use similar types of techniques
       (for example, the werewolf alchemists unique alchemies were
       often able to counter the Darkfire's unique alchemies, or the
       Hazeldine clan had dark alchemic magic to counter the
       Darkfires).
       - Darkfire Magic Storage/Connection to Self: The Darkfires
       spellbooks are connected to their souls, which has a few
       different aspects. Unlike the werewolf alchemists who developed
       the spellbook art, the Darkfires utilize this differently. The
       first thing that's different is that the Darkfire doesn't summon
       this from their soul, but instead uses their magic item storage
       spell to essentially store their spellbooks in a pocket
       dimension where they store items. This allows a Darkfire to keep
       their spellbook safe, with the Darkfires usually having a
       separate part of their item storage pocket dimension for storing
       their book safely away from other items that might cause damage
       to the spellbook. Because losing a spellbook to being destroyed
       is such a big deal (as the book being destroyed means they lose
       their unique skills, which can mean years of work on their
       spellbook is gone in an instant if the spellbook is destroyed),
       the Darkfires do their best to protect these spellbooks. The
       Darkfires can use these spells without the spell book being
       manifested, similar to the werewolf alchemists, and like the
       werewolf alchemists, have to check the spellbooks periodically
       for new spells that may have unlocked. While the Darkfires have
       the same connections to the spellbooks that the werewolf
       alchemists have to theirs, the Darkfires use their own storage
       method. Since the Darkfires are human in this universe, they
       don't utilize certain supernatural skills that they don't have
       an affinity for, so this is the best way for them to store their
       spellbooks. And unlike the werewolf alchemists, who can have
       their spellbooks destroyed by spirit destruction, the Darkfires
       aren't vulnerable to that since their spellbooks aren't in their
       soul, but in their pocket dimensional storage. However, this
       does open up the Darkfire's spellbook to being vulnerable to
       those that can cut through dimensions, as a user might destroy
       the spell book with a dimension cutter attack if the Darkfire
       isn't careful. Just like the alchemists, the Darkfires books
       will burn away and vanish when taken enough damage, or someone
       uses a destruction spell on the books. Once destroyed, the
       spellbook is unusable and the Darkfire must start a new
       spellbook and start from scratch as the spellbook won't be able
       to be restored or the spells recovered.
       - Spellbook Spell Gain Basic Requirements: Balance of the Mind,
       Spirit and Body: Spellbooks are not like normal spellbooks, and
       Darkfires have to utilize special training to use their
       spellbook's spells. There are three aspects to a spellbook,
       which are the mind, the spirit, and the body. Each of these
       aspects must be at a specific level in order to use a spell, and
       an alchemist usually has to train these up in order to gain new
       spells. Typically, users have to constantly balance their mind,
       spirit and body, and they learn to do this effectively so that
       they can learn what they need to unlock new spells. No matter
       the Darkfire, they must learn these aspects, with each requiring
       specific training in order to utilize. As such, spells are not
       as easy to unlock as just powering up one's magic and trying out
       random abilities, and often require specific training, or even
       specific situations in order to unlock new spells. Even though
       Darkfires can unlock spells faster by experimenting with
       different combinations of power in the mind, spirit and body,
       there's no way for users to know what combination will unlock a
       spell, and sometimes a user has to grow in power before they can
       gain a spell. Even with heavy training and natural talents, no
       affinities will magically make the alchemist able to unlock new
       spells at will, as even the most advanced alchemists are at the
       mercy of the requirements of their spellbooks to gain new
       spells. It is also worth noting that Darkfires can only unlock
       spells in specific numerical order, so they couldn't unlock more
       powerful spells before unlocking their other spells that come
       before it. In every spellbook, there is the first spell, and
       then each spell numbered afterward that comes in order. Even if
       a user gets the right conditions for a later spell, they will
       not unlock the spell until they have the other spells (IE a
       sixth spell would only unlock after the 5th, even if the user is
       in the right conditions for it after the third spell). As such,
       many Darkfires have to train all three aspects, and be ready at
       any time to find the right combination of aspects to gain new
       spells.
       - Spellbook Spell Gain Requirement: State of the Mind: This is
       the first aspect of requirements that the Darkfire must meet in
       order to unlock new spells in their spellbooks. This first
       aspect is the emotional state of the Darkfire, and the state of
       their mind. Different spells will have different emotional
       states that are required to unlock them, as some might be
       activated using strong emotions, some might be activated in
       desperation, or some might even require a specific mindset to
       unlock. For example, many Darkfires find that the bonds of their
       friendships and family connections often lead to stronger spells
       and faster spell unlocks, as most Darkfires are about unity
       among their family, and friends, and the Darkfires view family
       as their strongest bonds. Typically, each spell has a unique
       aspect of how it is attained, in which some require specific
       mindsets, some require specific emotional states, and some may
       even require certain levels of desperation in the mind to unlock
       a spell. Usually, the strength of the emotions and of the mind
       is the main focus of this aspect, and usually the aspect that is
       required to reach this requirement depends on the spell and what
       it requires. Users can attain this aspect more easily if they
       are able to utilize the right mindsets that their spellbook
       requires, as most spellbooks usually are constant on how they
       unlock with certain exceptions (normally a spell book only uses
       one major aspect in different variations, but some spells may
       require a specific emotion or mindset to unlock different from
       the normal training). There is no way to know ahead of time
       which state of mind or emotions are needed, so Darkfires can
       only strengthen their minds and learn to utilize their emotions
       properly to more easily reach states that might help the unlock
       new spells. Even if a Darkfire were to figure it out, not even
       their disciplined mind training can replicate the conditions of
       the mind (as some have tried to force the condition of the mind
       into the state needed, but unless the state of the mind is
       genuine, this requirement cannot be faked with disciplined
       mind).
       - Spellbook Spell Gain Requirement: Focus of the Spirit: The
       second aspect of this is the spiritual aspect, in which a spirit
       must focus to a certain aspect to unlock the spell. For this
       aspect, the spirit focuses the magic, and the spirit's focus and
       power usually determine what this requirement will need to be
       met to gain a new spell. Typically, this is a much more easy
       thing to predict, as lesser spells often require less power,
       while higher level spells must reach a certain point of
       spiritual focus before the spell can be obtained. There are
       certain aspects to this though, and not just becoming a stronger
       magic user or a stronger spirit. Typically, one of the major
       aspects is how strong of a magic user or spiritual power user
       one is, as higher level spells require more magic power, and the
       requirement is so that a user is at the right level to utilize
       the spell. The other aspect is if there is a specific spiritual
       aspect that is required, like a spell that might require a
       certain aspect of one's magic to reach a certain level (like a
       lightning user might have to be able to use their magic to
       generate lightning at a certain efficiency before they can
       unlock certain spells), or a user might have to strengthen
       certain spiritual or magic abilities such as a spell may require
       stronger connection to the spirits if a spell requires a user to
       utilize that connection to the spirits for the spell. Like the
       other aspects, this is different for each spell, and requires a
       different balance. And like the other aspects, there is no
       training or natural affinity that will make this any easier to
       figure out, as no Darkfire knows what will unlock their spells
       until the spell actually unlocks. The best thing that a Darkfire
       can do is continue strengthening their abilities, their alchemic
       magic, and the aspects of focusing their alchemies and spiritual
       connections that might be necessary for their unique spells
       depending on the user and their unique alchemies.
       - Spellbook Spell Gain Requirement: Power of the Body: The final
       aspect of gaining spells is the power of the body, or the
       condition of the body. Usually, the body has to be at a certain
       level of strength, but also certain spells may require specific
       physical conditions in order to meet the requirements of this
       aspect. For example, in order for a wind user to gain a spell
       that lets them move extremely fast, their bodies must be able to
       handle the speeds they are moving, and the reflexes and thinking
       processes have to be able to keep up with the speeds at which
       the user is moving. Even the most basic of spells have physical
       requirements, as even the basic spells will require some
       strength to use. For example, since magic can have some major
       recoil especially when it comes to firing off stronger spells,
       the body must be able to handle that recoil or else the spell
       will damage the user. This aspect mostly comes into play most
       when one is gaining physical stat amplification spells, which
       are mostly focused on attacking physically. However, some spells
       may require a specific physical state be reached before gaining
       a spell, such as someone might have to take damage from a
       specific ability to unlock a certain defense spell, or a user
       might have to have been hurt under specific conditions to unlock
       certain spells that are used in desperation moments. Typically,
       those that want to reach this requirement needs to train their
       bodies, in which strengthening their physical bodies over time
       can usually reach the physical requirements at some point.
       However, as with the other aspects, no amount of training or
       natural talent, or even combat intuitions can be used to know
       how to unlock this requirements as they are just as much of a
       mystery as the other aspects. Users typically just have to keep
       training until they reach the right aspects required to unlock
       the spells, with this being focused on the body's physical
       stats.
       - Darkwolf Holy Silver Lightning Alchemy: This alchemy is a
       special alchemy art that was used by Kina Darkwolf, who had a
       powerful lightning alchemy that Omega created a variation of
       using his own alchemy and holy power. After Kindron trained with
       Kina Darkwolf, Kindron developed special ways to use this
       alchemy, which he learned to utilize this alchemy in battle
       against opponents. This alchemy uses Kindron's alchemic power to
       change the air around him, in combination with his gloves which
       are able to generate static electricity when rubbed together
       using a special cotton cloth that is designed specifically to
       easily generate static electricity and his gloves are infused
       with holy runes infused into his alchemy circles on the back of
       the glove. When used, the static electricity generated by the
       glove grows as it reacts with the air that Kindron changes using
       alchemy, and then creates a stream of electricity along the air
       molecules that Kindron has created static in to generate more
       static when hitting his electrical static from his gloves.
       Usually, Kindron will simple snap his fingers or clap his hands
       together, and then it appears to generate a powerful lightning
       bolt of silver lightning from his snap. When used, this
       lightning is very strong, and works like a stream of lightning
       on opponents. This works just like his holy lightning power,
       except that Kindron generates it using very little of his own
       energy with exception of the runes in his glove and the alchemy
       used to change the air around him to conduct his electricity
       generated by his gloves. This can direct the lightning in almost
       any way Kindron wants, as long as he can generate static
       electricity, making it where Kindron is able to use the air to
       make his electrical currents as accurate as possible and
       determine where his bolts strike. The major weakness of this
       power though is if the gloves get wet, or for some reason he
       cannot generate static on the initial spark, which will cause
       the lightning to not be generated. Another way to interrupt this
       power is to disrupt the air current changed by Kindron's
       alchemy, which will defuse the power and make it inaccurate if
       it is does work, which many times it will not (though the times
       it does will literally explode, so one should be careful of the
       fact that the attack could still explode without Kindron being
       able to control it). This can also still be dodged like other
       lightning abilities. For Omega, he doesn't use this quite as
       easily since he rarely rares the gloves for this, but can
       generate lightning using alchemy using this in combination with
       his elemental combat chips.
       - Holy Lightning Alchemy Sub-Style: Electrical Molecular
       Deconstruction: This is a unique aspect of Kindron's lightning
       alchemy that he can use with his lightning abilities. Using this
       power, he is able to change the charge of molecules, and
       literally force the molecules to tear apart their bonds. This
       essentially allows Kindron to disassemble matter using his
       electrical power, in which his lightning is able to effectively
       return matter to it's individual molecules using his lightning.
       This essentially becomes a deconstruction technique, where
       Kindron is able to use his lightning like destruction alchemy,
       which is normally a forbidden art among alchemists. This
       technique is a more perfected version of his mother's attempt to
       use this aspect, which he finished himself. This is able to
       disassemble almost any kind of matter, allowing Kindron to
       destroy almost any substance that is made of molecules
       (including stronger materials like vibranium or adamantium), as
       this affects molecules themselves rather than knowing what the
       object is made of. As such, this is a very dangerous technique
       that is designed to destroy almost any object affected by this
       alchemy. However, this requires a constant stream of electricity
       to use, and the effect must be maintained in order to completely
       destroy matter. Insulators like wood and rubber also have high
       resistance to this, as it takes far longer to destroy insulators
       compared to conductors. Since this requires a constant stream of
       electricity, the amount of destruction this can do depends on
       how long the lightning is affecting someone, and usually, this
       is best done through physical touch where Kindron can run
       electricity through someone. However, if an opponent can get
       away from the lightning, they can usually avoid this before it
       does too much damage, as this requires a lot of effort to
       completely destroy something. Unlike true deconstruction
       alchemy, this is able to be used without knowing what the object
       is, but takes far longer to deconstruct as it uses the lightning
       on the molecules and once done, the energy is used up and
       requires more lightning to move on to the other molecules (which
       is why this requires a constant stream of lightning). If an
       opponent is grabbed and gets away within a combat round, the
       worst that happens is that they might lose part of the part of
       the body grabbed (such as grabbing one's wrist and using this
       could deconstruct the wrist where Kindron grabs the opponent),
       though constant contact for a long period of time means more can
       be destroyed if Kindron can maintain the lightning.
       - Darkfire Holy White Flame Alchemy: This alchemy is a variation
       of Kindron's holy lightning alchemy, except that he uses it to
       create explosions of flames instead of lightning. This alchemy
       works in much the same way, where Kindron is able to use his
       gloves unique design with alchemy symbols and runes, alongside
       his alchemy to change the air around him. Unlike the lightning
       alchemy though, Kindron changes the air not to generate static,
       but instead to be explosive using the moisture in the air. By
       manipulating the oxygen and hydrogen using alchemy, he is able
       to concentrate hydrogen into an area, and then use the same
       sparks from his glove as an ignition source, which then causes
       the air around him to explode with holy flames. This more or
       less appears the same way as his lightning alchemy, in which
       Kindron snaps his fingers and he is able to create fireballs and
       explosions instead of streams of lightning. Like his holy flames
       power, this uses very little energy from Kindron himself,
       allowing him to not only use this flame for attacking, but can
       absorb the flames generated to gain power back using his
       Darkfire training to reabsorb his element. This can create
       explosions based on how Kindron moves the air around, allowing
       him to create explosions wherever he wants at the snap of his
       fingers. This art was based on the dragon snap technique, but
       also modified to use Kindron's own variation of his mother's
       lightning alchemy. Of course, just like his lightning alchemy,
       the weaknesses are very similar to his lightning alchemy. The
       first is that one can interrupt his ability to use his gloves to
       generate a spark using electricity if they prevent his glove
       from being able to generate the spark in which the easiest way
       to do this is to use water to wet the glove so it can't generate
       electricity or a spark. The other way is to disrupt the air flow
       that is changed by Kindron's alchemy, thus removing Kindron's
       accuracy if the attack works, and preventing the attack if the
       attack doesn't explode.
       - Holy Flame Alchemy Substyle: Melting Point: This is a substyle
       of Kindron's holy flame alchemy, where Kindron uses his flames
       to melt objects. By manipulating the temperature of his flames,
       he can find the melting points of most materials by using the
       flames he generates which are much hotter than normal flames.
       Because everything has a melting point, Kindron can use this on
       almost anything, and developed this as another type of
       destructive alchemy that disassembles matter by melting it
       rather than destroying it. Kindron needs only to use his flames
       at the right temperature and apply the heat to the object he's
       trying to melt, which can melt with enough exposure to
       temperature's beyond it's melting point, and using his flames to
       raise the temperature of an area to a level that will melt an
       object. Typically, this works best through physical touch, where
       Kindron applies his burning touch to object and melts it with
       extreme heat. Typically, this power is designed purely for
       destroying object through melting them, This doesn't destroy
       matter, but instead just melts it. Opponents can avoid this with
       ice abilities, or using abilities that counter high temperatures
       (as some people can use certain energies in place of ice or
       temperature reducing abilities). Typically, this follows the
       same rules as his lightning destruction, as this requires a
       constant use of power and requires using this for a certain
       amount of time to affect more matter. Typically, the area the
       flames are applied are affected the most, with the effect
       spreading among the object the longer the flames are applied. If
       an opponent can react fast enough and avoid the flames, they can
       avoid the effects of this alchemy. Depending on how well the
       opponent reacts and gets away determines how much damage one is
       done if they are caught in this alchemy. Of course, avoiding the
       attacks entirely means one won't be affected by this (as an
       object or person has to be in contact with the power to be
       affected). Those immune to flames and heat also won't be
       affected by this alchemy power, as this power uses flames and
       heat to utilize it's melting point destruction.
       - Mixed Lightning/Flame Alchemy Style: Holy Exploding Lightning:
       This is a variation alchemy that Kindron learned to utilize by
       combining aspects of his lightning and flame alchemy. By
       vibrating the ions in the electrical energy, Kindron is able to
       create an unstable state in the molecules in which the lightning
       can become highly explosive. This appears to be normal lightning
       on the surface; however, when it's fired, the unstable molecules
       create an explosion due to the impact, and are able to create
       explosions when the lightning strikes an object. Essentially,
       when this lightning strikes an opponent, the point of impact
       explodes, doing even more damage. This is designed to combine
       both of Kindron's alchemy types together into one alchemy, and
       designed to be able to attack in two stages. This lightning and
       flame style alchemy is a great way of attacking opponents, as
       even if the lightning doesn't hit, the explosion can still hurt
       opponents if they are near the point of impact of the lightning
       when the lightning does hit something. This can be used fairly
       easily, in which Kindron needs only vibrate the electrical ions
       into an unstable state, but not unstable enough that they
       explode right away. Instead, the ions lose their stability when
       impacted with an object and then the ions explode. Dodging this
       is just like dodging any flame or lightning power, as it can be
       dodged if the opponent can move far enough away that the
       explosion doesn't hit them. It can also be blocked as long as
       the opponent can compensate for the attack power of both of the
       attacks. Users that can negate the static charge of the
       electricity can also dispel this attack completely so that the
       explosion never even happens if they use something like wind
       manipulation to remove the vibration of the ions in the
       lightning. Opponents can use things like energy defense to
       defend against this (again as long as they can account for the
       power of both lightning and flame). Typically, water and ice
       abilities are also good to use against this alchemy as well.
       - Unique Spellbook: Silver Book of Lightning: Kindron's silver
       book is his unique spellbook, which utilizes holy silver
       lightning. This uses holy silver lightning for his spells, in
       which he is able to generate different lightning spells using
       his spellbook. Most of Kindron's lightning spells rely on his
       lightning, with a few relying on magnetic properties of his
       lightning as well. These spells are mostly simple spells, but
       Kindron is often able to use them creatively depending on the
       situation. For example, his most simple attack, Zaker, can be
       used to fire a simple lightning blast, but when used properly,
       he is able to utilize the properties of the spell to do
       different things. For example, if Kindron fires the blast at a
       metal object someone is in contact with, the lightning will pass
       through the metal and conduct through to the person Kindron is
       attacking. All of Kindron's attacks are lightning based, and
       require this lightning power to use. Typically, the spells power
       is generated from Kindron's alchemy, not from his holy lightning
       alchemy, so this means that his spells use more power to
       generate their attacks, but they are stronger as a result, and
       more concentrated with magic power thanks to their natures as
       spells. All of Kindron's spells are lightning or magnetic based,
       so using anything that counters that is usually one's best
       option. The best option is usually using water, since water can
       short out electricity attacks unless Kindron is creative in how
       he uses his power. And unlike his holy lightning and holy flame
       alchemy, the spells are not simple elemental power like his
       alchemy elements, as they are used with magic power. This makes
       them much more powerful, but makes them weak to the same
       weaknesses as any magic. Those with magic resistance/negation
       are able to resist these attacks, or even counter them if they
       have specific counters for magic (like anti-magic being the main
       magic counter). Thankfully, Kindron's turn to Omega didn't
       change this for him, so he still uses this spellbook.
       Lightning Spellbook Spells:
       - First Spell: Zaker: This spell is a fairly simple lightning
       blast that is fired from the user's hand when the spell is cast.
       The blast is a standard lightning blast is dependent on how much
       energy is put into the spell with the default being a smaller
       lightning blast. This spell is fired with extreme speed, being
       able to move at the speed of lightning which moves at about 1100
       feet per second.  This blast explodes in impact with kinetic
       force, but also explodes with the lightning being able to
       electrocute enemies and being able to electrocute objects that
       are conductors thanks to the lightning that makes up the blast.
       This is an attack spell, which is designed to be fired at an
       opponents or objects depending on where the user aims the
       attack. This can, of course, be used creatively in battles,
       where the spells can be used to be concentrated through
       conductive objects, such as using the conductivity of lightning
       to electrocute someone through a conductive object. For example,
       this could be used on a metal surface to electrocute someone who
       is in contact with the metal surface even if they are not hit by
       the attack directly (due to metal surfaces being conductors and
       being able to conduct electricty). Typically, this depends on
       the knowledge of the user determines how useful this can be and
       the ways it can be used (there are creative methods that can
       this can be used for depending on a user's knowledge of
       electrical conduction and the flow of electricity). This is the
       basic spell of the lightning book, designed to be able to be
       used as the main attack spell. This spell uses less energy than
       a typical lightning blast, allowing it to be used more often but
       it's not as powerful as many of the stronger lightning spells.
       This spell is fairly simple, so there's not too much
       complexities to it as it's just a simple blast of lightning, and
       often requires the user to use it more strategically and uses
       it's conductive properties to one's advantage. Since this is a
       simple spell though, it can be dodged fairly easily if one just
       moves out of the way of it, or someone can use conductive
       objects to their advantage to block the attack as well.
       - Second Spell: Rashield: This spell is a basic shield spell
       which creates a large wall made of lightning to block an attack.
       This shield is designed to not only block attacks, but also to
       turn attacks back on the opponent. When used, the spell can be
       used to grab projectile attacks, to which the shield then
       charges the projectile with lightning, and fires it back at the
       opponent. As one might imagine, this is meant to be able to turn
       attacks back on opponents, as this attack can catch many forms
       of attacks. Typically, this is designed to catch projectile
       attacks, charging any attacks that hit it with lightning and
       reversing the force they hit the shield with to reflect them at
       the same velocity back at the opponent. If catching a physical
       attack, this can electrocute and then blast someone away in the
       same manner as projectiles, making it great for defense in front
       of the user. Should the shield not be strong enough, the user
       can strengthen this shield though with another lightning spell
       (typically zaker, teozaker or zagurzem), and can blast certain
       spells from the shield when the user wants to, with the spell
       being a bit more able to attack than other versions of this
       spell. Opponents can dodge this if they know what's coming, as
       this is mostly just a shield that pops up in front of the user
       of the spell. This spell also cannot be used to cover every
       angle of attack, since, as mentioned, it is only a frontal
       shield defense, and not a barrier. This means that opponents
       attacking from other than the front can easily get around this
       shield, even if they cannot break the shield. Another way is to
       break the shield by overpowering it, as those with enough power
       can overpower the shield and break it completely.
       - Third Spell: Jikerdor: This spell creates a sphere which
       magnetizes the opponent and causes them to be attracted to any
       metal or magnetic object while it's an effect. Once this hits an
       opponent, they essentially become magnetic once this sphere is
       absorbed, which is done once the opponent is touched by the
       spell. Once one is affected by this, they will find anything
       magnetic will be attracted to them with incredible force,
       turning the person into a high powered magnet. This means that
       anything magnetic will be affected, and this can even disable
       someone if they are near large metal structures that cannot be
       moved, such as an affected opponent could be affected and then
       get stuck to a large metal structure like a tower. The magnetic
       force of this affects anything magnetic, with it working best on
       metallic objects for their magnetic conductivity. This can be
       used on opponents or on objects, depending on how creative the
       user is with this spell. This spell can even be used to make
       other spells be attracted to the person affected, making other
       spells harder to dodge while this is in effect. This spell does
       no physical damage, as its only real purpose is to incapacitate
       opponents or disarm opponents using metal weapons. This spell
       also only lasts for up to 3 combat rounds, and can only be
       useful in areas with things that are magnetic or an area with
       something large and magnetic to be attracted to (IE it wouldn't
       be useful at all in a forest with no metal). And to be affected
       by this spell, the spell must touch the opponent, and only then
       will the effect be applied to the opponent. If the user is able
       to dodge it, they won't be affected by this spell at all, as the
       spell requires contact in order to be absorbed by the opponent.
       - Fourth Spell: Baou Zakerga: This spell channels powerful
       emotions (usually anger or hatred) to create and amplify a
       powerful lightning dragon which is designed to engulf opponents.
       This lightning dragon is made up of highly condensed lightning
       energy, which literally tears apart cells that are engulfed in
       the lightning dragon to the point that anything inside is almost
       completely incinerated if caught in it. This dragon is extremely
       powerful, and is one of the most powerful lightning spells in
       the lightning spellbook. This dragon can move according to the
       user's will, in which it can be used like an elemental familiar
       in how it operates. The power of this spell depends on the
       emotional state of the user, and the stronger the emotions, the
       stronger this spell is. This spell can also be amplified with
       other spells, specifically the zigurzem spell, which can empower
       the dragon if the spell is used enough times to make the dragon
       take on an enhanced lightning form if enough of the zigurzem
       spells are chained together. This is a very strong spell, one
       which is nearly impossible to block due to it's raw power.
       However, it can be dodged, which is usually advisable. This is
       also a one shot spell, as a user cannot use this more than
       twice, as even after the first use of this, a user will be
       completely emotionally drained that most cannot use their spells
       anymore after this is cast. While this is the most powerful
       spell, it is a very draining spell and depending on how it's
       used, it can leave the user weak and vulnerable if this attack
       misses. This spell can also only be activated with strong
       emotions, so if a user isn't feeling strong emotions, the power
       of the lightning dragon will be weaker than it should be.
       - Fifth Spell: Zakerga: This spell is similar to the first
       spell, in which this fires a blast of lightning. However, unlike
       the first spell, this fires a powerful lightning beam rather
       than a blast of lightning. This beam is a concentrated lightning
       attack which is designed to pierce through defenses. This is a
       mid-level spell that doesn't cost much more power than the first
       spell, and is a good attack spell to use. However, the main draw
       to this is it's piercing ability, which can pierce energy
       defenses (as long as this attack can overpower the defense), and
       it can pierce other defenses like armors and defensive walls.
       This spell is fired fast enough to be able to pierce through
       almost any defense, unless the defense can absorb the force of
       the attack and the lightning. When struck, not only does this
       pierce defenses, but this can also electrocute opponents when
       piercing their defenses. Usually, the size of the beam of
       lightning is set at a certain size, though one can concentrate a
       smaller and faster beam for more piercing power, but this does
       reduce the damage. Typically, countering this is as simple as
       just dodging the attack. Since this is an attack designed to
       pierce defenses, usually defending isn't a good idea unless one
       is certain they can handle the piercing power and the lightning.
       Water users can dispel this attack if they use water attacks
       properly, as water can short out electrical attacks. While this
       doesn't cost too much power to use normally, it does still
       require a little more power than the first spell, so one should
       keep that in mind. One can keep this spell going, but at the
       cost of more power.
       - Sixth Spell: Rauzaruk: This spell enhances the user's aura
       with a lightning strike from above, in which the user becomes
       clouded in a rainbow-like aura that enhances all their natural
       stats immensely using lightning amplification. This temporarily
       enhances the user's physical stats while in affect, allowing
       them to fight tougher opponents and increases strength, speed,
       stamina, durability and defense immensely. This can amplify the
       user to the point that they can move with enough speed to
       disappear, and grant them immense strength that surpasses some
       supernatural enhanced strengths depending on the user's original
       physical stats. This spell is somewhat similar in nature to
       things  like ki amplification, aura amplification and other
       energy amplifications, but instead uses lightning amplification
       to empower the user. This spell is always visible by the aura,
       so opponents can usually identify it, and it can be countered
       with similar energy amplifications if an opponent has to face
       this spell in combat. While in effect, no other spells can be
       used, which means that the user can't combine this with other
       spells to amp this spell, or attack using long distance attacks.
       The only exception is using a Zagurzem spell  above them before
       the spell and have the lightning strike amplify the user
       further, which can be a bit dangerous to the user due to higher
       amplifications being able to do damage to the body. When in
       effect, the only power that can be used are martial arts or
       combat based skills, as all supernatural skills are not usable
       while using this spell, and a user can't really combine any
       other powers with this ability unless they are physical
       combat-based abilities. The amplification is also dependent on
       the user's physical stats, and only amplifies the stats to a
       certain degree. Stronger stats mean the user will have a harder
       time adapting to the spell due to having much stronger stats
       after the amplification, but lesser physical stats mean the user
       won't amplify their stats as much as those with stronger stats.
       - Seventh Spell: Zagurzem: This spell is also known as the
       amplification spell. This spell can be used a few different
       ways, depending on the situation. The first is using it on
       someone, which is absorbed into them like with the Jikerdor
       spell. If used properly and it hits the opponent, the opponent
       will absorb the spell and glow while in effect, though they take
       no damage from the spell on its own. This makes it so when the
       user's next lightning power hits, the damage done is increased
       depending on how many zagurzem spells have been used, as this
       spell can be stacked on multiple uses. The second is using
       zagurzem spells around the area to essentially chain lightning
       attacks, amping them for every zagurzem spell used in a chain
       attack that usually ends with trying to hit the opponent. This
       spell can also be used to amplify the rashield spell, where the
       user is able to amp the shield by using this amplification spell
       to handle stronger attacks, even being able to stack
       amplifications if the shield spell needs further boosting. This
       spell can be stacked as long as the user can keep hitting with
       the spells until a lightning power or spell other than Zagurzem
       hits the opponent. However, the danger with this is that the
       user essentially has to hit an opponent multiple times with this
       attack for it to be effective if trying to stack it, and then
       hit the opponent with the spell they want amplified on the parts
       of the body amplified by the zagurzem spell. And if the opponent
       is not hit in 5 combat turns, this spell deactivates unless
       another zagurzem hits them in that time, as the spell will
       eventually lose it's power and fade away.
       - Eighth Spell: Maazu Jikerdor: This creates a large sphere of
       lightning which is designed to engulf the opponent, and pull
       them into the sphere of electromagnetic energy. This spell is
       designed to be an enhanced version of the jikerdor spell, where
       instead of turning the user into a magnet, they are drawn into a
       much larger sphere and trapped inside by the electromagnetic
       energies of the sphere. When fired, any opponents, as well as
       anything magnetic are drawn into the sphere, and unlike the
       jikerdor spell, this spell electrocutes an opponent if they are
       drawn into it, with it being able to electrocute anything in the
       sphere. This spell is designed to incapacitate as well as attack
       opponents, unlike the jikerdor spell that could only stop an
       opponent temporarily, and the larger sphere means more can be
       affected, such as drawing in groups of opponents rather than
       only effecting one opponent. This spell can also use magnetic
       items drawn in to electrocute opponents nearby, since the items
       are electrocuted by the sphere and can electrocute someone if
       they are close to the object even if they aren't in range of the
       sphere itself. The best defense for this is to get away from the
       sphere before or after it is fired, and try to use some sort of
       power to resist it's pull, though users can also avoid this just
       by avoiding getting near the sphere. While this move isn't
       blockable, since those that try to block it directly will be
       drawn into it, users can use certain skills to try and lessen
       the effects, like using energy defense when drawn into the
       sphere or using certain elemental defenses if the opponent has
       access to them. Those protected from magnetic effects will also
       find they are immune to this as well, or those immune to
       lightning effects.
       - Ninth Spell: Teozaker: This spell is a highly amplified
       version of the first spell, zaker, which fires a blast of
       lightning. However, instead of a simple blast of lightning, this
       fires a stream of lightning, which can still electrocute anyone
       that the lightning hits. This enhanced spell is designed to be a
       much stronger version of the zaker spell, and works much the
       same way, in which one simply uses their hand to aim it and then
       fires it from their hand. When used, the spell can be fired
       constantly for a certain length of time, and is able to affect
       more than the zaker spell. This spell can be used a variety of
       ways, such as electrocuting an opponent through touch, or firing
       at a group by moving the hand to change the direction the stream
       is fired an area to use the stream of lightning to hit multiple
       targets. This spell is a mid-level spell, one that uses the same
       amount of power as the zakerga spell, and is useful as a main
       attack spell due to it being a higher level version of the
       normal zaker spell. Just like with zaker, users can make use of
       the lightning properties, such as using this lightning on
       conduits to attack people in contact with the conduit, or using
       it to counter other energy attacks like energy beams. Just like
       any other lightning attack, this spell can be dodged or blocked
       if one accounts for the increased power, and users can also use
       insulators to block the lightning if they know how the spell
       works. Users wanting to dodge this can do so as long as they say
       away from where the hand is focusing the lightning, as the
       user's hand always has to face where they are firing the attack
       since the hand aims the attack. Also, while this can be used
       longer and fire more lightning, it uses more power the longer
       and more the spell is used, and while it may be a good primary
       attack, it does use more power, so users may not want to make
       this a primary attack spell against weaker opponents. This spell
       can also be countered by anything that counters lightning, and
       can be countered by energy defenses and walls to a degree as
       well.
       - Tenth Spell: Ekuseresu Zakerga: This forms a mass of
       electricity into a bow and arrow, similar to that of a Quincy
       bow, except that it is made of lightning instead of spirit
       energy (though it can be used to counter spirit energy and other
       energy types). This lightning bow allows the user to fire
       lightning energy as arrows at opponents from the lightning bow,
       in which the arrows can be used to damage opponents and
       electrocute them on impact. The lightning arrows can be small
       and compact for more speed and piercing power, or larger for
       more impact force. This bow can be used to fire multiple arrows
       depending on what the user wants to do and can fire multiple
       arrows at once when required to when used by advanced bow users.
       This spell can last as long as the user needs to since the bow
       doesn't need energy to maintain itself, but in order to make
       more arrows, the user has to have enough energy to do so, as
       creating more arrows requires more energy. This spell can also
       fire some lesser spells like zaker or zakerga in the form of
       arrows at opponents  as well if the user says the spell while
       using this spell. Opponents can still dodge these or block them
       with strong enough shields if they know how the spell works and
       can block the arrows with a strong enough defense, though
       piercing arrows using zakerga or smaller piercing arrows should
       have a strong enough defense to account for the piercing power.
       Of course, one can also dodge these attacks if they can't block
       them, and those immune to lightning will also be immune to this
       spell.
       - Eleventh Spell: Jauro Zakerga: This spell is a spell that
       shoots a ring of lightning which stops after being fired and
       fires toward it's target releases a number of smaller teozaker
       spells from the ring at the opponent. The teozaker spells are
       then fired at the opponent from the ring, which all home in and
       try to the opponent from the sides and above and below. This
       version fires a constant stream of lightning from the ring using
       the teozaker spell. The ring can also electrocute opponents if
       they touch it, and use the power of lightning to electrocute
       opponents. This spell is a very powerful mid level spell, and is
       a spell that is very hard to dodge since it fires 5 teozaker
       attacks that hit from multiple directions. This spell is
       designed to be a mid-level spell, but many often mistake it for
       a top level spell due to how strong the teozaker spells are
       (being stronger than the normal teozaker spells). This spell is
       is hard to dodge, but fast enough opponents can still dodge it
       if they can move fast enough to avoid the lightning homing in on
       them. Usually, the safest place is behind the user, since the
       homing attacks will have to get around the user to hit the
       opponent. These teozaker spells fired can also be blocked by
       anything that can block lightning attacks, and can be defended
       the same way as the teozaker spell if one has ways to defend
       against it. The teozakers do home on the opponent, but if dodged
       enough, they will eventually stop homing on opponents once the
       teozaker spells run out of energy. Dispelling the ring will also
       dispel the teozaker attacks if one can dispel the ring of
       lightning that generates this attack (usually using something
       like water to short out the lightning that makes up the ring of
       the attack).
       - Twelfth Spell: Bargido Zakerga: This spell shoots a more
       powerful lightning strike attack from above the opponent, in
       which a spell circle appears above an opponent and fires a
       lightning strike down on the opponent it's targeted to. This
       works somewhat similarly to Teozaker, except it is created and
       strikes an opponent from above rather than being fired from the
       user, as well as being a much larger attack with far more energy
       in it than other lightning blast spells. This spell is meant to
       emulate a bolt of lightning hitting down from the sky, except
       that this doesn't need a storm in order to blast from above, as
       it instead uses a magic glyph that appears in the sky to draw
       static from the air and create the lightning attack. The
       lightning spell also hits with immense speed, as lightning can
       strike faster than the speed of sound, and makes this attack
       hard to dodge. This is meant to be a high level lightning spell,
       which can be used to attack opponents with immense power and
       speed. This spell is dodgable if one knows the attack is coming,
       or blocked by those that can block the power of the lightning
       strike. If one is hit by this, one can use energy defenses to
       lessen the damage (as this spell usually overwhelms energy
       defenses), or one can ground oneself by giving the lightning
       another conduit. One can also avoid this like normal lightning,
       such as using an object above them to absorb the lightning
       strike, as this is usually targeted toward the person, but a
       person can use something between them and the lightning strike
       to absorb the lightning strike if one knows the attack is
       coming. And of course, those immune to lightning won't be
       affected by this spell. While a user can keep this spell going
       longer by putting more power into the spell, the length of time
       this spell is active determines how much power is used, with
       longer casting meaning more power spent on the attack, so this
       attack should not be overused.
       - Thirteenth Spell: Barudo Forusu: This spell is a very powerful
       spell which is similar to Baou Zakerga except that the spell
       takes a different form and the attack is currently Kindron's
       most powerful spell that he possesses. However, instead of
       running on his emotional power, this spell operates purely on
       physical and supernatural power without requiring strong
       emotions. This spell creates a large lightning phoenix by
       generating static in the air and from the user's magical power,
       which is released on opponents similar to Baou Zakerga. This
       spell can also be amplified by Zagurzem, but doesn't change if
       it absorbs multiple spells even though it does grow stronger, as
       the spell doesn't have a hidden transformation ability. This
       spell explodes in a burst of electrical energy when it hits it's
       target, and is designed to try and electrocute people caught in
       it until they are essentially vaporized by the lightning that
       tears apart cells forcefully by changing all of their molecules
       charges till they're the same charge and push each other away.
       This spell also has another aspect, in which it gets stronger
       with the more people who are empowering or supporting the
       caster, as this spell gains power from allies of the caster, in
       which the power of the spell depends on how many people call out
       the spell (as the caster has to have the people call out the
       spell name with the caster for the amplification effect. This
       spell is currently the strongest spell the lightning books have
       besides a certain other unknown spell, with it being very useful
       in combat, but also a high energy costing spell that can only be
       used a few times due to how much power is consumed. This spell
       is extremely taxing and will also physically wear down the user,
       meaning that if this doesn't hit an opponent, then the user will
       leave themselves at a disadvantage with low energy and being
       worn out. Opponents best hope to avoid this is to dodge the
       attack, which can be done as the phoenix may be fast, but it
       isn't an instant attack. While the phoenix does move at the
       speed of lightning, it is dodged if the opponent can move away
       before the attack fully forms (which only takes a few moments,
       so opponents have to move fast), such as teleporting to a safe
       distance or finding something to block the attack (which is hard
       to do considering how large and powerful the attack is, and the
       fact that it can track opponents to a certain degree.
       Darkfire Familiar Magic Arts:
       - Dark Magic Art: Familiar Magic: In order to face certain
       supernatural threats, the Darkfires of the Dark Magician faction
       developed certain familiar arts using dark magic that were free
       for the Darkfires to utilize. This type of magic was designed to
       be used by all the Darkfires, in which they are able to utilize
       this freely without any negative effects (though the Darkfires
       should still practice caution when using this as it does use
       dark magic to create and enslave familiars whether willingly or
       forcefully depending on the familiar). There are a number of
       familiar arts that the Dark Magician faction has worked on, and
       there are a number of options for familiar arts that the Dark
       Magicians have perfected over the years. These arts utilize
       familiars in different ways, and utilizing different abilities.
       The first is soul magic that the Dark Magicians developed that
       bonds souls to demonic or holy armors, enslaving souls and then
       using them in combination with familiars to create armor
       familiars. There is also the creation of elemental chimeras,
       where the Dark Magicians created elemental familiars using the
       fusion of elemental magic and animals to create new creatures
       with elemental power that are bonded to the Darkfire. The next
       are the blood familiars, where the Dark magicians based these on
       certain dark magic abilities designed to fight the Hazeldine
       blood arts (But the Dark Magicians used familiar magic in
       addition to blood manipulation). While this was created by dark
       magic, any Darkfire can learn this as one of their learned
       skill-sets, though the Darkfires are forbidden from doing
       certain things with familiars, such as enslaving living people
       as familiars, or only using certain souls for certain soul based
       familiars. The Darkfires are careful about how this is used, and
       they only really allow it to be used against souls that they few
       as being evil, as they will use this for certain reasons. For
       example, souls they few as evil and deserving of punishment they
       will take and fuse to create familiars, with the most famous
       soul familiars were Hei Darkfire's Fume Knight and Veldstat
       familiars. As one might imagine, these familiars are usually
       spiritual in nature, and can be battled the same way. Each set
       of familiars does have weaknesses that can be exploited.
       Normally, Omega wouldn't use this since it's dark magic based,
       but Omega learned this to create his own familiar art using tech
       familiars.
       - Darkfire Dark Magic Familiar Summoning/Bond: No matter the
       familiar, the Darkfires are able to use dark magic to summon the
       familiars, usually by different methods. Depending on the type
       of familiar, Darkfires have different summoning spells for their
       familiars, usually through use of either using their blood as a
       catalyst, or using special summoning circles. This allows a
       Darkfire to summon any familiar that they've created, in which
       some Darkfires even have unique summoning abilities. For
       example, when Hei Darkfire was alive, he would use his ultimate
       genjutsu skill in order to summon his familiars by manifesting
       them using solid illusions. This type of power is required to
       summon any familiar, and the Darkfires have to use this to
       summon familiars. Not only do the Darkfires have the ability to
       summon, but they are also bonded to all their familiars on a
       spiritual level in order for the Darkfire to create and control
       these familiars. Through this connection, not only can the
       Darkfire control and command the familiars, but the Darkfire is
       able to share their senses with a familiar in which the Darkfire
       can perceive everything the familiar does. Depending on the
       familiar, some may require specific conditions to summon, such
       as some elemental chimeras have to be summoned through elemental
       manifestation. Most familiars can even be summoned more than
       once, in which Darkfires can actually summon one familiar
       multiple times to summon multiples of the same familiar (though
       multiple summons of the same familiar weakens the familiar in
       combat). For the most part, this is a basic power of familiars,
       and is a necessary one for all Darkfires with the familiar
       training to utilize, and each Darkfire must learn the
       requirements for summoning their familiars in order to summon
       them. Without this summoning, familiars wouldn't be able to be
       summoned. Of course, as this is a necessary part of summoning
       familiars, opponents may be able to interrupt certain summonings
       if they know how these work. For example, if a Darkfire is using
       an incantation, interrupting it may prevent the familiar
       summoning. Or if a Darkfire uses a spell circle, destroying the
       spell circle before the familiar is summoned could also
       interrupt the summon. Of course, all familiars still have their
       weaknesses, and even if summoned, opponents can still overcome
       familiars if they know what the familiar can do and can avoid
       the familiars attacks. Darkfires can summon multiple copies of
       one familiar, but the more that are summoned, the weaker the
       familiars become.
       - Unique Familiar Magic: Tech Familiars: This was designed by
       Omega to be a unique familiar magic that he uses. By bonding
       with his tech creations, Omega was able to create a special tech
       familiar skill. In this familiar magic, Omega is able to create
       those he wants to use as tech familiars, and then bond with them
       in a similar manner to other dark magic familiars. By doing
       this, he is able to summon and desummon them just like
       familiars. Each tech familiar Omega creates tends to be
       different, and depending on the familiar, each may have unique
       skills. The technology not only connects to Omega due to his
       familiar magic, but also links up with his cybernetics, allowing
       him to control and even process what his tech familiars
       percieve. In addition, Omega can also read his tech familiars
       information and data. When used, the familiars are summoned and
       then used like normal familiars, where they are manifested and
       then can help in whatever manner Omega wants them to. In battle,
       Omega can have them attack enemies, as well as he can have them
       analyze enemies as well. Depending on the familiar, each
       familiar will often have its own abilities and skillsets. These
       tech familiars operate according to Omega's will, and are
       controlled by him directly. If destroyed, the familiars are just
       desummoned, and then can be resummoned again in their normal
       condition, which makes this a very useful method for using tech
       familiars that don't have to be repaired constantly. This saves
       Omega a lot of work, as Omega only has to work on familiars when
       he wants to give them upgrades (to which he has to rebond his
       familiar magic to them so they don't revert back to their
       original state after the upgrade). For the most part, each tech
       familiar may be different, so categorizing them all is
       impossible, though Omega does typically have a lot of combat
       specific tech familiars, in which he has those with elemental
       abilities, strong defensive abilities, or even some that are
       designed for specific types of enemies (Such as he has a metal
       draconium dragon familiar with dragon hunter power that is
       designed to fight dragons). Of course, these familiars can all
       be countered, as each familiar will often have weaknesses (such
       as more offensive familiars may not have as strong a defense).
       - Darkfire Dark Magic Art: Demon/Holy Armor Familiars: Using an
       art developed by the Dark Magicians faction of the Darkfire
       family to punish the souls of their enemies in servitude, this
       technique lets a Darkfire take a soul and bond it to a demon
       armor or holy armor which they then bond as a familiar. There
       are two major aspects to this power, the first is soul bonding
       and the second is Demon/Holy armor abilities. This particular
       skill is used to create familiars out of souls using dark soul
       magic. While most Darkfires feel it's barbaric to take souls and
       use them like soul eaters do, many Darkfires who use this art
       see this not only as a way to fight their enemies, but also to
       punish those they see as evil. Instead of taking souls for
       personal gain though, the Darkfire bonds a soul to a demon armor
       or holy armor in order to create a unique kind of familiar that
       the Darkfire family created using dark magic arts. These armors
       are bonded to souls which are controlled by the Darkfire's dark
       magic abilities using spirit energy to bond the armor to the
       Darkfire. The Darkfire controls the familiar, and can even share
       their senses with the familiar. The armors gain unique abilities
       based on the soul that is put into it, where the armors
       abilities depend on the soul that is placed in it. That is why
       there are demon armor and holy armor variations of this skill,
       as some souls are better suited for demon armors while some are
       better suited for holy armors. When fused, the new armor
       familiar will have all the abilities the soul had in life, and
       will gain the abilities of the demon and holy armors that might
       grant new abilities based on the armor. In addition, each
       demonic and holy armor each come with unique weapons, which are
       different for each holy armor (usually). Among the more well
       known familiars are the initial familiars that the Darkfires
       created: The Pursuers and the Paladins. Some Darkfires don't use
       the full art, but instead create Pursuers and Paladins since
       they are the only Darkfire familiars that don't require soul
       bindings (as they are created by fusing some of the Darkfire's
       spirit energy to the familiar rather than fusing a soul). Each
       familiar is unique depending on the demon or holy armor used,
       and the soul bonded. This means that each one may have unique
       weaknesses, but usually demon armors are best countered with
       holy power and holy armors best countered with unholy power. The
       familiars can also be forcibly desummoned if the soul seal that
       is on every armor familiar is destroyed (as without it, the
       armor and soul are out of sync and must desummon). It is also
       possible to destroy the souls in these armors with spirit
       destruction techniques.
       - Darkfire Demon/Holy Armor Familiar Aspect: Demon/Holy Armor
       Control: The first step to the Darkfire familiar art of using
       demon or holy armor familiars is that the Darkfire must first
       choose either a demon armor or a holy armor to bond a soul to.
       When they have chosen one, they then fuse some of their spirit
       energy to it, creating a special bond with the armor that allows
       the Darkfire to control the armor. This is the source of the
       demon or holy power of the demon/holy armors, where depending on
       the type, the armor will have all the basic abilities of the
       demon/holy armor. For example, demon armors basic power utilizes
       demonic energy that powers all of their abilities, and holy
       armors utilize holy power as their basic power that powers their
       abilities. The armors don't utilize bodily energy, but instead
       have energy that flows through their armors that utilizes
       connections to demonic or angelic forces depending on the armor.
       Both armors have their own sets of abilities depending on the
       armor, which both sets of armors usually mirror each other in
       abilities with exception that their powers are opposites (one is
       demonic and the other is holy in nature). In addition, each
       armor familiar also has a unique weapon that is granted to it
       after the bonding of a soul (to which the armor then gets a
       unique weapon usually related to the power of the soul). These
       armors are the basis of the art, and not only possess the
       abilities of the demon/holy armors, but also possess their
       passive abilities, like them being able to reassemble themselves
       using demonic or angelic telekinesis, or even them being
       conductors of lightning that can store electrical energy in
       their armor to use against enemies. Of course, this is only the
       first step, and these armors still have to be bonded to a soul
       in order to be used in combat, unless the Darkfires create
       specific types of familiars that aren't designed to have a soul
       in them (specifically, this is how the Pursuers and Paladins
       armors are designed). These armors still have the same
       weaknesses as demon and holy armors, such as demon and holy
       armors powers being able to be countered with their opposite
       powers (demon armors can be countered by holy power and vice
       versa). These armors can also be destroyed just like any
       demon/holy armor by destroying the soul mark that bonds the soul
       (which desummons the armor familiar).
       - Darkfire Demon/Holy Armor Familiar Aspect: Dark Soul Magic
       Armor Bonding: This is the first aspect of the Darkfire armor
       familiar art. Before using an armor for a familiar, the
       Darkfires have to fuse a soul to the armor which they bond to
       themselves with their spirit energy. This is done through a
       special soul seal that is placed somewhere inside the demon
       armor (where it is difficult to find without knowing where it
       is). Normally, the Darkfires are not one for taking souls, but
       the Darkfires will utilize souls for these familiar arts when
       they need to. Depending on the soul, the soul can grant the
       armor different abilities, such as an elemental power user might
       grant an armor that elemental power the soul has. Typically, the
       soul is bonded to a demon or holy armor, depending on the soul,
       in order to allow the soul to bond with it and become a
       familiar. The soul is also what grants the abilities of the
       demon or holy armor (besides the basic powers of the armors),
       and grants life to the familiar (as the armors don't operate
       without Darkfires fusing souls to them. By using this power to
       control a soul, the familiar then undergoes a process of bonding
       that will forever bond the familiar to the Darkfire as a
       familiar. This power allows the Darkfire to utilize souls to
       create these familiars. Once fully bonded to the soul, the holy
       or demon armor familiar is able to be used like any familiar, to
       which the familiar only has to be granted their unique weapons
       based on the armor used. This is a pretty basic aspect that must
       be done in order to create a familiar, but once done, the
       familiar becomes the Darkfire's permanent familiar. The only way
       to break this bond is to break the bond while the Darkfire is
       bonding to the familiar, or else the bond between the Darkfire
       and their familiar cannot be broken (at least, not by known
       means, as there may be familiar spirit separating powers or
       items that are unknown). Of course, the soul mark used to bond
       the soul to the armor is both the source of the power of the
       armor, but also a weakness, in that the soul marks destruction
       will forcibly desummon the familiar. Other than that, this works
       like most normal familiar arts.
       - Darkfire Demon/Holy Armor Familiar Aspect: Demon/Holy Armor
       Familiar Unique Weapons: This is the next and last aspect of the
       Darkfire armor familiar art of building armor familiars. Once
       the armor has been fully bonded, and can be used, the armors
       then develop their unique weapons. Similar to other races with
       unique weapons like death wraiths and soul reapers, the armor
       familiars also have special soul bound weapons. Typically, most
       armors come with some form of offensive weapon and a shield to
       use against opponents. The weapon formed is usually a sword, but
       some armors may develop other weapons, such as one that
       developed a trident as their weapon. The shields are usually
       mostly the same, though some may have unique abilities depending
       on the shield, like one that could store up energy and release
       shockwaves. The weapons on the other hand, are always unique,
       and have powers depending on the soul that is put into the
       familiar. For example, if the soul is a dragon soul, the weapon
       might have dragon power based on the type of dragon, or if the
       soul is a werewolf with nature powers, the sword might have
       nature abilities. Each sword typically has some sort of unique
       ability, which depends mostly on the soul. Depending on the
       armor, the weapon will either be a demonic weapon for demon
       armors or a holy weapon for holy armors. This is another reason
       why the armors have to be chosen based on the soul, due to the
       fact that a soul that is holy in nature needs a holy weapon, and
       wouldn't be able to wield a demonic weapon (and vice versa).
       These weapons are bound to the armor, similar to other
       soul-bound weapons. Unlike death wraith and soul reaper weapons,
       these weapons are either holy or demonic in nature, and can kill
       certain kinds of creatures. Demonic armors are able to kill holy
       creatures like angels and holy magic users, while holy armors
       are able to kill demons and many demonic type dragons. Of
       course, as one might expect, every power has weaknesses, and
       opponents can overcome weapons and shields of these armors just
       like any other weapon or shield (such as some opponents who
       could overpower and break normal weapons and shields).
       - Darkfire Dark Magic Art: Darkfire Elemental Infused Chimera
       Familiar Creation: This is another familiar dark magic art that
       the Darkfires of the Dark Magicians faction developed. Those
       that utilize this can create special chimeras using forbidden
       alchemy techniques. Typically, Darkfires that use this take an
       animal and then fuse it with their elemental power, mixed with
       bio-alchemy to permanently change the familiar. By using dark
       magic bio-alchemy, this creates a chimera, an artificially
       created creature that is created by alchemy. Because of the
       different elements and number of creatures, there are many
       different combinations of chimeras that one can create. Some
       Darkfires even mix different animal bloods together, such as one
       Darkfire who combined a tiger with a bird to create a
       griffin-like tiger familiar. When created, these familiars are
       infused with specific elemental power, in which the Darkfires
       will combine one elemental magic with the familiar to grant it
       elemental power. For example, the first practice familiar the
       Darkfires are taught to create is a dark flame wolf that the
       clan has named Inuwei, which is to this familiar art what the
       Pursuers and Paladins are for the demon/holy armor familiar
       arts. Inuwei is a wolf that is fused with a Darkfire's elemental
       power to create a dark flame wolf that can be used in combat.
       Typically, Darkfires will create familiars based on needs and on
       their preferences, such as some might create elemental rats that
       can scout areas without being seen, or some will create battle
       familiars designed solely to fight their enemies. For the most
       part, these familiars can also even be granted unique abilities
       depending on the familiar, as some have developed unique
       abilities upon being created depending on the Darkfire creating
       them (such as one tiger familiar that developed the ability to
       harness storm manipulation even though it didn't have wind
       manipulation). For the most part, though they are created in
       dark magic, they are neutral magic natured, and are summoned
       using elemental magic. Of course, as one might imagine, the
       elementals can still be countered like normal elementals, and
       the animals are desummoned if killed or destroyed. Since these
       are physical familiars, they are less vulnerable to spirit
       destruction.
       - Darkfire Chimera Familiar Aspect: Animal Essence
       Bonding/Elemental Bonding: As one might imagine, there are a few
       aspects to the chimera art. In creating a chimera familiar, the
       first thing a Darkfire does is choose an animal. This animal can
       be almost any kind of creature, granted the Darkfire knows it's
       internal structure and can recreate it with alchemy. This could
       be from wolves, to birds, to all kinds of other animals. The
       Darkfire creates an animal using bio-alchemy (which is normally
       taboo, but since the animals have no soul, the Dark Magician
       faction can get around the usual problem of life transmutations
       going wrong). Once the Darkfire knows what creature they want to
       create, that is when they fuse their specific elemental power to
       the chimera, not only to bond it to the Darkfire, but also to
       grant it life using the spirit energy used in the elemental.
       When created, the familiar has the power of whatever element was
       used to create them, which becomes the familiars main property.
       For example, the basic creation of the Darkfires was the black
       wolf fused with black flames that they named Inuwei, which is a
       basic design dark flame wolf the Darkfires designed to practice
       this technique. All chimera familiars created with this
       technique have the elemental they were born with, and each
       familiar will often express that elemental differently than
       others. For example, when using fire type elementals, some
       familiars will breathe fire, or generate fire from their bodies
       to burn opponents on touch. This depends mostly on the familiar.
       The bonding of this power bonds animal to elemental power, and
       turns the animal into a permanent familiar. The Darkfire and the
       elemental chimera have a bond that allows the Darkfire to summon
       it at any time using dark magic. Unlike other familiars, this
       familiar is a physical familiar that can be summoned. While it
       can be killed and brought back in another summoning, the
       familiar is a mortal type creature that is resistant to spirit
       destruction techniques that many of the other familiars of the
       Darkfires are vulnerable to. However, this leads to the
       familiar's greatest weakness, in that it can be killed, and then
       it will be forcibly desummoned and require time before it can be
       resummoned (as it has to rebuild itself with alchemy).
       - Darkfire Dark Magic Art: Blood Familiar: Much like the
       Darkfire elemental familiars, those of the Dark Magician faction
       developed this to create familiars from blood. Using their
       blood, the Darkfires can create blood familiars using dark
       magic. While other Darkfires wouldn't be trained in the blood
       manipulation dark magic of the Dark Magician faction, the other
       Darkfires were eventually able to learn this art on its own even
       if they don't learn normal blood manipulation. This was designed
       to fight enemies, in which the Darkfires originally designed
       this art to be used by the Rogues faction to help them against
       the Hazeldine's blood arts. In using this, the Darkfire creates
       temporary familiars out of blood, in which the familiars can
       utilize certain blood arts that the Dark Magicians faction
       developed. For example, a blood familiar could create a blast of
       blood that can hit like a cannonball, or a blood familiar could
       turn itself into a bomb of concussive energy and explode on an
       opponent. For the most part, this works similarly to the
       Darkfire's elemental familiar technique, in that the familiars
       are controlled using the Darkfire's elemental power, except that
       this type of familiar is created and controlled through dark
       magic. The Darkfires can even make these familiars in any form
       they want, depending on how creative they are with the
       technique. While it cannot use elemental powers, it can use
       blood arts in order to attack opponents, and it can act like an
       extension of the Darkfire's will. Just like the elemental
       familiars, the Darkfire and the familiars can share senses, in
       which the Darkfire can perceive anything the familiars perceive.
       The blood familiars are made from the Darkfire's own blood, or
       can be made from blood on a battlefield if the Darkfire has the
       Dark Magician faction's blood manipulation magic. For the most
       part, these are temporary familiars that can be countered like
       the elemental familiars. This can also be countered like any
       other blood manipulation, with water manipulation often being
       the best to counter it (though other elements can also be used).
       - Darkfire Dark Magic Art: Enslaved Spirit Familiars: This power
       is one that is highly contested among Darkfires, as most refuse
       to use this ability to enslave spirits. For the most part, only
       the Dark Magician faction often uses this power. Because the
       Rogues faction developed an elemental spirit training power that
       uses spirits willingly, the Darkfires often abandoned this
       particular art in favor of the elemental spirit training. This
       art utilizes dark magic to enslave spirits, whether it's
       temporary or permanent (as some Darkfires can create permanent
       bonds to spirits to enslave them if they want to use a spirit in
       the long term). When used, the Darkfire can call on spirits and
       enslave them with dark magic, utilizing their spirit arts.
       Depending on the Darkfire and the spirit they call, this can be
       used in many different ways. There are usually two main ways
       this is done. The first is that a Darkfire will enslave an
       elemental spirit, using it to attack opponents so that the
       Darkfire can utilize stronger elemental powers using spirits.
       The next major way this is used is to fuse with animal spirits,
       where different animal spirits might grant different abilities,
       such as a bird familiar could grant spirit wings, or a clawed
       familiar could grant spirit claws. There are many other spirits
       arts though, such as nature spirit arts (that use nature energy)
       or even certain unique spirits that have their own spirit arts.
       The Darkfire utilizes dark magic to control and utilize the
       spirit, and can use any spirit arts the spirit can use by
       exchanging some of the Darkfire's power with the spirit. Because
       this forcibly enslaves spirits though, most Darkfires look down
       on using this power, and many have abandoned this power. The
       only spirits that even the Dark Magicians factions won't mess
       with are dark spirits (which the Darkfires avoid as part of
       avoiding the realm of Xeles). Of course, as one might imagine,
       this is still used among some Dark Magicians faction Darkfires,
       despite protests. These familiars are countered like any other
       spirit, where spirits are usually countered with anything that
       counters spirit energy (including users being able to use their
       own spirit energy to counter spirits) alongside other energies.
       - Basic Darkfire Demon Armor Familiar: The Pursuers: These are
       armors which are basic demon armors with no soul, used by the
       Darkfires to practice the demon armor familiar technique by
       using their spirit energy in place of a soul in order to give
       the familiar life. Almost every Darkfire has a collection a
       number of these, which are designed to utilize the power of the
       Darkfires. These familiars are designed to be able to use
       darkness, and gain the power of dark flames from the Darkfire's
       spirit energy as their main power. These armors also come with a
       sword that manipulates dark flames as its main power, in which
       the armors can create explosive offensive attacks using dark
       flames. In addition, the Pursuers also have a large circular
       shield which is filled with darkness energy. With this shield,
       the Pursuers are able to use the darkness like a barrier around
       their shields, in which this grants their shields stronger
       defense (as it can block certain energy attacks normal shields
       would be pierced by). For the most part, these are like any
       other demon armor, and can not only use demonic energy, but the
       familiars can also utilize the normal demon armor passive
       abilities, like being able to conduct lightning or being able to
       reassemble themselves with demonic telekinesis. For the most
       part, all these Pursuers are mass produced demon armors that the
       Darkfires designed solely for this specific art of familiar
       creation. As such, the Darkfires usually have multiple Pursuers
       they can summon, and unlike other armor summons, the Darkfires
       can summon all their Pursuers they have without weakening their
       familiars (mostly because these familiars don't have as much
       power to use as normal demon armor familiars). Because they
       don't have souls bound to them, these armors are nowhere near as
       powerful as they could be, and are just basic combatants that
       the Darkfires can summon. These armors are still countered like
       normal demon armors, such as demon traps can trap them, or holy
       powers can more easily counter them. As long as one is familiar
       with demon armors and the powers of the Darkfires, they can
       usually overcome these as these aren't meant to be
       overwhelmingly powerful. Just like the normal demon/holy armor
       familiars though, these can be instantly destroyed if their soul
       mark is destroyed.
       - Basic Darkfire Holy Armor Familiar: The Paladins: Much as the
       Pursuers are meant to be used to practice the demon armor
       familiar technique, the Paladins are meant to be the holy armor
       equivalents. As one might imagine, these are holy armors which
       the Darkfires will practice the holy armor bonding techniques,
       and the Paladins become the holy equivalent of the Darkfire's
       Pursuers. These holy armors are also mass produced holy armors,
       and possess holy power where the Pursuers possess demon power.
       When fused with the Darkfire spirit, the Paladins gain enhanced
       holy energy, but also gain holy flames as their main power in
       the same way the Pursuers utilize dark flames. The Paladins
       don't have a shield and sword like the Pursuers, but instead,
       the Paladins have gauntlets on their arms which can extend and
       release blades from both wrists gauntlets. Not only do the
       gauntlets have blades that are used to attack, but the shape of
       the gauntlets allows them to be used to defend against attacks
       as they work like smaller shields. While they don't have sword
       and shields like other armors, they utilize these gauntlets
       which can be used for offense or defense.  These gauntlets also
       have another ability, in that they can generate holy flames that
       can be used to attack enemies with explosive holy flames, or be
       used to melt objects on physical contact with the blade. For the
       most part, this is a basic holy armor, in which it uses holy
       energy as its main source of power. Each Paladin has this holy
       power and the white flames, just as the Pursuers have their dark
       flames and their demonic power. For the most part, all these
       Paladins are mass produced holy armors that the Darkfires
       designed solely for this specific art of familiar creation. As
       such, the Darkfires usually have multiple Paladins they can
       summon, and unlike other armor summons, the Darkfires can summon
       all their Paladins they have without weakening their familiars
       (mostly because these familiars don't have as much power to use
       as normal holy armor familiars). Because they don't have souls
       bound to them, these armors are nowhere near as powerful as they
       could be, and are just basic combatants that the Darkfires can
       summon. These armors are still countered like normal holy
       armors, such as using angel traps can trap them, or demonic
       powers can more easily counter them. As long as one is familiar
       with holy armors and the powers of the Darkfires, they can
       usually overcome these as these aren't meant to be
       overwhelmingly powerful. Just like the normal demon/holy armor
       familiars though, these can be instantly destroyed if their soul
       mark is destroyed.
       - Basic Darkfire Elemental Chimera Familiar: Inuwei the Black
       Flame Wolf: This is the basic chimera familiar that the
       Darkfires have named Inuwei. This familiar is a black wolf,
       which is granted the power of dark flames. This familiar is a
       very basic familiar designed to teach Darkfires the art of
       elemental chimera creation, just as the Pursuers and the
       Paladins were used to teach the demon/holy armor familiar
       techniques. This familiar is a black wolf, which can be summoned
       just like any other familiar. When summoned, the wolf has normal
       wolf senses, but also has enhanced senses due to the
       supernatural nature of it's power when fused with dark flames.
       The Darkfire power grants the wolf the power of elemental sense,
       in which Inuwei can not only see, hear and smell much better
       than other creatures, but Inuwei even has a thermal sense, in
       which it can see temperature using the Darkfire elemental sense.
       This is a battle familiar designed to fight opponents, in which
       this familiar will usually attack with its claws and teeth, or
       it can breathe dark flames on opponents. These wolves are able
       to generate dark flame attacks, such as firing fireballs, or
       even heating up their bodies with dark flames so that they burn
       opponents on contact. The wolves even have limited dark flame
       regeneration, which is granted through their Darkfire power they
       are given. As mentioned before, the elemental chimeras are
       physical creatures created through alchemy, and Inuwei is no
       different. Most Darkfires can have anywhere between 3-10 of
       these, as some Darkfires will create packs of Inuweis to use in
       battle in order to allow the Darkfire to try and overwhelm
       opponents. When trying to fight Inuwei, one can still counter
       Inuwei's dark flames just like the normal Darkfire's dark
       flames. Inuwei is a physical creature, which means that Inuwei
       can be killed, and if Inuwei is killed, it will be desummoned
       and can only reappear once it has alchemically reconstructed
       itself. This familiar is not quite as strong as some other
       familiars, but is much easier to produce than stronger elemental
       familiars.
       Darkfire Elemental Mystic Knight Arts:
       - Darkfire Elemental Mystic Knight: This training came about as
       the Darkfires learning to convert their mana into magic (but
       wasn't developed by one faction in particular so it wasn't
       tailored to one faction over another), which ended up with them
       developing an art similar to mystic knights. Since the Darkfires
       were almost like mystic knights in that regard, there were some
       Darkfires who worked together from different factions in order
       to develop this for those Darkfires who want to focus more on
       physical combat rather than on elemental magic. In this
       training, the Darkfires developed a Mystic Knight training that
       is uniquely suited to their Darkfire abilities. By using this
       training, Darkfires learn to convert their elemental magic into
       their physical combat, and allows the Darkfire to learn the arts
       of a Mystic Knight. There are a few unique aspects to the
       Darkfires specifically, but for the most part, the Darkfires use
       this just like the normal mystic knights use this training,
       except for the fact that the Darkfires specialize in elemental
       magic rather than just normal magic. This is also useful in the
       fact that this can be used to hurt enemies who have magic
       resistance or immunity, because this focuses magic amplification
       into physical attack power (therefore physical attacks aren't
       magic in nature unless one uses an attack spell). Since the
       Darkfires already possess the initial training of the mystic
       knights (the glyph power and the conversion of mana into magic),
       this allows a Darkfire to skip some of the basic training (But
       some will still strengthen their basic training in order to
       better utilize this). Darkfires with this training don't focus
       so much on using elemental techniques, but instead focus more on
       their physical combat. Depending on the Darkfire, this can be
       heavily favored by some Darkfires, such as the Swordsmen faction
       who mostly consist of Darkfires who were either raised as
       samurai or as part of the church and are more comfortable using
       physical weapons than supernatural power. For the most part,
       this power has been modified from the original mystic knights,
       but this is still used like normal mystic knights power. The
       major downside to this power is that Darkfires often have to
       give up most of their magical power to push it into physical
       amplification, so they lose a lot of their normal elemental
       magic as a result (as they can only use limited amounts of magic
       that isn't focused into physical amplification). Another major
       downside is that users of this art become very vulnerable to
       anti-magic, which can do far more damage to them. And yet
       another major downside to this is that because a lot of skills
       end up being enhanced by magic, the Darkfire will mostly be
       banking on an opponent being vulnerable to either magic or
       physical attacks (meaning those with magic resistance or
       immunity will be a major problem).
       - Elemental Mystic Knight Unique Ability: Corrupted Mystic
       Knight: Darkfires who utilize the mystic arts training have also
       learned to utilize their own factions magic to focus into their
       mystic knight training. Each faction focuses different magic,
       and have modified the mystic knight training to fit almost every
       faction's unique magic abilities. For the Swordsmen faction, the
       Swordsmen faction learned to utilize holy magic and spirit
       purification magic into their mystic knight training. In using
       this, the Darkfires of the Swordsmen faction go for a more
       positive power. While the Darkfires who use this are seen as the
       weakest of the three variations of the amplified base mystic
       knight training, the Darkfires who use this are anything but
       weak. The first aspect is that the Darkfires gain enhanced holy
       magic when in this form, and are able to focus that holy magic
       to battle demonic or dark forces. By using holy magic, the
       Darkfires with this skill are able to kill demons and certain
       darkness type creatures since their physical attacks become holy
       power strong enough to be demon killer attacks. While not as
       powerful as the other factions use of this skill, the holy power
       is much better for fighting demonic or dark forces than the
       other magics are. The second aspect of this is spirit
       purification magic, in which the Darkfires of the Swordsmen
       faction gain spirit purification amplification of their physical
       attacks (allowing their physical attacks to do spirit
       purification damage/amplification depending on the opponent). By
       using spirit purification, the Darkfires of the Swordsmen
       faction are able to utilize this in order to fight dark spirits
       (which they specifically trained to fight), but can also boost
       this up to spirit destruction magic when needed (though they
       have to be careful with this magic when around allies). This
       particular magic is a holy affinity, which means demonic
       affinities will be able to counter this more easily, as well as
       spirits will gain amplification from this spirit purifying base
       power (so spirit opponents will gain power rather than be
       destroyed unless using spirit destruction). For Omega, he uses a
       corrupted magic using his fallen angel abilities, which
       amplifies his combat power instead of holy magic. This allows
       Omega to damage almost any magic user that is vulnerable to
       corrupted magic.
       - Elemental Mystic Knight Darkfire Ability: Empowered Magic
       Body:  Since mystic knights turn their mana into magic in their
       bodies, this can have effects on their bodies by empowering them
       with magic. In the case of the Darkfires, the Darkfires empower
       their bodies with elemental magic, where their bodies radiate
       elemental power. This becomes a passive power that powers up the
       body, and when radiating this power, the body can emit elemental
       power from it. Similar to the elemental aura, the body has
       different effects depending on the elementals the body emits.
       For example, dark flame magic running through the body will
       usually heat the body up to levels that they can easily burn
       opponents and emit dark flames from their body. Usually, the
       Darkfires will convert one of their main elementals into this
       power, where their main element they want to use will become
       their main elemental. For example, Qrow Darkfire (when he was
       alive) used this training in order to emit heat lightning magic
       from his body that he used as his primary element. A Darkfire
       with specific faction training can even focus special magic
       through this power instead of normal elemental magic, such as a
       Rogues faction Darkfire might focus assassin magic through their
       bodies which can make their bodies invisible passively, or a
       Swordsmen faction Darkfire can use holy magic or spirit
       purification magic in this power as well. One effect this has on
       the body is that this allows the user to more easily go into
       elemental form, where their bodies are closer to elemental power
       than most Darkfires without this. This also allows stronger
       regeneration, where Darkfires with this will be able to
       regenerate faster and more efficiently when using this training.
       Depending on what element is used, the body is enhanced and can
       do different things, such as a plant user Darkfire who was able
       to grow vines out of their body, or an ice Darkfire that
       literally had frozen skin. While not all Darkfires show the
       effects of their body empowerment, the effects can be felt by
       those around them as the Darkfires emit magic of some type
       through this training. A Darkfire can choose any element they
       control for this power, but once they choose an element, they
       cannot change it without special training over a certain period
       of time. The only downside is that this can make a Darkfire more
       vulnerable to counter elements, such as an ice empowered body
       would be vulnerable to fire and lightning, where fire could melt
       the body or lightning could use the body as a stronger
       conductor. Depending on the magic used, the magic's counter will
       do more damage (For example, using dark magic against a holy
       magic empowered body does extra damage).
       - Elemental Mystic Knight Ability: Mystic Weapon: Every mystic
       knight is able to create a magic-based weapon (usually a sword),
       which is connected to their being. By focusing the magic in
       their bodies, they can summon a unique weapon that acts as their
       own special magic power weapon. This is similar in concept to
       certain other weapon powers like soul swords and zanpakutos,
       where the sword is connected to the spirit of the user. The
       sword can take many different forms, or have many different
       abilities depending on the mystic knight's abilities. Each
       weapon is unique, and anyone familiar with these kinds of
       weapons can tell that no two weapons are usually the same. Not
       only can the weapon form be almost anything including even not
       being a normal weapon, but the weapon's abilities are dependent
       on the magic the user has (for example, a dark magic user with
       mystic knight training will usually gain a dark magic weapon).
       This weapon can be used in battle in order to fight opponents,
       with it being designed to be a major conduit of magic for the
       user. A mystic knight often relies on this weapon in combat, and
       this weapon is a major component in mystic knight abilities
       alongside the Spellblade skill. Because these weapons come in
       many forms and sizes, it is worth noting that it is impossible
       to tell what each weapon will do or what form the weapon will
       take, similar to others who can spawn unique swords (like death
       wraiths and soul reapers). When used, these weapons are much
       like normal weapons, and funnel the user's magic, so these are
       always magic weapons. While the weapons themselves can be used
       just like normal weapons, the weapon abilities may be hindered
       if used against those with magic resistance or immunity (such as
       an elemental magic attack from a sword won't work on someone
       with magic immunity). These weapons all have unique strengths
       and weaknesses, so one can keep this in mind and try to figure
       out the weapon's strengths and weaknesses. Some smarter
       opponents can counter these weapons if they learn how they work,
       and once one counters the weapon's special abilities, most
       opponents can more easily beat these weapons. For the Darkfires,
       almost all their weapons are usually elemental in nature, since
       they are specializing in elemental magic, though some gain
       weapons based on their extended magic skills, such as how a
       Swordsmen Darkfire may gain a holy magic weapon or a spirit
       purification weapon if they already know their faction's magic
       when training to gain this power.
       - Elemental Mystic Knight Ability: Spellblade: This is the major
       reason for mystic knights to get their own magic weapon. This is
       a power that mystic knights use to draw their magic into their
       weapons, which allows them to empower their weapons utilizing
       magic. By focusing this through their weapons, this technique
       allows a mystic knight to utilize their magic through the
       weapon, which grants specific attacks. For example, a fire mage
       could use spellblade to allow their weapon to use fire spells,
       or a holy magic user could allow their spellblade to allow for
       holy attack magic to be used. Instead of using the spells
       oneself (which normally a mystic knight wouldn't be able to
       since all magic is poured into physical amplification), this
       power utilizes magic for different types of attacks and
       defenses. This can be used with any kind of magic, and almost
       any kind of weapon as long as the weapon can handle the magic
       being used (meaning a mystic knight doesn't have to use their
       unique mystic knight weapon, but can use any weapon that can
       handle their magic). However, it is the magic used and the
       spells used that make this skill truly unique for everyone.
       Because everyone's magic abilities are different, this power
       ends up being used uniquely by everyone. For example, a holy
       magic user won't use this the same way a dark magic user would
       as both would have unique methods of using this. However, even
       those that use the same magic may use this different ways, such
       as how one holy magic user may use this for pure attack power,
       or another may use this using defense spells. For the most part,
       this depends on the person and their magic so this ends up being
       impossible to talk about every use of this skill. The only thing
       that opponents should remember is that this is a magic based
       skill, and any attacks or defenses used by this power are still
       magic based (meaning they are weak to the normal weaknesses of
       whatever magic is used in this power). For the Darkfires, they
       are able to use any of their magic abilities through this as
       well, with each faction also being able to focus their unique
       magics through this power.
       - Elemental Mystic Knight Ability: Physical Combat Enhancement:
       This was the main power that was used by the mystic knights, and
       the purpose of this skill-set. While mystic knights did develop
       ways to use magic to attack using weapons, this power was the
       main focus of their skill-set. This ability focuses the magic in
       the body into their physical stats, where the training to
       convert the body's mana into magic empowers the body and allows
       the body to amplify itself with the magic flowing through it.
       This focuses and amplifies one's physical stats, and can grant
       specific effects to those with special magics. For example, holy
       magic users with this power can empower their bodies with holy
       magic, granting their body's enhanced holy power, or a dark
       magic user could empower their bodies with magic and allow for
       their bodies to gain enhanced dark power through their bodies.
       Depending on the magic used, the effects may be different, but
       the physical amplification is a constant among most uses of this
       skill. This ability is useful for those that want to focus on
       their physical combat rather than on their supernatural
       abilities, as many often use this to focus their power if they
       don't want to use magic but still want to make use of the magic
       skills they possess. This skill-set allows a passive enhancement
       of a mystic knight's abilities, making the mystic knight
       stronger as long as they have magic running through their
       bodies. Due to the fact that this enhances the body rather than
       focus on magic attacks, this particular aspect is able to get
       around magic resistance and magic immunity, since users with
       this skill are not attacking with magic, but simply enhancing
       themselves with magic (though any extra effects of magic such as
       holy power or dark power, depending on the magic, may not work).
       Those that use have to train specifically for their type of
       magic enhancement, and learn how to operate under the enhanced
       state, which requires training and time to adapt no matter what
       natural combat talent one has. Depending the magic and the use
       of this, opponents may be able to get around this depending on
       how they act. Once an opponent figures out the strengths and
       weaknesses of whatever magic the user has, they can attempt to
       get around this. And because the body is flowing with magic,
       counter magics may also be more effective, such as holy magic
       would do far more damage to a dark magic mystic knight.
       Anti-magic is also a huge problem to this power, as it can
       seriously damage those that use this power since anti-magic can
       counter almost any magic. And once the user runs out of magic,
       this power cannot be used until the user recovers enough magic
       to use this again. For the Darkfires, they mostly use this in
       their elemental body power, but using this power usually allows
       them to convert magic into physical stats along with factions
       being able to use their own special magic for this power as well
       (though each factions magic is still countered the same way).
       - Elemental Mystic Knight Ability: Ability Enhancement: Mystic
       knights can use their physical enhancement for another purpose,
       in which their bodies focus of magic can also strengthen the
       user's other abilities that are not related to magic. This
       allows mystic knights to enhance their other abilities so that
       their other abilities are not forgotten or ignored. Depending on
       the magic and the use of this training, the user's other
       abilities can be enhanced in different ways. For example, in
       some universes, holy vampires will often use this to enhance
       their other vampire abilities, like a Lasombra holy vampire who
       used this power to enhance their light manipulation with holy
       power after being turned into a holy vampire. Depending on the
       magic used, and the way the user uses their magic, this can have
       different effects depending on the person. One common method is
       that those with elemental manipulations (through things other
       than magic) will often use this to enhance their elemental power
       with magic. This can be used a variety of different ways, so
       talking about every way this can be used is impossible since
       every skill-set is different. Almost any skill-set can be
       enhanced with this training, and once enhanced, the effects of
       the power become magically enhanced. While the skill retains its
       normal state, the enhanced state does more damage without being
       entirely magic-based. This is a passive enhancement that
       enhances the power before it is used, so a user doesn't have to
       think about this enhancement. However, it is possible to
       suppress this enhancement if a user doesn't want to enhance a
       specific ability, such as a user with elemental power could use
       a normal elemental power without magic enhancement (which would
       be advantageous against those with things like magic resistance
       and magic immunity). As one might imagine, the powers used by
       this skill mostly still work the same aside from whatever
       effects of the magic (IE holy magic elemental energy works the
       same way except that the elementals do holy damage). And as one
       might expect, those with magic resistance or immunity will be
       resistant to the extra effects of the magic on the powers of the
       user. It is also worth noting that if a user runs out of magic,
       then they will not be able to use this power. In terms of the
       Darkfires, most of them utilize magic, so they don't have a lot
       of other skills that can be enhanced unless they have something
       like the Branwen family aura manipulation (which is a possible
       skill-set a Darkfire can learn).
       - Elemental Mystic Knight Ability: Damage Energy Conversion:
       This is a special art used by certain skill-sets which mystic
       knights can use. When taking damage, a user can store up the
       energy from the damage. This energy is stored in the body, until
       it reaches its maximum level (to which it will then be released
       in the user). When released into the user, this power allows a
       user to do a few different things. The first thing is that while
       the energy is active in the user, their physical and
       supernatural abilities are all enhanced further temporarily as
       long as they have this damage energy running through them. By
       using this as a physical enhancement, they can enhance
       themselves with the damage energy until the damage energy runs
       out (which usually happens gradually over a few combat rounds).
       However, the main use of this is meant to be used on special
       techniques known as limit breaks. Limit breaks are specific
       techniques users develop or learn which utilize this damage
       energy as their power source. This skills don't have to be magic
       (though magic is what these skills were developed for), but can
       be other skills depending on the skill-set one has. One example
       is that some mystic knights may have limit breaks that do purely
       physical damage, while some may have special techniques they
       might use using other abilities. As long as the user has enough
       damage energy stored, the user can use these skills. Some have
       skills that can be used multiple times in one damage energy
       release, though most have at least one that uses the entirety of
       their damage energy as sort of an ultimate attack. Depending on
       the user, each user may use different limit breaks, since many
       develop their own. When used, these skills are much stronger
       than normal techniques, and can only be used when the damage
       energy is released when it reaches max power. This energy
       release is only temporary, so users have to balance whether they
       want the physical enhancement, or the ability to use their
       unique limit breaks or other skills they can utilize. Once used,
       this energy is completely released, and afterward, the user has
       to gather damage energy all over no matter how little energy was
       used (which means it is best to use all this energy in battle
       rather than waste it trying to save it). This also only works if
       the user takes real damage, meaning that the worse the damage,
       the more power this grants. However, the risk is that more
       damage means the user might be in more danger of dying if they
       take enough damage.
       - Elemental Mystic Knight Ability: Mystic Defense: This is a
       skill that allows a user to enhance their clothes and armor with
       magic, allowing them to enchant things for defense. While users
       have weapons that they can use for offense, this skill is used
       specifically for defensive purposes.  Because mystic knights
       focus more on physical combat than most opponents do (as it is
       the purpose of focusing magic into amplifying their physical
       bodies), most mystic knights do not like having to wear armor in
       battle that might hinder their movement. Instead, they focus
       their magic into their clothes, where mystic knights passively
       learn to enhance their clothes with magic that allows them to
       enhance their clothes to become almost as strong as heavy armor.
       When used, the magic focused into a user's clothes will enhance
       the clothes in different ways with clothes being useful for
       defending against certain threats (such as a holy magic user's
       clothes would grant them some protection against unholy power).
       When used, clothes with this enhanced magic will passively
       dampen blows and attacks that a user might take, reducing damage
       done to them in battle. Depending on the strength of the magic,
       some magic users are able to make their clothes extremely
       strong, such as some who have strong enough magic may be able to
       make their clothing almost bulletproof (except by armor piercing
       and higher caliber weapons). Some mystic knights may even use
       armor and enhance their armor to even higher levels to make the
       armor harder to pierce. For the most part, the magic used will
       determine what extra defense the user will gain (IE holy magic
       will grant resistance to unholy power), but the magic will
       always enhance the clothes based on how much magic the user has.
       This means that this power is only as strong as the user's
       magic, and can only work as long as the user has magic running
       through them. This can also be pierced more easily by those that
       can counter magic, such as using a weapon that can negate magic
       (which such powers or items will negate this defense
       completely). For example, anti-magic can usually counter this
       defense almost instantly. It is also possible to use counter
       powers, such as using unholy power against holy power (while
       holy users would have resistance to unholy power, those with
       unholy power have ways they can make their power more
       effective).
       - Unique Mystic Knight Techniques and Spells: Mystic knights
       cannot ignore their magic training and their other abilities, so
       many of them do train their magic in some form. When using their
       powers, most mystic knights focus their magic through Spellblade
       rather than using their own power, but they can also use other
       magic and supernatural techniques. Usually, mystic knights will
       have to learn how to use spells in order to train their
       Spellblade ability, and most mystic knights have specific unique
       techniques and spells based on their training and their
       skill-sets. For example, a holy magic user may have holy attack
       magic to include unique spells and abilities, or a spirit energy
       user with this power may have enhanced magic spirit energy they
       can focus for special techniques they can use. These techniques
       and abilities are as numerous as one might expect, since even
       those with similar skills will often use them differently from
       others. This means that each set of techniques and spells is
       usually unique and dependent on the user and what skills they
       possess. This isn't just limited to magic though, as mystic
       knights may have other abilities as well. While the mystic
       knights enhance their supernatural and physical abilities with
       magic, mystic knights are not limited to just the mystic knight
       techniques. For example, elemental magic users may have unique
       elemental spells and techniques. Of course, since there are an
       infinite number of possibilities, it is impossible to list each
       unique skill. However, it is worth noting that each skill has
       strengths and weaknesses, so opponents usually have to figure
       that out depending on the users. However, every skill-set does
       usually have major weaknesses, such as magic users will have
       trouble using their magic against those with magic resistance
       and magic immunity, or mana users are vulnerable to techniques
       that cancel out mana. There are also individual weaknesses, such
       as fire magic spells will usually be weak to water or ice power.
       For mystic knights, they usually use magic, though some may have
       other abilities.
       - Elemental Mystic Knight Ability: Mystic Heal: This allows a
       mystic knight to utilize the magic running through their bodies
       to be focused into healing power. When focusing on fixing
       wounds, a mystic knight will use their magic like a bonding
       agent to close and repair wounds, whether it's their own wounds
       or someone else's. Mystic knights use this in place of healing
       magic, where they utilize their magic energy to heal themselves
       and others. While this cannot do things like regrow limbs or
       organs, it can be used to heal most non-fatal wounds. Depending
       on the magic used, some magics can have unique effects on
       wounds, which can be used to empower those that are healed with
       this power, making it more useful than normal healing magic. For
       example, dark magic users will use this to strengthen the body
       when healing, in which the dark magic makes the body stronger so
       that it will be harder to damage the same way. Holy users have
       been known to be able to use certain healing to be able to heal
       others closer to death than most magic users would be able to,
       with some holy power users even having been able to bring the
       dead back to life if their souls haven't moved to the afterlife.
       Some earth users have even been able to rebuild bodies using
       earthly elements (being one of the few magics that may be able
       to be used to rebuild limbs and organs). This is slightly
       different for each type of magic, where each magic may have
       unique aspects that can be used effectively. This power allows
       healing, and can even allow purification of certain things like
       energy poisoning if a user knows what is afflicting someone.
       However, the purpose of this power is to heal, and no matter the
       magic, the main purpose of this power is to heal others. When
       used, the user needs only to focus on the wound and focus their
       magic to it. This will heal the wound if the user is able, and
       stronger magic may be able heal worse injuries or heal more
       quickly. Of course, users cannot heal someone close enough to
       death, and depending on the magic, some magics cannot heal
       certain injuries (IE normal magic cannot regrow limbs). This
       requires conscious effort, so users must be conscious and
       purposefully use this (meaning it's not a passive regeneration
       power or a power that can just happen without the user's focus).
       Different magics may also have negative effects on this power as
       well, such as dark magic may strengthen the body upon healing,
       but may disfigure or cause further damage to the body if the
       user cannot handle the magic.
       - Elemental Mystic Knight Ability: Magic Resistance: Because the
       mystic knights have heavy training in magic and effects of most
       magic types, mystic knights gain a natural resistance to magic
       as a whole due to their training. Because they have magic
       running through them at all times, they are able to resist magic
       effects and powers. Magic attacks and abilities do far less
       damage to mystic knights, and depending on the magic, some
       magics may even have certain immunities (IE fire magic would
       allow immunity to fire for the most part). While there are ways
       around immunities (like mystic knights have ways to get past
       magic resistance), most mystic knights have gained a resistance
       to magic. This is pretty effective, and magic users have even
       developed ways to counter certain magic based abilities. For
       example, a holy magic user would be highly resistant to neutral
       magic, and nearly immune to holy effects. This depends on the
       magic and what defense can be granted, as each magic will grant
       different resistances and near immunities. This is a passive
       resistance, which is used whether the mystic knight has magic or
       not. Since mystic knights not only train their bodies to focus
       and learn magic, they also have bodies that have adapted to
       magic specifically that make it harder to hurt them with magic.
       Of course, just as mystic knights may have resistance to certain
       magics, they don't gain certain resistances that might oppose
       their magic. For example, a dark magic user would still be
       vulnerable to holy magic, or a neutral magic user might be more
       vulnerable to certain other magics like chaos magic. Depending
       on the magic, users may have resistances, but most magics may
       have other magics that do more damage as a result that the user
       won't have resistance against. Magic resistance also doesn't
       apply to anti-magic, which can still hurt a magic user as much
       as any other magic user. Every magic has strengths and
       weaknesses, and these usually apply to the magic resistances as
       well. This also doesn't mean that the mystic knights are
       resistant to other abilities that aren't magic-based, and this
       doesn't help against powers that bypass magic resistance (such
       as mystic knight physical enhancement).
       - Elemental Mystic Knight Ability: Limit Break Techniques: As
       mentioned, mystic knights have the ability to utilize damage
       energy to store up and use special techniques that are often
       seen as final attacks. Depending on the user and how they want
       to use this, most have unique limit breaks that can be used. The
       first thing to talk about is how strong these are. Depending on
       the user, some may choose to utilize weaker limit breaks but be
       able to use more of them in the time they have where they can
       use limit break (as these can only be activated when the damage
       energy is released once the damage energy absorbed reaches it's
       maximum limit), or they may choose a stronger limit break that
       may use up all their damage energy, but is far stronger than any
       other attack they may have. Typically, limit breaks will fall
       into one of several categories. The first is that it could be an
       enhanced special physical attack (such as a user who used a
       variation of their final sword technique as their limit break).
       The second is a supernatural energy based attack. In the case of
       mystic knights, these are usually magic based, such as a fire
       magic user might fire a massive blast of flames or might fire a
       giant beam of fire energy. Depending on the user, these limit
       breaks can be focused in many different ways depending on what
       the user can do. These are used when the body has received
       enough damage energy that the user has absorbed, and these
       attacks are used during the enhanced state while that energy is
       running through the body and enhancing the body. Typically, most
       users of this skill will have 2 or 3 limit breaks, with some
       stronger enemies might have more. Typically, the type of skill
       used depends on the user, and users will have to pick and chose
       when skills they want to use as some users with more limit
       breaks may not be able to use all of their skills if the skills
       use enough damage energy. Of course, as one might expect, every
       limit break can be countered in some way, such as dodging the
       attack or blocking (which is usually not recommended as limit
       breaks are usually strong enough to break through defenses).
       Opponents can usually tell when these limit breaks can be used
       and get ready as the user's body will gain a burst of energy as
       the damage energy is released in their body. And once the damage
       energy is used up, these limit breaks can no longer be used
       (meaning the user has to usually pick and choose what skills
       they want to use and may not be able to use all of their limit
       breaks). These limit breaks can also only be used during the
       damage energy release.
       Advanced Elemental Abilities:
       - Holy Concentrated Plasma: This is a much more simplified flame
       control, where Kindron uses concentrated plasma, the fourth
       state of matter. Plasma is more like an energy than an
       elemental, and is used as such. By generating heat based plasma,
       Kindron is able to use a much more basic heat control to use
       plasma to attack opponents. This power is somewhat unique in
       that it uses basic plasma rather than flames, allowing it to be
       used similar to flames, and depending on the plasma used, some
       plasmas can have different effects like some of them being
       changed at an ionic level to do lightning damage. Depending on
       the plasma used, plasma energy is able to bypass fire immunity
       because it is not a fire type power, but an energy power, making
       it very useful to gain an edge on other fire users. This plasma
       can be used like normal energy, but typically doesn't have any
       explosive properties with certain exceptions depending on the
       plasma used, as explosions tend to convert the plasma into basic
       fire types. This plasma type manipulation is countered best by
       other energies rather than by countering it with elements,
       though certain elements can negate plasma, with the biggest one
       being wind manipulation which can cancel out plasma entirely if
       the person knows enough scientifically to do it. This plasma can
       also be countered by solid matter to a degree, where plasma can
       sometimes be converted based on how the plasma interacts with
       certain materials, such as some earth manipulation being able to
       turn plasma into lava manipulation. This just depends, as
       creative enough opponents can figure out ways around it.
       - Holy Ionized Plasma Manipulation: This is one of Kindron's
       more unique uses of plasma, in which he gets away from holy
       flames and uses a type of powerful plasma using his holy flame
       to generate plasma. By doing this, Kindron is able to generate
       ionized plasma, which is a type of plasma that can be used to
       replicate aspects of a lightning user's power, such as magnetism
       manipulation and certain other concentrated plasma attacks such
       as piercing attacks. This plasma is, like his last power, a
       basic energy type power, that uses the same functions as a
       lightning user (mostly), but simply uses normal plasma to allow
       this plasma to be used to do damage to lightning users. This is
       great for using this against opponents immune to things like
       holy flames and lightning, as plasma is a more basic energy that
       bypasses immunities to fire and lightning. Kindron is very
       knowledgeable in how to manipulate plasma thanks to his alchemy
       training, and uses this very effectively. However, just like the
       normal plasma manipulation, one can counter this with other
       types of energy, or one can use things like ice and wind to
       negate either Kindron's holy flame control of the plasma, or use
       wind to negate the plasma itself. This just requires a creative
       approach, and many elemental users can get around this power,
       but mostly Kindron uses it because it is useful against those
       immune to flames and lightning usually.
       - Holy Flame Melting Point: Kindron is skilled at using his holy
       flames to melt objects, using intense heat to heat the object
       till it reaches it's melting point whether it's through constant
       barrages of holy flames, or using his holy flame touch to
       manipulate the heat in the object. He can do this through
       physical touch, using his touch to burn an object with holy
       flames until it literally melts, or he can use constant holy
       flame attacks to barrage something he wants to melt to bring the
       temperature up. There are a variety of ways to use this, such as
       melting water into vapor, melting objects at their melting
       points, or just trying to melt the earth around him. Kindron
       usually does this by using his white flame aura, in which he
       uses this to heat up an area until objects start to melt thanks
       to his holy aura that works alongside his white holy flames.
       This power may seem basic, but is very useful against most
       objects, as almost anything can melt. Usually, there are some
       metals that have higher melting points, so opponents can usually
       use objects with stronger resistances to heat, though the best
       way to counter this is to use ice powers which can more easily
       keep something from reaching a melting point, due to the ice
       being able to keep the temperature from rising to it's melting
       point if used by an advanced enough ice user. It is also
       possible to protect something with energy, using an energy
       barrier to protect the object if the energy is resistant to the
       holy flames, as many energies can be used to protect from heat.
       - Holy Flame Air Burning: This is a technique that Kindron
       developed to fight wind users specifically. This technique is
       designed to consume the air supply in an area, specifically
       designed to try and burn away wind attacks and other attacks
       using super-heated holy flames that consume the air around them
       in order to remove the gases from the air to power Kindron's
       holy flames. This technique is very useful against wind users,
       or anyone that uses gas, as Kindron developed this to work
       against most forms of air. This is a highly advanced flame
       technique that Kindron uses which is very useful, not just
       because it reduces the air in an area, but because Kindron can
       use the air to fuel his holy flames, as air usually has a lot of
       oxygen and hydrogen in it that fuel fire. Depending on the gas,
       some amplify Kindron's flames more than others, and usually this
       depends on  how explosive the gas is when burned (IE hydrogen is
       far more explosive than oxygen is, so hydrogen would fuel
       Kindron's flames more than oxygen would). While this technique
       is great against wind users, certain highly skilled wind users
       can still dispel the flames by removing the air from the area or
       using freezing wind to put out the fire (if they are able to use
       freezing wind). As such, this is mostly only useful for burning
       away wind attacks fired from a wind user if the wind user
       doesn't know what the technique is designed to do. Once the wind
       user learns how the technique works, they can usually work
       around it. This can also be dangerous to Kindron himself and
       others around him, as this can also burn up breathable air and
       remove the air people need to breathe, so this is a technique
       that Kindron has to be careful when he uses.
       - Holy Lava, Ash, and Molten Metal Manipulation: Normally, fire
       users would have to use earth manipulation to use these powers,
       but advanced fire users can use their flames in a liquid-like
       form for a few different manipulations. This power is a
       combination of flames that is designed to take control of earth
       and create lava manipulation, as well as manipulate the ash of
       the lava, or even use with metal to create molten metal. The
       lava manipulation is usable like one would expect, liquid-like
       flames that are designed to do mixed elemental damage (and in
       this case holy or celestial damage depending on the flames used)
       damage. The ash is also usable to attack with, and users can use
       it to poison people if opponents inhale the ash, as the ash can
       not only prove to make them unable to breathe properly, but the
       elemental energy of the ash could slowly burn the air passage
       ways in the lungs as well. Molten metal is also an option for
       those combining fire and earth, in which a user melts the metal
       and then uses the melted metal to attack opponents using the
       flame manipulation to control the molten metal. Not only can
       this damage opponents by burning them, but it is also possible
       to remove the heat from this to solidify it on opponents to trap
       them, though once fire users do this, they have to melt the
       metal again before they can manipulate it if they have no earth
       abilities. Usually, the best use for molten metal is the fact
       that it has no magnetic field, making it very useful against
       lightning users. This manipulation is best countered by
       water/ice manipulation, with wind powers also working fairly
       well with the right strategies.
       - Condensed Holy Flame Blast: This ability is one that some fire
       users can use very similar to lightning users who condense their
       lightning. Most flame users are able to use this in some form,
       though some are better at using it than others. For the most
       part, there are two main uses for this. The first is creating
       powerful impact blasts of flames similar to what lightning users
       and wind users can use. Most elements have some sort of impact
       power-based ability, and fire can also be used in this aspect.
       When used, fire blasts are able to be used to blast opponents
       back using condensed flames, which can be made to explode on
       impact. This is designed to be able to hit opponents with
       intense impact force, in which the flames are focused into
       concussive force which can blast opponents with this force
       rather than trying to do something like burn them, though this
       attack can burn opponents on impact if they are vulnerable to
       being burned. This attack is specifically designed for use in
       physical combat, rather than trying to use flames to burn or
       explode on someone, and makes this attack able to even damage
       fire users, even though fire users would not be hurt by the
       burning part of the fire power. This is best countered by other
       similar attacks, though doing so tends to generate powerful
       impact waves that can damage both the user and the opponent.
       Usually, the best method for not taking damage is avoiding this
       altogether, since the impact force can even do damage to people
       through armor with enough power put into the attack.
       - Condensed Dark Flame Beam: This is the second use for fire
       users and using their flames to generate an attack similar to
       lightning users. Instead of firing a beam of lightning, fire
       users fire beams of pure fire, which can be used to engulf
       opponents. Depending on how it's used, the beams can have
       different purposes. The first is for larger beams of fire, that
       use beams of fire to engulf opponents, usually to burn them
       alive in the beam and usually incinerate as much of their
       opponent as possible, even often melting weapons and armors
       caught in this. Of course, this particular attack is dodgable,
       but this attack is more about flame power than impact power in
       how it hits opponents. The second technique with this fire beam
       is to create smaller, and more concentrated fire beams to damage
       opponents, in which they use smaller, more condensed fire beams
       to pierce opponents. The generated heat manipulation is able to
       more easily pierce opponents, since the flames are designed to
       melt through even metal. These flames, which empowered enough,
       can even melt adamantium or stronger metals, since almost every
       substance has a melting point. These smaller beams are smaller
       and do slightly less damage, but they are much faster when fired
       than the larger beams. Of course, opponents that want to avoid
       this can use similar abilities to counter, such as energy beams,
       or even other elemental beams (like lightning users). This can
       also be countered more easily with strong enough ice skills,
       though the smaller and condensed beams are better dodged than
       blocked since they are designed to pierce opponents.
       - Dark Flame Explosive Attack Manipulation: This aspect of fire
       manipulation is all about creating explosive attacks. For the
       most part, fire users are able to manipulate fire attacks to be
       explosive, and are able to use flammable elements to help boost
       their fire attacks. For the most part, this is usually best used
       alongside other flammable elementals, in which most usually take
       advantage of things like oxygen, hydrogen and flammable
       elements. But even without these elements, fire users can still
       manipulate their flames to explode. Usually, fire users will
       make fire attacks explosive, often creating explosive fireballs
       by using their power to put pressure into the fire attacks. Most
       fire manipulators can use this in a variety of ways, with most
       fire users unique abilities being able to grant additional
       options for explosive attacks, such as using certain elements or
       techniques that their race might allow, like dragons using the
       dragon snap dragon magic attack. For the most part, these are
       still fire attacks, and the most dangerous part of explosive
       attacks are their concussive force. If one can account for that,
       then they can counter this with anything that counters fire,
       with the main counter being ice.
       - Heat-Based Environmental and Combat Adaption: Similar to how
       ice based users are able to adapt to environments around them,
       fire users are able to adapt to environments around them. Most
       would expect fire users to only be able to survive in places
       like desert and volcano environments, but most fire users are
       able to control their body temperatures in all weather. A fire
       user, similar to how ice users adapt in hot environments, are
       able to adapt in cold environments, raising their body
       temperatures with their power. For the most part, temperatures
       aren't too much of a concern for fire users, and many are often
       able to take advantage of fighting in environments that people
       aren't normally able to fight in. Most fire users can adapt very
       well to heat-based combat conditions, and even can adapt to cold
       conditions more easily. This ability applies to both in and out
       of combat, and grants them resistance to environmental
       conditions. This also grants a fire user's body some resistance
       against ice and being frozen, in which they can use this power
       to resistance changes in temperature by using their flame powers
       as a resistance to . Of course, this doesn't mean that ice can't
       hurt a fire user, only that they adapt to cold environments and
       fire users fight more easily in hot environments whereas some
       don't adapt as easily.
       - Fire Based Enhanced Movement and Flight: Fire users are able
       to use the momentum generated by blasts of fire to increase
       their movement speeds, a trick that they use to use the increase
       in momentum to more easily fight opponents. The most common
       thing people know about is using this for flight, in which many
       fire users are able to use streams of fire to use the momentum
       to fly around by using the fire streams like jets to grant high
       momentum. However, there are other methods of enhancing movement
       besides just flying. Fire users are able to use this ability to
       generate momentum, using this to dash and grant them enhanced
       movement using streams of fire like jets. Many use this to dash
       around, whether it's generating fire from their feet to push
       them forward, or using fire from their hands to push them to the
       side. Users of fire manipulation are also able to use this when
       falling, in order to slow their momentum by firing the fire
       downward to cancel their downward momentum. For the most part,
       there's a variety of ways to use this, in which creative users
       can find new ways to use this as they learn more about how to
       use this momentum. Of course, this is mostly a movement ability,
       in which they can enhance movement, but they can use the
       enhanced momentum to do more damage in physical attacks, in
       which the momentum can add power to their attack as well. This
       requires a lot of knowledge of physics and how to use this
       momentum in order to use. Using too much fire or too little fire
       in this skill can be dangerous, since too much fire can push the
       user too far and throw off their original attack, while using
       too little means they might not move enough to do what they
       originally want to do.
       - Holy Lightning Insulator Conduction: This was Qrow's
       specialty, which Kindron learned from his lightning training.
       This is an aspect of lightning manipulation most lightning users
       don't know, in which most lightning users don't think insulators
       can be affected by lightning. However, what most people don't
       know is that even insulators can be overloaded and become
       conductors with enough lightning. Things like wood and rubber
       can be made to conduct electricity if enough electricity is put
       into it. The key is overpowering the resistance of the
       electrical current, and compensating it by using more lightning
       than the material can resist with. There is only one perfect
       insulator, and that is distilled water, which has no ions, or
       electrical charges, and doesn't have any conductive minerals in
       it. Other than distilled water, any other material can be
       overloaded if one puts enough electricity into it. This
       technique is a highly advanced lightning user technique, as it
       requires not only knowing the molecular structure of objects,
       but also how much electrical power is needed to overload an
       insulator. Because some insulators require a lot of lightning to
       overload, some materials are easier to do this to than others,
       and some may require large amounts of energy in order to use
       this technique. There are few things that cannot be overloaded
       with this, but advanced users of this technique can overload
       anything that is an insulator as long as it's not a perfect
       insulator.
       - Magnetic Manipulation: As part of a lightning user's lightning
       powers, advanced lightning users are able to control magnetism,
       being able to take control of things that are magnetic or use
       magnetic manipulation to influence objects. This lets them
       control things that are magnetic, letting them do things like
       stop bullets, or change a metal weapon's striking direction by
       using this power. This can also be used for basic influence of
       movement, such as slowly pulling someone toward them, or pushing
       someone away from them. This becomes easier the more conductive
       elements are on someone, with armor and metal weapons being very
       easy to push or pull away. Though tougher opponents can resist
       this power, and if one can't counter it, then scrambling their
       own magnetic frequency with a slight electrical charge or shock
       can temporarily scramble their magnetic frequency. However,
       while many things have magnetic charges, insulators can't be
       manipulated, and something people don't know is that molten
       metal cannot be manipulated as molten metal loses it's magnetic
       charge in molten form. Water/ice can also be deionized, making
       magnetic manipulation impossible. Opponents can also resist the
       influence of this, with stronger opponents being able to more
       easily resist this. Of course, all one has to do to avoid this
       is scramble the magnetic frequency the user is trying to
       manipulate, which can be much easier than it sounds by using
       special tech, or just simply using lightning that generates
       random magnetic signatures on oneself. Typically, some tech
       users have developed certain gadgets that can do this easily.
       - Magnetic Shield: This lets a magnetism user create a magnetic
       shield, letting them use it to block metallic or objects with a
       magnetic charge from getting into it. This can also counter
       certain energy types if they are blockable with a magnetic
       field. This is a barrier style where they create a ball of
       magnetic electrical energy around them to protect himself. This
       tends to be a pretty good defense for magnetic force users,
       which allows them to use their shields to reflect almost
       anything with a magnetic charge, usually being great for
       deflecting things like bullets. This can also be used to
       generate electromagnetic forces, such as repelling people who
       hit the shield, or repelling attacks off the shield. When used,
       those that use this can counter attacks that can be blocked with
       this power, and can even use this to generate electrical energy
       by converting the magnetic field into electromagnetic energy. Of
       course, non-magnetic objects and opponents can still break
       through this, and powers like water and molten metal
       manipulation can break through this shield very easily (Anything
       with little to no electrical charge can easily break through
       this shield). It is also possible to use things like aura
       breaker weapons to break through this instantly. It is also
       possible to short this out using water or ice, as water works
       very well to dispel the magnetic effect due to it being able to
       short out electrical energies.
       - Magnetic Blast: This is another ability using magnetic forces
       that advanced magnetic users can use. This power allows a
       lightning user to generate concussive force using magnetic
       manipulation, and allows them to generate attacks using this
       force once they learn to reshape and change magnetic forces. By
       using this, many lightning users can use this to do different
       things, but the main thing is that lightning users are able to
       use this to fire blasts of magnetic energy. When fired, these
       blasts hit with concussive force, and are designed to do
       physical damage more than magnetic or lightning damage. However,
       further advanced users are able to have the magnetic blast
       generate lightning from the magnetic force, usually to allow
       this attack to do further damage. This attack is usually used by
       those that master normal magnetism, and those that master this
       can learn to use this in many different ways. Some that learn to
       generate lightning when firing these blasts can even focus
       special lightning types to do more damage. For example, a heat
       lightning user might have their magnetic blast generate this
       heat lightning so that the concussive force generates massive
       amounts of heat, or might even use heat lightning to make the
       magnetic blast explosive. Typically, this attack can be
       customized as needed, and users have many different options,
       though the base technique is always the same in how it generates
       it's force. Usually, this can hurt anyone vulnerable to normal
       physical damage, since this is more focused in blasts of
       physical power. If one wants to avoid this, usually the best
       thing is to not get too close to it and let it not hit, since
       sometimes the blast can have different effects (like heat
       lightning making it possibly explosive), and opponents can
       usually block this if they can handle the concussive force and
       any other effects of the attack.
       - EMP (Electromagnetic Pulse), Signal Scrambling, and Hacking:
       By using their magnetic abilities, a lightning user is able to
       create an EMP, which can neutralize electronic equipment and
       some mechanical enemies not resistant to EMPs by generating a
       pulse of pure magnetic power. Depending on how much power they
       put into the EMP, this can be a small charge or a large one,
       with more concentrated EMPs requiring a much longer charge and
       stronger EMPs having more possibility to damage technology or
       those with technological enhancements. This EMP ability can also
       be used to scramble electrical signals, using it similar to a
       radar jammer or a way to disrupt any kind of electrical signal
       nearby using their magnetic and electrical properties. However,
       tech and users that have resistance to EMPs will usually not be
       as affected by this. Users can also use their lightning
       abilities to hack computers, letting them access computers with
       this powers. Of course, anti-hack programs can resist this
       influence, and systems with electrical resistant hardware can be
       much harder for them to hack. They are also able to use magnetic
       manipulation to erase computer data and scramble electronic
       devices like hard drives.
       - Lightning Combat Enhancement: A lightning user is able to
       channel lightning into themselves in order to empower themselves
       with lightning. This channels through the body and strengthens
       the muscles, bones and tendons, enhancing physical stats
       immensely with electrical currents running through the body.
       This helps out with many lightning users' combat style, where
       they can use this to enhance their physical combat to the point
       where they can punch through stone and brick fairly easily if
       enough power is applied (and depending on how much power they
       passively put into it). However, the amount of the increase is
       determined by how much power the user puts into themselves. If a
       user puts too much, they can gain high power, but leave
       themselves vulnerable afterward as using too much will reduce
       their power afterward. This technique requires a balance between
       power used and power gained, as too little means not enough of
       an increase and too much means a great increase but not enough
       power left over. There is also a risk of too much of an increase
       of power possibly doing damage to the body, since the body
       moving faster and acting more strongly can cause things like
       broken bones, and torn muscles if the body has too much pressure
       put into this skill, which usually happens when used too long.
       - Body and Brain Scan: A lightning user is able to scan someone
       through their ability to process electricity. Through this, a
       user is able to read someone's body, telling what state the
       person's body is in or sense abnormalities. However, this
       doesn't let them read thoughts and movements of those a user
       fights, as they can only tell those signals are being sent, not
       what the signals actually are. However, the biggest use for this
       is to remove abnormalities, where a user is able to remove
       things like certain illnesses from the blood, tumors and in some
       cases, use their lightning to try and correct abnormalities in
       the brain by using small amounts of electrical energy to help
       restore the brain. However, it is rare to be able to do this on
       someone resisting him, as if someone does try to resist them, a
       user can't pull this off as easily. This is more for helping
       allies rather than doing damage. This also lets a user tell in
       combat which signals are being sent to which part of the body,
       letting them more easily predict their opponent's movements, as
       all opponents have to use their nervous systems to transfer
       information in combat, unless one is using a instinctive style
       that doesn't require nerve communication (Which is very rare).
       Though just because they can process this, doesn't always mean a
       user knows what the opponent is going to do, as it only tells
       them which part of the body will be moving, and not what that
       movement is.
       - Nerve Interruption: This power uses a user's lightning to
       interrupt someone's nerves. This power disrupts nerve signals
       using lightning, scrambling the nerves ability to transmit
       signals. When used, this can disable someone's limbs or whatever
       part of the body is struck. This can be focused into certain
       things, like interrupting someone's leg movement so they cannot
       move their legs properly, or disable certain joints. This can
       also be used to stun opponents and cause disorientation if they
       are hit with this. The nerves usually correct themselves again
       within 2-3 three rounds, though other lightning users can avoid
       this by electrocuting themselves and correcting the issue (as
       they can use this to restart their nervous system). Opponents
       with high enough combat adaptability or anatomy knowledge can
       also adapt, as some opponents can figure out how to use their
       nerves still if they can figure out what movements do what, like
       trying to move a leg, but moving an arm, and the opponent adapts
       until the nerves correct themselves.
       - Lightning Beam: Some lightning users can fire beams of
       concentrated lightning, which are designed for piercing
       opponents. These can fire beams of lightning at many different
       sizes and speeds depending on their ability, which blast through
       opponents. Most of the time, there are two types of beams that
       are fired using this power. The first is that they fire smaller
       beams of lightning designed for speed and piercing. While they
       don't do as much damage, they easily pierce opponents more
       easily, and are great for trying to strike vital points with
       this attack. The second is that users are able to fire larger
       beams, usually as a way of doing more impact damage or just
       trying to incinerate opponents caught in big enough beams of
       lightning due to the lightning's destructive nature. Typically,
       this is designed to pierce shields and armors, but users can
       find plenty of other ways to use this as well. For example,
       there are some that can use other lightning types that will find
       ways to use this to enhance the technique, such as an ice
       lightning user might use this to pierce an opponent and freeze
       the wound to cause extra damage, or a heat lightning beam could
       generate heat which severely burns a wound. Some even have
       specific techniques to use this uniquely, such as using impact
       force of these beams, or some are able to use this to reflect
       this beam off things like mirrors that reflect light. However,
       smaller beams are rarely deadly unless they hit a vital point
       like the lungs or the heart even if they usually more easily
       pierce an opponent. Larger blasts usually do more damage because
       they usually have to be concentrated before being fired, but
       stronger opponents being able to block or resist larger attacks
       to a degree. Usually the best way to avoid either of these types
       of abilities is to not let oneself be hit by it.
       - Lightning Stream: This is an advanced technique among
       lightning users, and one that requires more power than one might
       think. This technique uses lightning to generate a stream of
       electricity, which can be used to fire at opponents. The main
       use of this is to electrocute an opponent with more electrical
       energy than normal, with streams of lightning usually being able
       to kill opponents with enough exposure. This technique can be
       used multiple ways, depending on what the user wants to do. The
       first main way this is used is by firing it from the hands or
       even from the body (only used by advanced lightning users),
       where a user will fire a stream of lightning at someone or
       something to electrocute them. The second method people use of
       this is when users create streams around them, usually to be
       used defensively. This use can be used to protect oneself from
       attack by opponents, such as using this to try and generate a
       stream of electricity around oneself so that the opponent trying
       to attack them will get electrocuted when they get too close.
       This technique can even be used with special types of lightning
       if a user has them, such as using heat lightning to burn and
       electrocute opponents simultaneously. This technique is quite a
       powerful one, but comes with a few major downsides. Typically,
       this requires a lot of power to use, and cannot be maintained
       for long periods of time. Most users cannot use this for more
       than few rounds at a time. The other major downside is that this
       can do damage to a user's body if overused, because the
       lightning released forces open the flow of energy in the body to
       release this massive stream of electricity, and when maintained,
       the forced open flow of energy starts to cause major damage to
       the body because of this.
       - Piercing Lightning Attacks: This technique was developed among
       advanced lightning users, with the most well known users of this
       being users of techniques like the Chidori who learned to
       utilize this lightning. This technique condenses lighting until
       the power of the lightning builds up to be able to break through
       defenses. This technique is very useful for opponents with
       strong armors and shields, as those that use this at full power
       have been known to even pierce through adamantium (but only with
       enhanced lightning and long enough time to concentrate their
       lightning enough). This attack can be built up with a longer
       charge time, where a user can take more time to condense more
       lightning into the attack to make it stronger. Because of this,
       the longer the attack is prepared, the stronger it can be. Those
       that use this that have customized this power have come up with
       plenty of ways to use this, such as some who focus spears and
       swords of lightning into this power, or some that can fire
       spearing attacks, or some that can even fire streams of piercing
       lightning from their body. However, while this attack is very
       useful, it does require charging up and condensing lightning,
       and while this can be done quickly, this technique is only at
       it's strongest when an opponent takes extra time and puts more
       power and time into the attack. While strong, interrupting an
       opponent charging can hinder them from making this strong enough
       to pierce stronger metals, and this attack can still be dodged
       by fast opponents.
       - Chain Lightning: This is another advanced technique of
       lightning users that allows those highly trained to eventually
       learn to have their lightning chain to multiple opponents if an
       opponent is struck by a lightning attack. Typically, this is
       usable with almost any kind of lightning attack, such as a
       lightning stream or a lightning blast, and some users have
       specific techniques using this ability. Depending on the ability
       and knowledge, as well as the conductivity of the affected
       opponents or objects, users of this ability can usually chain
       multiple opponents, with some even being able to chain their
       lightning among entire groups. Typically this works best with
       the lightning stream power, because of the stream's ability to
       hit one object or opponent and then chain to another nearby,
       which many users of this power will use this power for. However,
       this does require great knowledge of conductivity of anything
       they are trying to chain their lightning to, and requires the
       person or object chained from to be within 10 feet of the
       original object or person who is hit by the initial lightning
       attack. The number of people who can be chained in this
       technique also depends on how advanced the user is, and how good
       they are at keeping things like a stream of lightning active.
       Typically, this can take less power than firing multiple
       attacks, but requires more knowledge and awareness of the user's
       surroundings to use. This can also be stopped if there is no
       conductivity, such as lightning cannot be run through certain
       insulators, and the chain power does not work if the object or
       person struck is not conducting the electricity.
       - Lightning Strike: When someone with lightning abilities uses
       their abilities during a storm, the user is able to create a
       lightning strike, directing a natural lightning strike to attack
       an opponent by controlling the storm and generating a lightning
       bolt by concentrating the static in the air where they want the
       lightning to strike. The user needs only to fire a lightning
       bolt up in the clouds to absorb the lightning and concentrate
       the static in the clouds, which can also can also use special
       lightning to empower the lightning different ways, such as using
       holy lightning for a holy lightning strike or a powerful ice
       lightning strike to freeze an opponent when struck. Depending on
       the lightning, the lightning has to be fired into the clouds,
       and draw power from the overhead storm. However, this can only
       be used when there's a storm overhead, and if there's no storm,
       then there's no natural lightning that the user can call down.
       Anyone who knows this is coming usually can find some way to
       avoid it, such as using a metal object to absorb the lightning
       (though lightning strikes used in this manner tend to melt most
       metal objects), or using cover to block the lightning strike. It
       is also possible to protect oneself using earth manipulation or
       using insulators that don't conduct electricity. This typically
       requires a lot of power to do, and while it is very powerful to
       use nature's lightning, it is also very taxing, requiring a lot
       of power to use this attack. Most users only use this against
       the strongest of opponents, usually as a trump card. Users of
       lightning without storm manipulation can use this if there is a
       storm overhead, but without storm manipulation cannot manipulate
       the storm itself.
       Shingetsu Style:
       - Shingetsu Sword Style: Many are familiar with the Shingetsu
       style as a sword style, in which it is designed to be a focused
       style. This style falls into two main types of attacks, which
       are the two bases of this entire style. The first is the
       Nadeshiko, which is a technique that focuses physical force to
       split objects known as the "Armor Piercer" substyle, and the
       second is a technique known as Battojutsu, or a type of sword
       draw technique that uses the second substyle of this style. This
       style was developed for weaker combatants originally, in that it
       was designed so that weaker combantants could hit harder or
       pierce armors that they wouldn't normally be able to. The
       Nadeshiko was designed for this style specifically, but the
       Battojutsu was originally derived as a variation of the Hiten
       Mitsurugi style, which some aspects of the Battojutsu part of
       the style became a basis for this style's techniques. This style
       is a focused technique that weaker users can use against
       stronger opponents, as the Nadeshiko is designed for weaker
       people to pierce stronger opponents, and the Battojutsu is
       designed to attack at much faster speeds to counter opponents
       with faster speed. For the most part, this is a style that is
       more about technique and mastery of it's attack styles, rather
       than just being a style focusing on physical strength like it's
       martial arts counterpart. When advanced users of this style
       master it, they are able to balance the two substyles and
       combine the two aspects to create a sword style that some master
       swordsman are even able to use with wooden swords or some can
       even attack with things that aren't swords to combat swords and
       other bladed weapons. For Omega, he not only uses this style,
       but uses a slight variation where he draws his sword from his
       back, rather than from his side (Though these days he tends to
       default more to his Omega style than using his normal Shingetsu
       style.
       - Shingetsu Nadeshiko (Armor Piercer Substyle): This is the
       first substyle of the Shingetsu style that applies to both the
       martial arts version and sword style version of the Shingetsu
       style, which is the Nadeshiko technique, or also known as the
       Armor Piercer technique. This substyle is a main focus of the
       style, in which the user is able to concentrate physical force
       into a single point to split an object at the point of impact.
       When focusing the style, users have to focus on the point they
       want to attack, and then use their force to create a line that
       splits the object through concentration. If done properly, their
       attack will not hit as a normal physical attack, but will simply
       slice something cleanly in half. This is an aspect in both the
       martial arts style and the sword style version of the Shingetsu
       style, and can be done using a simple physical combat attack
       like a punch or kick can cut into an opponent, or a sword slash
       to concentrate the sword slash's affect. Masters of the style
       that are skilled enough have also been able to slice through
       things with the sheath of their weapons, or some people can even
       slice through armor with a simple kick or punch. This style was
       originally designed, as one might guess from the name, to slice
       through armor and tougher materials, whether it was through
       physical combat or through the sword style. This technique
       requires focus at first, but masters of the style can usually do
       this subconsciously with enough practice. Countering this is
       usually best done through dodging, since this is designed to
       slice through even metal armors and shields. Since this is a
       concentration technique, another way to prevent this from
       working is to interrupt the user's concentration, or interrupt
       the impact force which will usually make this technique not work
       properly.
       - Shingetsu Battojutsu (Sword Draw Substyle): This is the second
       substyle of the Shingetsu style, which is a style based around
       sword draws that is specific to the sword style (as the martial
       arts style has no "sword draw"). This sub-style is known for
       it's unique sword draw techniques, which was originally taken
       from certain other styles like the Hiten Mitsurugi style that
       had plenty of sword draw techniques. However, the battojutsu
       substyle is based mostly around drawing a sword directly into an
       attack, without having to go into an attack stance after drawing
       the sword. Because a sword draw can be among the fastest known
       movements with a sword, battojutsu and laijutsu users developed
       the style around it so that they could take advantage of this by
       utilizing this as one of the main aspects of the combat style.
       As a result, the battojutsu style is all about different sword
       draw techniques, and combining those techniques with special
       techniques to create unique attacks. Many of the attacks in the
       Shingetsu style are designed around both the Nadeshiko substyle,
       but many use the Battojutsu style, and some even combine the two
       aspects. Users who master this can use many powerful sword draw
       techniques, many of which are designed to be extremely fast
       techniques, and some even being very powerful techniques when
       combined with the Nadeshiko style. However, the biggest risk to
       this style is timing, due to this style leaving the user
       vulnerable without their sword drawn. If a user draws their
       sword too early, the user will be left open, but if they draw
       too late, the opponent might have already landed an attack on
       the user.
       - Shingetsu Slidestep (Stepping Method): Any swordsman and
       martial artist can attest that any sword style requires precise
       footing, and each combat style needs a way to regulate their
       movement whether it's weapon-based or martial arts-based. There
       are usually certain stepping rules that one needs to avoid, such
       as not moving their leg in front of their sword, so they don't
       risk chopping off their leg when using sword styles, or using
       movement styles in martial arts as a basis for dodging and
       counter attacking. No matter what style one uses, a proper
       stepping method is often the basis of good movement, and most
       users of any style will never advanced without mastering a good
       stepping method. This stepping method style acknowledges those
       concerns, but also acts as a high level stepping method that
       allows a user to use a special stepping method that is designed
       to use sliding to the advantage of the user. Normally, sliding
       around is a danger, but this stepping method uses it to the
       advantage, in which the user can move and use the slide step to
       transfer the momentum into their attack. Of course, as one might
       expect, this can be difficult to master, but advanced users can
       get good enough at it that they are even able to use this to
       create after-images when they move fast enough. The major danger
       to this is using slide and accounting for the friction, due to
       sliding around requiring a user to know how friction will slow
       them and account for it when moving.
       - Swordsman Wavelength Attack Focus: This is a trick among
       swordsman, where cutting through objects isn't about power, but
       concentration which is learned only by experienced swordsman who
       have been near death at some point in their life and learned to
       tune into this. By tuning into the wavelength of objects, a
       swordsman is able to cut only what they want to cut, such as
       cutting through a tree without cutting the leafs falling from it
       by tuning their wavelength of their attacks to target only a
       specific wavelength. This technique lets the swordsman cut
       through almost anything by tuning their attacks to the
       wavelength of whatever it is they're trying to cut. They don't
       have to know what the material is, only be able to process the
       wavelength of the item or opponent. This lets them cut through
       almost anything, assuming the opponent isn't also using this
       power to block them. This can also cut through defensive energy
       skills, such as walls or barriers by some advanced users. This
       swordsman technique requires the user to be tuned to the world
       around them, and once mastered, the swordsman can essentially
       cut through almost anything with enough concentration. However,
       this obviously doesn't do any damage by itself, simply being
       used to tune attacks to their opponents. This technique can be
       countered however, by simply changing the wavelength of the
       object or person being attacked, such as using an energy
       amplification technique to change the wavelength of the object
       or opponent. While the sword would do some damage as it's still
       a sword slash (if it hits), then the sword would do highly
       reduced damage.
       - Swordsman Wavelength Projectile Ricochet: Thanks to the
       wavelength sense some swordsman have, Those with it are able to
       use their connection to the swordsman wavelength to reflect
       attacks back at opponents or at other opponents from their
       sword/weapon. This ability comes from using the swordsman
       wavelength in order to tune their wavelength to the wavelength
       of the kinetic energy of a projectile, in order to reverse the
       kinetic energy when attacking a projectile. Advanced users of
       this can even learn to reflect projectiles in specific
       directions, rather than just reflecting the attacks randomly.
       Usually, this only requires the user to react fast enough to
       tune their sword's wavelength, assuming they can use this in
       time to reflect a projectile, and they will be able deflect
       projectile attacks. This works on energy attacks, other
       projectiles, and even works on things like cannonballs and
       bullets (if a user can react and move fast enough). While most
       users have to concentrate to do this, advanced users of this
       learn to do this subconsciously with enough practice, which
       gives them more time to react to projectiles. This is a
       difficult technique to master, due to how many different kinds
       of projectiles there are that could be used, and the speed many
       projectiles travel. For opponents, most aren't able to change
       the wavelength of a projectile, but if opponents can speed up
       their projectiles so the swordsman doesn't have time to react
       and tune to the wavelength of the projectile, then the user may
       not have time to use this.
       - Form Negation Wavelength Manipulation: This technique was
       developed as part of the wavelength training, in which they can
       attack people who are either intangible or in elemental form.
       This uses the user's ability to tune to wavelenths to attack
       someone while they're in another form, allowing them to
       essentially attack them and ignore their form they're in to do
       damage to them directly by tuning to the wavelength of the
       person's original body rather than attacking the form they're
       in. For example, an opponent in water form would take damage as
       though they were in their normal form when this technique is
       used properly as this would attack the opponent's body rather
       than the water form. This technique is quite useful for the user
       especially fighting supernaturals who use intangibility or use
       energy or elemental forms to avoid damage, in which users of
       this developed this specifically to combat these kinds of
       opponents. Users of this usually have to concentrate to use
       this, but advanced users will learn to use this subconsciously
       when an opponent uses intangible forms. Opponents can counter
       this by manipulating their wavelengths so they don't match the
       user's attack, if they know how the wavelength power works
       which, for the most part, is something only swordsman can tune
       their mind to (Though there are plenty of similar abilities in
       other training that use similar abilities in other forms). Of
       course, opponents can still easily dodge the attack, as this
       does require landing an attack in order to take damage even when
       the wavelength is properly tuned to the opponent.
       - Energy Negation Wavelength Manipulation: This is another
       technique that developed as part of the wavelength training.
       This technique lets them dispel energy techniques similar to an
       aura breaker, in which this was designed to operate similar to
       the form negation ability. Thanks to this, they are able to use
       sword slashes and their ability to use wavelengths to tune to a
       wavelength and dispel it with a sword slash by tuning the
       wavelength to the energy's wavelength and focusing on using
       their physical force of their wavelength to dispel the
       wavelength of the energy. This is an advanced technique that is
       much harder to do than it sounds, and if used properly, it works
       great for swordsman who fight projectile attacks. This only
       works on energy type attacks and defenses, and doesn't work on
       solid objects or living beings, as this is meant for energy
       rather than solid objects (solid objects is what the normal
       wavelength training is for). While they can use this to negate
       energy, they cannot use this to simply kill someone in energy
       form, as an energy form (like an elemental form) works
       differently (and on a different wavelength) and must be attacked
       using form negation rather than energy negation. The most this
       can do to someone in elemental form is negate some of the energy
       used to keep their body in it's elemental or energy form.
       Opponents who want to counter this can counter this by changing
       the wavelength of the energy used, if they know how this ability
       works (which those who see similar abilities will know how it
       works).
       - Twin Draw: This sword style move uses a seemingly normal
       battojutsu move which uses a powerful sword draw to launch a
       strong and speedy attack, but the difference is that in addition
       to the sword slash, the user also uses the sheath as a second
       attack in quick succession, striking with the power of the
       momentum of their first attack to carry them into the second.
       This attack is meant to fool opponents into focusing on the
       sword draw, but not on the second attack coming from the sheath,
       which usually is set to hit someone in the chest or at a
       pressure point since the sheath normally wouldn't do too much
       damage. This attack can be combined with the Nadeshiko or the
       swordsman's wavelength when used by advanced users, and can make
       the sheath slash opponents when the attack hits. If an opponent
       is hit by this, they will often find that the force of this
       attack is usually able to break someone's ribs, since the chest
       is usually the target of the second attack. While the first
       attack is just as dangerous (as battojutsu attacks are usually
       quite fast and can be pretty powerful), it is usually the
       combination of attacks that makes this so dangerous. Since there
       are two attacks, usually focusing on one will make the other
       easier to hit with, and most opponents wouldn't even see the
       second attack unless they know that it's coming since most
       swordsman wouldn't attack with a sheathe. While this may seem
       like a great technique of deception though, this usually only
       works once, since the opponent usually catches on to the style's
       use of this technique. Though basic, this technique is still
       effective.
       - Sword Slash Wave: This technique is a modification of the
       Nadeshiko style, where the user doesn't focus into a point of
       attack, but rather, focuses their power into a slashing wave by
       focusing their attack force. This has the same effect on an
       opponent, except that the attack hits from a wave instead of a
       sword slash through concentrating of an attack. This was
       designed to send the force of a sword slash to fight opponents
       who fight from further away, since not all sword users can fight
       at mid-range (as most swordsman cannot attack beyond close
       range). This attack can either be focused into one large
       slashing wave for more damage, or advanced users can focus this
       wave into a collection of smaller slashing waves for more
       chances to hit an opponent depending on how the user uses this
       technique. This technique is a fairly basic shockwave style
       attack that is designed to transfer the force of an attack
       across an area, which is normally invisible to users. However,
       some users can still tell when this attack is used, usually
       those with highly honed combat instincts or those that know how
       these kinds of techniques work. This is another attack that can
       decieve opponents the first time it's used, since most aren't
       able to tell there's a shockwave style attack that comes from
       the sword slash that fires this attack. Though after the first
       attack, usually opponents figure out how this technique works.
       - Cherry Blossom Pedal Wave: This attack is another attack of
       the Nadeshiko part of the Shingetsu sword style, that uses
       powerful sword slashing shockwaves in a more advanced technique.
       These waves are focused and powerful enough to bend the light
       around them, which causes certain effects on the light affected.
       The sword has to move swiftly and very fast so the sword waves
       nearly overlap. The technique creates the optical illusion of
       what looks like cherry blossom pedals around the sword and
       waves, but is merely an optical illusion which ended up becoming
       the name for this attack as the cherry blossom pedal optical
       illusion became associated with this technique. The attack still
       works like slashing waves, except the waves move far faster and
       do more damage, and are more visible due to the optical illusion
       that looks like cherry blossom pedals as the light is bent
       around the wave. Typically, the force of this attack is stronger
       than a normal attack wave, and the slashing waves are meant to
       hit in quick succession to make this harder to dodge. However,
       it is possible to dodge these attacks, but requires precise
       movement and very fast reflexes to dodge these waves. Depending
       on how the sword is slashed, the attack could be one large wave,
       or a collection of smaller waves depending on how advanced the
       user of this attack is. This is hard to tell though since the
       wave itself is not usually visible since it's usually hidden by
       the bent light around it, though one can tell by the cherry
       blossom pedal illusion where the general wave is or how the wave
       is fired. It is also noteworthy that the light bent by the waves
       of the attack is not quite as impressive as it sounds, as it is
       more just an affect on the air around the attack rather than
       being some space-bending feat like most think.
       - Cresent Slash: This is a combination of the Nadeshiko and the
       Battojutsu substyles, where users are able to use this if they
       have mastered both styles. When using this technique, the user
       does a Battojutsu style sword draw attack, bringing the sword
       forward into a sword slash. However, the difference is that this
       technique creates a wave from the sword using the Nadeshiko
       style that creates a slashing wave to attack opponents from
       farther away. This is a good move to use when the opponent is
       expecting a sword draw up close, as the user can draw and attack
       from farther away, catching the opponent off-guard since most of
       the shockwave attacks are not able to be seen typically.
       Essentially, the user wants everything to be in one swift
       movement, where they sword draw straight into a Nadeshiko sword
       wave in one swift motion. Unlike the normal wave, which is
       fired, this wave stays for a short time up to two feet in front
       of the sword's blade where it was slashed, and can be used to
       essentially extend the range of a normal battojutsu attack. This
       requires the use of both Nadeshiko and Battojusu, which means
       users must know both substyles to use this technique, and be
       able to combine the two naturally. This attack is usually great
       for opponents just outside the range of normal attack range with
       a sword, but this is another technique that typically only works
       once, and opponents usually have to still be within a certain
       range for this attack to work properly, as this wave cannot be
       fired at opponents like most think.
       - Two Sided Slash: This move is a special Battojutsu style
       technique, where the user starts with a short charge to the
       opponent. When the user gets close, they draw the sword and
       attack from the front, then as they get behind the opponent (by
       moving beside them) they user their momentum to spin and do
       another attack to their back while they're stopped from the
       first attack. This attack is a two stage attack, designed to hit
       from both the front and back in quick succession if the attack
       is done properly. This requires careful movement, and predicting
       where the opponent will move to if they try to dodge the attack,
       since this technique is designed to hit twice. If the user
       misses the first attack, it is possible to adjust their stance
       to make the second attack easier to hit, but requires fast
       reaction and being able to move effectively so they don't lose
       any momentum of their attack. When done properly, this should
       all be in one solid flow of movement where the user does the
       first attack and then moves immediately into the second attack.
       This technique is designed to be done with great speed, and if
       done correctly, both attacks should hit close to the same time.
       If an opponent wants to dodge this technique, the best way is to
       just get out of the way of it, and if the opponent knows that
       the second attack is coming, they can still dodge the attack. If
       an opponent does fall for this, it usually only works once as
       opponents usually figure out how this works.
       - Wave Breaker: This technique is another powerful move that
       uses the Nadeshiko style. This style fires a sword slash wave
       similar to the normal sword slash wave, except that this attack
       is fired using higher power and physical force. Instead of just
       slashing an opponent, the attack slash wave bursts into multiple
       slashing waves when hits something, allowing the larger slashing
       wave to do far more damage by splitting into smaller waves that
       can slash anything the smaller waves hit. This technique is a
       very powerful slash which can do severe damage to an opponent if
       they are hit by it, which can easily have the technique burst in
       up to 10 slashes depending on how the technique is used. This
       can be great for attacking groups, or hitting an opponent
       multiple times with one technique. While it may not seem like a
       strong technique, this can easily put multiple slashes on an
       opponent at once, which is usually very confusing for opponents
       who mistake this for one attack doing the damage of multiple
       strikes. This technique requires a lot of physical power to use
       though, far more than a normal attack due to how much power has
       to be put into it for the wave to have the kind of stopping
       power it has to have, but also the physical force has to be
       concentrated properly or else the technique's waves won't have
       the desired effect. Opponents can also probably figure out how
       this works after it's been used, as some smarter opponents might
       figure it out after seeing it being used. This can be dodged by
       opponents, as an opponent needs only dodge the larger single
       wave, and they can probably avoid the smaller waves that do the
       actual damage.
       - Dragon Hammer Slash: Based on another style's technique, this
       style uses a powerful attack from above an opponent using
       battojutsu. During this move, the user has to get above the
       opponent, and then attack while they're on their way downward,
       striking an opponent from above. When moving downward, the user
       uses their momentum to draw their sword, and attack from above,
       in which the momentum of the sword draw, and the momentum of the
       move downward make a very strong attack designed to slice an
       opponent from the top down by using gravity to amplify the force
       of the attack. This is best used when an opponent is unaware of
       the coming attack, usually if the opponent has lost track of the
       user who can then attack from above while the opponent is trying
       to figure out where they are. If an opponent blocks this, a
       user's force may propel him downward enough that the force of
       the weapon clash could force the opponents own weapon back into
       the opponent's shoulder or face depending on how strong the
       force of impact is. Typically, the best way to use this is to
       attack the back of the neck or the back, as this was designed to
       be used from a jump and used when coming down on the opponent.
       Typically, this can be a very dangerous attack, as users usually
       use this when opponents are trying to track them. If an opponent
       knows the attack is coming, the attack can be blocked if the
       opponent doesn't have time to dodge, as long as the opponent
       accounts for the increased physical force of the attack.
       - Dragon Soar Flash: This technique is the opposite of the
       dragon hammer slash, and is instead focused on attacking from
       below an opponent while moving upward. This technique uses a
       sword draw to hit an opponent from below, usually meant to hit
       the opponent's chin. There are two modes of this attack. The
       first is a non-lethal move where the user can hit the opponent's
       chin with the butt of their sword, usually knocking the opponent
       back and disorienting them, which is good for users not looking
       to do serious damage to their opponents, and proper strikes can
       be used to knock out opponents when used properly. The second is
       a lethal style attack that will attempt to slash the opponent
       from the chin upward, slicing through the face when done
       properly. If for some reason the attack is blocked though, the
       user can attack upward with an uppercut to attack the back of
       the blade (this doesn't work for double sided weapons) so that
       the extra momentum carries the blade upward. This can also be
       used to knock back weapons that are attacking from above, and
       using the punch to the dull side of the blade to knock the
       opponent back. There are a number of ways to use this attack,
       depending on where the user attacks, though usually this is
       meant to attack the chin. Users can even use Nadeshiko in
       combination with this on stronger opponents to slice through
       opponents more easily. Opponents can block, or dodge the attack
       depending on the strength put into the attack, and there are no
       special techniques that make this technique more than what it
       is, which is mostly an upward sword strike.
       - Earth Wave Slash: This move is another Battojutsu technique,
       one where the user draws the sword downward into the ground in
       order to dislodge the earth using immense speed and force in
       their sword draw. Instead of slashing the opponent, this
       technique is designed to slash the earth and dislodge the earth
       into attacks that are fired at the opponent from the slash,
       usually meant to be used on hard surfaces like rock or concrete
       so that the debris of the attack does as much damage as
       possible. This attack is designed to be used as a means to use
       the earth like projectiles, usually in the form of an attack
       wave generated from the force of the attack, and the earth used
       as projectiles from the force of the slash. This technique is
       very useful for doing damage to opponents, due to the attack
       being able to hit them with strong debris and not really
       requiring as much raw power from the user as one might think.
       This is a simple Battojutsu technique, but requires a good
       strong slash to use, and usually has to fire the attack directly
       in front of where the user is attacking. This makes the attack
       useful, but the opponent can dodge if they move beside the user
       or even manage to get behind the user. This is also best used at
       midrange, as too close and the debris won't hit as hard due to
       not having enough momentum. This is one of the few techniques
       that cannot be combined with Nadeshiko, due to the Nadeshiko
       often messing up this attack, and the Nadeshiko will usually
       slice through the earth rather than dislodge it.
       - Crying Wave: This is a particular technique that is sort of an
       opposite of the Battojutsu style, where instead of attacking
       with a sword draw, the user uses a shingetsu style attack wave
       upon sheathing a sword. When sheathed, the force of the
       sheathing fires a shockwave at opponents, creating a small sonic
       boom upon sheathing the sword. Due to the enhanced sound of the
       wave, the wave has an amplified sound which can affect those
       with enhanced hearing, but can also still impact opponents with
       concussive force and push them back. This is a fairly simple
       wave that is designed to catch opponents off guard, as the
       attack isn't the wave, but instead it is the sound that is
       generated that is the true attack. The enhanced sound can cause
       pain in the hearing of those with enhanced hearing, even to the
       point of knocking them out, with the wave being able to
       disorient those with strong enough hearing. Those with enhanced
       hearing or those with sensitive hearing have the hardest time
       with this technique, and are the ones this technique was made to
       be used against. While the wave can attack people as an impact
       wave up to a certain distance, it is not supposed to be the
       focus of the attack. As a result, this is another technique that
       is great for deception, but only works once as most opponents
       figure out how to counter it if used more than once. Opponents
       that want to avoid the effects of this need only come up with
       some way to drown out the sound, in which they can avoid the
       sound by making sure the sound doesn't reach them, usually with
       some sort of ear coverings that can drown out the sound. The
       attack wave is not usually too strong, usually just being strong
       enough to knock opponents back, and not enough to do any serious
       damage.
       - Slicing Sword Dance: This is a very advanced sword draw
       technique, one of the most difficult to do in the Shingetsu
       style. This attack is done when unsheathing the sword, but
       instead of using a normal battojutsu, the user simply opens the
       sheath about a third of the way when using this. The thing that
       makes this difficult though is not the unsheathing of the blade,
       but how the blade has to be unsheathed. Most people wouldn't
       think that this technique is a battojutsu style technique, since
       the sword isn't drawn with much force. However, when drawn, the
       user has to use their draw to create a force that is amplified
       and ricocheted off the blade itself and fired at the opponent
       which takes a mastery of concentrating one's force, and of
       mastering both aspects of the Shingetsu style. Most mistake this
       for reflected light when the force appears fired from the blade,
       but the force creates a powerful wave that is fired from the
       blade at opponents. Instead of drawing the sword from the side,
       the user holds the blade in front of them, and then draws the
       blade out, in which the blade reflecting the light has to be
       facing the direction the user wants to attack from. For the most
       part, this technique is very difficult to get just right, since
       it requires conflicting force to draw the blade, and even more
       difficult to get that force to reflect and amplify on the blade
       till it fires a wave. This technique moves extremely fast, being
       difficult to dodge, and is one of the top level skills of the
       Shingetsu style for good reason. However, opponents that can
       move fast enough can dodge this, and some can block this if they
       have proper defenses strong enough to handle the wave. Unlike
       other shockwave attacks, this one is fully visible due to the
       reflected light.
       - Nine Head Dragon Slash: This is perhaps the strongest and most
       dangerous of the Shingetsu style's Nadeshiko substyle, and
       requires immense speed to pull off. This technique, when done
       correctly, attacks 9 different vital points in such quick
       succession that it seems the attacks happen simultaneously.
       This, as one might imagine, is very difficult to do, requiring
       immense speed to even attempt. When this technque is executed,
       the user simply must do a quick charge towards the opponent, and
       use the momentum to carry them into this attack. This technique
       was originally designed to train for the final attack of the
       Hiten Mitsurugi style, but was refocused into it's own attack
       for the Shingetsu style. This attack requires immense speed and
       strength in order to be able to do this, since this requires
       attacking 9 points almost at the same time. The main idea behind
       this attack is that opponents would have a hard time dodging 9
       simultaneous attacks, with the best way to dodge being to land
       an attack on the user before this technique has a chance to
       fully get into effect. This was originally designed to teach the
       speed necessary for the final attack of the Hiten Mitsurugi
       Style, so it's designed to be fast as the Hiten Mitsurugu style
       is about speed. Though faster opponents might still be able to
       dodge if they account for all 9 attacks, though the best way is
       still to hit before this attack hits which stops this attack, or
       move away from all nine attacks by dodging to the side rather
       than trying to go above or below the attacks.
       - Soaring Dragon Slash: This is a battojutsu style technique
       that is one of the strongest techniques this style can release
       that was based on the Hiten Mitsurugi style. This appears to be
       a normal battojutsu to most, however, the things that set this
       apart is the extra step and the powerful vortex of the air
       around the user that is created from the attack. When this move
       is used, normally 3 steps are made and the battojutsu is made
       normally in order to avoid the fourth step and putting the leg
       in path of the sword that could result in a user cutting off
       their leg. However, with this move, there is a fourth step,
       which is usually not made because of the danger mentioned
       earlier of the leg being in the path of the sword slash.
       However, this extra step is vital, and when done, it boosts the
       speed and power of the strike to the point of almost being
       invisible. Countering this move requires knowing when the sword
       will be drawn and slashing before the move is executed to stop
       the sword. This sword can break through weapons and armor, and,
       when the move is executed or even when blocked, can create a
       vortex of wind which draws the opponent towards the user or
       anything close by, which can then lead to the user using other
       moves if they fail to hit with this style while the user is
       trying to avoid the effects of the attack. The best way to avoid
       this is to not be within range of the vortex, either teleporting
       away, or if fast enough, getting behind the opponent where the
       vortex doesn't affect the opponent, or getting somewhere the
       vortex of air can't reach the opponent. Opponents who do know
       how this technique works will know that this technique is
       difficult to dodge and almost impossible to block because of the
       force of this attack, but the only real way to stop the attack
       is to stop it before the user draws the blade, in which the
       opponent has 4 steps to stop the user before the attack is made
       and the vortex is created.
       Omega Style:
       - Shingetsu Variation Style: Omega Style (Unique Substyle): As
       one might imagine from the name, this is a style meant to finish
       off opponents, which was created by Kindron Darkfire (Some might
       guess correctly that Kindron named himself Omega after this
       style which became his dominant style after he became Omega). He
       developed this style as a combination of the two substyles, but
       also to modify the style since he had unique methods he had to
       use to use the Shingetsu style (Making this a somewhat unique
       variation style). For Omega, he often uses a single sword style
       like the normal Shingetsu, but instead of drawing the sword from
       his side like most Shingetsu users, Omega draws his blade from
       his back. As a result, Omega uses this version of the style to
       specifically address the differences in his style. Not only did
       Omega manage to make his own substyle, but also developed some
       unique abilities for his substyle, such as the ultimate attack,
       the Omega Combo. This style focuses some of the Nadeshiko style
       into the attacks, as well as having the battojutsu style mixed
       in in some techniques. As a result, this style is a very
       powerful style which is designed more for offensive combat than
       defensive combat. Omega is a dangerous opponent when using this
       style, mostly due to the fact this is made specifically to kill
       opponents rather than incapacitate like the normal Shingetsu
       style was. Omega's use of this often uses a single sword, but
       the attacks are either designed to pierce defenses, or they can
       be used as counter attacks to opponents. While this style is
       mostly offensive, it does have some defensive combat options
       though it does specialize more in offense than defense.
       Opponents will find that this style is best dodged rather than
       blocked, since so many of the techniques are designed to cut
       through defenses, and many of the attacks can be fatal if an
       opponent messes up blocking the attacks of this variation style.
       However, parrying some of these attacks may still work, though
       one should be careful how they parry some of these attacks.
       - Omega Style Finisher Strike: This is a very simple attack, one
       which is meant to finish off a user who is recovering from an
       attack. In this attack, the user goes for a Nadeshiko style
       attack, where he attacks an opponent who is recovering. There
       are two main versions of this. There is a jumping style attack
       where a user is able to jump and stab an opponent on the ground.
       In this method, a user simply jumps and strikes downward, trying
       to strike the opponent through the heart. If done correctly with
       the Nadeshiko style attack, then the attack will split the chest
       open and pierce through the heart. For this method, the downward
       force of the attack is usually helpful to add the force of
       gravity into the attack (as a user brings the attack down on an
       opponent). For the second method of using this, there is a dash
       attack that a user can do to an opponent standing, where a user
       dashes and runs their blade through his opponent in a dash-style
       stab attack. This attack is meant to finish off an opponent
       before they can recover, in which the user runs his blade
       through the heart of the opponent to kill them. In this method,
       a user simply has to dash and try to use a Nadeshiko style
       attack to pierce through the chest instead of a downward attack.
       This method uses a user's momentum to their advantage, where the
       dash gives them extra power as they strike when done correctly.
       This is a simple attack, designed mostly to shorten battles and
       is a technique designed specifically to kill opponents (even
       though some users may not like to kill). A user can also do this
       attack with physical attacks instead of a weapon if they are
       skilled enough, in which they can use their bare hands to attack
       opponents by trying to spear them with their hands. This skill
       works best when an opponent is stunned from an attack, as it's
       designed to take down an opponent before they can recover from
       an attack. As long as opponents don't sit still, they may still
       be able to dodge this, as it's designed to attack a downed
       opponent. Opponents who recover quickly enough won't usually
       fall prey to this unless an experienced user tries to use it in
       a combo. And if the opponent avoids getting hit in the vitals
       with this, the opponent can lessen the damage done to them (by
       moving so the attack doesn't hit the vitals.
       - Omega Style Triple Combo: Many can probably guess from the
       name that this attack allows a user to do a triple combo, which
       is designed to attack opponents. This attack hits in three
       slashes, where the sword moves fluidly between each hit straight
       into another hit. Depending on the use, this can be done in
       different ways, with the slashes being able to be performed
       differently depending on what style of movement works best for
       the user. The main use of this usually involves a horizontal
       slash, which moves into another horizontal slash that moves
       using the momentum of the first attack, and then shifting and
       doing an overhead strike as the final part of this combo. This
       combo can also be done using a vertical slash, a horizontal
       slash, and an overhead slash if used properly. The main thing is
       that this move requires fluid motion, and taking advantage of
       one's kinetic energy when attacking in order to amp the momentum
       of the combo with each it (the momentum carries into the
       momentum of the second, amplifying it, and the second into the
       third). All three slashes are dangerous and designed to strike
       vital points, making this a dangerous technique if an opponent
       is caught in the attack. Depending on the user, some can even
       stun opponents if they hit with the first or second attack,
       usually enough to get caught in the combo (Assuming the user
       hits with the attacks). This is also good for destroying armor
       or slicing through shields, due to the triple attack's use of
       the nadeshiko style. The final attack is usually the most
       dangerous, due to the fact that, not only is it the strongest,
       but the attack is also able to be combined with certain other
       similar attacks, and the attack can be enhanced with other
       abilities for more impact power (Such as a fire user could
       combine the third strike with a fire attack to create a stronger
       impact or an explosive impact). This may seem simple, but can
       kill an opponent if it strikes the right vitals when done
       correctly. As one might expect, this attack is easy enough to
       dodge if the opponent is fast enough to avoid it, and the stun
       effect only happens if a user gets hit by one of the strikes.
       - Omega Style Arc Blade: This technique is a technique that a
       user does vertically in the air or horizontally on the ground,
       where they create an attack from a spin to attack an opponent
       either below, above, or nearby. When using this technique, a
       user simply needs to do a fast flip, curling up, spin and do a
       proper vertical slash as they spin completely around while in a
       sword slash motion which will then fire 8 nadeshiko shockwave
       slashes attacks in multiple directions based on how they. The
       attack waves usually form a circle as they move outward, and can
       damage opponents who are hit by the shockwave slashes. Usually
       this is best done with a flip, but can also be done with a spin
       to fire the attack to the sides as well (doing a horizontal
       slash from the ground and releasing a shockwave slash when the
       user spins around. This attack can also be used in a jump
       forward, where a user can flip and do this attack during a
       forward jump (though this requires fast movement and good
       flipping skills to do). This attack is usually meant to hit
       multiple enemies, or be designed to be harder to dodge by faster
       opponents due to being an attack of 8 slashing waves and being
       done with incredible speed. When done, the user does this in one
       solid motion, where they spin and all 8 slashing waves are
       released almost simultaneously when they do their slashing
       motion in a circle. This is best used above an opponent and
       angled so that it can hit multiple opponents, or this can be
       used if there are opponents around someone on the ground. This
       style requires very fast movement, and the ability to properly
       flip and do a slashing wave that can be released from this
       style's form of attack. Since this attack is meant to be used at
       midrange, it is dodgable by opponents with a fast enough
       reaction time if they know how the attack works. It is also
       worth noting that this isn't a 360 degree attack, and this
       releases a circular wave from a user, not a spherical one
       (meaning that this slashing wave moves outward in a circle that
       can be dodged if one moves enough to the side of the attack.
       - Omega Style Charge Blade: This attack is one where a user
       focuses their physical strength and charges an attack with their
       sword to do more damage. By focusing their physical power for a
       few moments (which advanced users can do while moving and
       fighting), a user is able to release that focused power into one
       charged attack that can hit an opponent much harder than a
       normal sword strike. This attack can be used on the ground or in
       the air, with this being useful for single powerful attacks that
       can even break through metal, or shatter through defenses. If
       hit, this can break through armor and shields, and can do much
       more damage to an opponent than a normal power slash would. And
       when used, this can also be combined with other abilities for
       stronger slashes, such a lightning user could combine this with
       concentrated lightning for an electrocuting and piercing attack
       or a fire user could create a burning attack or even an
       explosive attack. Depending on the skill used, a user can have
       additional power added to this, or extra effects depending on
       the power used. Unlike what many think, this technique is not
       about raw power, but about focus (as the attack is literally a
       focused and concentrated attack that is designed to put the
       focus into the raw power of the attack to create a much stronger
       attack that can pierce defenses). This is best used against
       stronger opponents that are more resistant to attacks, since
       this technique was designed to fight opponents with things like
       concentrated mass and other larger level opponents that are much
       stronger. This is designed to be a power strike, but there are
       some that can release this with immense speed if they are
       skilled enough. While this is powerful, it is still dodgable if
       an opponent reacts fast enough. When used, opponents should
       dodge this attack rather than block it, as this technique can
       break many defenses. Thankfully, opponents that dodge this
       attack won't be hurt by it. An opponent just has to move far
       enough to the side when this attack is released, and they can
       avoid it (assuming they move fast enough).
       - Omega Style Double Charge Wave: This is another triple attack,
       despite it's name, which is designed to hit from a distance
       rather than hitting from up close. This is best used at mid
       range to long range (and is not really meant to be used up
       close). When using this technique, a user releases two larger
       shockwave attacks which don't do slashing damage, but do heavy
       impact damage if they hit, followed by the third attack which is
       a nadeshiko style slash. The two larger shockwave attacks are
       meant to catch the opponent off-guard, and knock them back
       slightly, so that the slash wave will hit them and do more
       damage. The shockwaves are simple concussive waves which are
       released from the force of weapon or sword used for the
       technique, while the last attack is a concentrated slashing
       wave. The first two attacks are usually meant to stun an
       opponent, just being more for impact hits than disabling an
       opponent. The first two are meant to stun an opponent so the
       final hit of the technique can have a higher chance of hitting
       an opponent. A user can also do this with three slashing waves
       if they are going for a kill, or just wants to do more damage,
       which is more dangerous due to three slashing waves doing more
       damage. When used this way, a user can do major damage with all
       three hits rather than just one. The first method has more
       advantage in that the two impact waves do more concussive damage
       and stun an opponent, but the second method does far more
       slashing damage but doesn't stun an opponent to the same effect.
       This technique requires not only powerful combat attacks, but
       also requires a user to have knowledge of how attack shockwaves
       work in combat. However, a user can also combine this with other
       techniques to create amplified attack waves, such as a lightning
       user could create lightning impact blasts and a lightning slash.
       Opponents who know how this technique works can dodge it if they
       know how the technique works, and are fast enough. These
       techniques can also be blocked, but these are powerful attacks
       usually meant for killing blows so one should only block if they
       are confident they are strong enough to block the technique.
       - Omega Style Rising Slash: This attack seems simple, but can
       still hit extremely hard. This attack appears like an uppercut,
       while being a sword attack, and does an upward attack meant to
       hit an opponent above a user. This starts with a user getting
       low to the ground, and then jumping up, doing a sword slash
       strike as they move upward. As the user moves upward, the sword
       and momentum of their movement increases the swords impact
       power, and if the opponent is above the user, they can use this
       to hit an opponent above them with a very strong nadeshiko style
       slash. When used, this is meant to cut down an opponent, where a
       user concentrates their attack power into their upward slash.
       Normally, this is very difficult to do since an upward jump
       attack would require accounting for gravity and resistance, but
       users can do this is if they are skilled enough with the style,
       and they have strong enough jumps and agility to use this. A
       user can also use this as a catalyst to fire a large nadeshiko
       slash at an opponent, which is larger than a normal shockwave
       and harder to dodge which is fired from the attack at the
       opponent. This attack can be used on someone who is close to the
       ground as well, in which an advanced user can cut through
       someone on their upward jump, so it's useful as long as the
       enemy is in front of a user where they can pull this off. This
       attack is best dodged from the side, so that a user doesn't have
       a chance to possibly hit them with the nadeshiko slash wave.
       Users can also combine this with other combat techniques, or
       other abilities to create stronger attacks, such as a lightning
       user might release a Nadeshiko lightning slash wave. This attack
       is only a one stage attack usually, but can combo into other
       aerial combat techniques if used properly, such as Kindron (The
       original user of this style) can combo from this into an arc
       blade technique. A user can even go straight from a battojutsu
       draw straight into this sword slash if they are skilled enough
       (and can draw the sword fast enough). If one wants to dodge
       this, the best way to dodge is to move to the side, out of the
       path of the attack wave, or a user can move to a spot where they
       aren't above the user, as this is meant to be used on an
       opponent above the user. This can also be blocked, as long as
       the user isn't using something like a piercing energy type slash
       (which can be done with some like lightning users or fire
       users).
       - Omega Style Flash Wave: This attack is best used from above,
       where a user does a downward thrust of their sword or weapon
       into the ground below them, using gravity to help the user build
       their momentum. This can be used to strike an opponent below the
       user, but it's main purpose is to hit the ground and release a
       large shockwave around the user that fires off nadeshiko waves
       all around them in a large wave. When used, a user has to bring
       their weapon down, where they then focus their attack wave to be
       released at the point of impact when they hit the ground. If
       done correctly, with the correct focus on the attack wave, this
       will then release the waves that go outward. The waves are
       separated a bit to hit a wider area, but are harder to dodge due
       to the waves going in all directions around the user. As a
       result, this is best used when a user is facing a group of
       opponents or can be used on faster opponents. This can be used
       from the air above an opponent, or a user can use it from the
       ground to just directly strike the ground and release this wave
       (though the waves aren't as strong when done in this manner
       without the impact force from the gravity of movement). Unlike
       other attacks, this one is visible due to the light that
       reflects off the blade and distorts when passing through the
       shockwaves, making this one hard to dodge, but easier to see
       when trying to dodge. And like many other parts of this style, a
       user is also able to combine other abilities with this sword
       wave, where users can learn to release waves empowered by other
       skills, such as a fire user might be able to make explosive
       sword waves. Usually, being farther away from a user makes this
       easier to dodge, with the attack being better suited for close
       combat rather than being far away. The individual slashing waves
       released from this are small, and usually not fatal though, so
       most opponents usually don't have to worry too much about this
       attack. This can be blocked, as long as the attack isn't strong
       enough to pierce defenses, or can be dodged if an opponent gets
       far enough away where the attack waves aren't so close together
       (as they will get further from each other with distance as they
       move outward from their origin point and become easier to dodge
       once the waves are far enough away from each other).
       - Omega Style Two Sword Counter: This technique is designed
       specifically for those that use multiple swords so that they can
       hit something with focused power. This technique uses one sword
       to parry an attack, while a user focuses an attack that they use
       as a counter. This technique is a dual stage attack, where a
       user does both the parry and the sword attack in quick
       succession. This is meant to be used in response to an attack,
       as it is a counter move just as the name suggests. When used,
       the first attack is a focused parry strike which is designed to
       knock an attack away from a user more easily (as the parry just
       redirects the attack, usually opening up the user to attack).
       After that, the user then does a nadeshiko style attack that is
       meant to spear the opponent, where a user focuses their attack
       power to try and deal a fatal blow. This is a defensive attack
       skill, where a user is meant to catch an opponent off guard with
       a parry, and then go for a fatal strike that is meant to kill an
       opponent. When the first strike is intiated, a user can choose
       to parry in certain directions depending on how best they want
       to parry the attack, or they can even use certain swordsman
       wavelength skills or other abilities to more easily counter the
       attack (such as a lightning user might use magnetic manipulation
       to repel an attack. The second strike is meant to spear an
       opponent, and as one might guess, one can also combine this with
       other abilities and other techniques to create a more powerful
       spearing attack (such as lightning users might condense
       lightning into a piercing attack, or users can also use
       swordsman wavelength to more easily focus their power on a point
       of attack. This can also be used to set up other counter
       attacks, where a user can also use their first attack to combo
       into a counterattack. Opponents who know how this attack works,
       will know that they need to avoid the second strike, since the
       first one is just a parry. Users also should know that this has
       to be done in quick succession, and if it is not done properly,
       then an opponent can either dodge or counter-attack. Opponents
       can block the second attack, but since it can be a piercing
       attack, dodging is usually better for avoiding the attack due to
       this being meant to be a killing blow.
       - Omega Style Counter Slash: After a sword counter attack is
       pulled off, a user can then attempt to hit with this attack,
       which lets a user switch from their sword counter move into a
       diagonal upward slash on an opponent. This is designed to be
       used as a counter if a user hits an opponent to stun them, in
       which the user then releases this attack right after in one
       swift, fluid motion. This is designed to be used like a combo,
       and uses a nadeshiko style attack designed to slice through an
       opponent more easily being closer to the opponent. Because this
       is a close range attack, this slash forces the opponent back,
       and the slash does more damage as a user slashes from up close.
       As such, this can be a dangerous attack if it lands, due to the
       user being able to strike vitals with this attack if it connects
       properly. This technique uses the Nadeshiko in it's attack where
       a user can use this to more easily cut through an opponent (even
       being able to cut through armor and shields depending on the
       armor). This can even be paired with the two sword counter,
       where a user can use the two sword counter move, and then move
       their sword they used to parry into this technique after the
       second part of the two sword counter move. This is designed to
       be used as a counter attack move, where a user uses this after a
       counter move (while it is designed to be used after the two
       sword counter, a user can also use this after many other counter
       moves as long as they can move from the counter move into this
       attack in one quick movement. As one might expect, users can
       even combine this with other techniques, such as a lightning
       user might combine this with a lightnign style move to more
       easily pierce opponents or even just to electrocute them. This
       attack is best dodged when one avoids the first counter
       technique the user uses, as avoiding the first counter will make
       this much easier to dodge. Since the sword counter is designed
       to pierce opponents with Nadeshik, opponents should probably
       avoid trying to block this attack (though parrying it can still
       work as long as one isn't trying to use armor or shields
       directly to block it). Typically, dodging this is the best way
       to avoid this attack.
       - Omega Style Backdash Slice: This technique was based on
       another technique where a user would use a side dash and then a
       roll to get behind the opponent. However, this style's variation
       of this technique instead does this differently. This technique
       is best used when an opponent is attacking, as they're less
       likely to be able to change the momentum of their attack as
       easily. When used, this version of the technique uses a side
       step and a ducking maneuver to move by an opponent while they're
       attacking. If done correctly using special movement styles of
       this combat style, then a user can more easily pull this off.
       When used, this lets a user get behind an opponent, where they
       are less likely to have strong defense and slice them in the
       back. If done correctly, a user will not only dodge an attack,
       but counter attack in one technique. This is a very useful
       combat technique, and can be very deadly if paired with
       techniques like the Nadeshiko, or paired with other abilities
       (such as a lightning user might combine this with lightning to
       make a lightning slash variation of the technique). This is a
       great way to take advantage of an opponent's momentum when they
       attack, and can be used as long as the user can avoid the attack
       the opponent is using. This is also a good technique if an
       opponent is guarding while expecting a frontal attack,
       especially if a user can manage to move around the opponent
       faster than the opponent can turn. While this is harder to do in
       some cases (as opponents not in motion can turn far more easily
       to turn to counter this), it is still a very useful technique.
       Another advantage of this technique is that it puts a user into
       an opponent's blind spot, where they cannot easily attack the
       user. And since the back is usually more vulnerable, this makes
       a great attack move. This attack is usually best avoided by
       either moving so the user cannot get behind the opponent, or an
       opponent might avoid this by turning to face the opponent. This
       technique can be used to slice through armor, or be combined
       with other techniques, so opponents should keep this in mind
       when trying to block this attack.
       - Omega Style Mortal Draw: This was another attack based on
       another style, where the technique was able to be more
       effectively used in this style due to being able to combine this
       with a Battojutsu style attack. In this style, this variation of
       the technique combines Battojutsu with Nadeshiko to create a
       much more powerful variation of the technique. This technique is
       meant to be used by those with swords on their back, where the
       battojutsu has to be adjusted to work slightly differently. When
       used, this technique is performed by the user letting down their
       guard while their sword is sheathed. When an opponent moves
       close enough to attack, a user then surprises the opponent by
       drawing their sword using a Battojutsu attack to try and cut
       down the opponent. This is a deadly attack that is designed to
       kill an opponent in one strike. This can also be used with other
       abilities as well, such as a lightning user could combine this
       with electricity to do more damage or electrocute opponents.
       When drawn, the Battojutsu attack hits with incredible force,
       where a user is able to slice through even metal armor
       (depending on the armor), and a user can usually deal fatal
       damage if they hit with this technique. If done correctly, a
       user will draw their blade straight into the attack, in which a
       user attacks before the opponent has a chance to put up their
       defenses. This is meant to trick opponents into lowering their
       guard, and then attacking them right before they go for their
       attack. When the attack is used, the user relies on the speed of
       a Battojutsu sword draw, combined with a piercing Nadeshiko
       style attack. However, there are major downsides to this attack.
       Because the user has to put themselves in a vulnerable state,
       this can very easily go wrong for them. If the user draws their
       blade too early, the opponent will more easily be able to
       counter, but if they draw too late, the opponent may land an
       attack on them while their guard is down.  While this can do
       extreme damage to an opponent, it can be just as deadly to the
       user if it is not performed precisely. Most opponents who want
       to avoid this should not get close while the user's guard is
       down (as opponents who don't fall for the initial trick may be
       able to be on guard and more easily counter this), or faster
       opponents may be able to still get their attack in if they can
       move faster than the user's attack (which is difficult, but
       doable).
       - Omega Style Jump Strike: This technique is another technique
       that Omega based on another style, enhancing this technique with
       a nadeshiko attack. This attack is a chargable attack that a
       user can use to jump forward and slam their sword (or swords for
       those that use multiple swords) downward, which creates a
       shockwave around them to slash opponents all around where the
       user hits the ground in a large attack wave designed to hit
       opponents around the user. This technique is done by focusing
       the Nadeshiko into attack waves which are released when the user
       hits the ground, and when charged into this jump strike, they
       are released and fired to attack everyone around the user (when
       done correctly). This attack is able to do more damage or hit a
       greater area if a user stops and charges his physical power into
       their sword, in which they can focus and make the attack hit
       harder. This can also be modified based on the jump the user
       does, where a further jump may increase the power of the attack
       (by yielding more momentum to the attack). This attack is best
       used when attacking a group, due to being an AoE effect of the
       waves that can hit an area around the user. This can even be
       combined with other abilities, such as a lightning user could
       release a wave of lightning to more easily damage opponents or
       electrocute them. This technique is also designed to overcome
       certain defenses, where a user is able to use this to hit
       opponents through certain defenses due to the nadeshiko waves
       released from the attack. Depending on the focus and
       concentration of power, this can be a very devastating attack
       that can do immense damage to opponents in the attack wave due
       to the raw power of the attack. Opponents who want to avoid this
       simply need to move back out of the attack range, or defend with
       a strong enough defense to block the nadeshiko attack (though
       since this uses Nadeshiko and can pierce defenses, it may be
       best to dodge rather than block this attack. Another thing to
       note is that this technique may require concentration before
       use, depending on how strong the user wants this attack to be.
       If requiring concentration, a user may be vulnerable to attack
       while concentrating and an opponent can stop the attack before
       the user uses it.
       - Omega Style Ultimate Attack: Omega Combo: (
  HTML https://www.youtube.com/watch?v=0mcnSf0u1kc
       ) Masters of the
       Shingetsu style usually either learn their teacher's final
       attack, or sometimes they also come up with their own. In this
       case, Kindron (the original user of this style)created his own
       ultimate attack for the Omega style, one that doesn't require a
       battojutsu style attack, and focuses more on the Nadeshiko
       substyle as well as concentrating on raw offensive power. This
       attack uses the first hit of this combo using a nadeshiko,
       designed to hit extremely fast by using a standard jump slash.
       While it doesn't do that much damage, it's main purpose is to
       stun the opponent for a short time while the user unleashes the
       full power of this combo. If the opponent is stunned, a user
       then unleashes a 7 hit combo which can do severe damage to an
       opponent and can be a very deadly attack as each slash is
       designed to do severe damage on its own. If this technique hits,
       each of the slashes is done using Nadeshiko to attempt to pierce
       through the opponent's armor and defenses, which makes this a
       very useful final attack. This technique does the combo in very
       quick succession, hitting an opponent while they're stunned.
       This attack is so fast that many opponents only see flashes of
       light from the blade when this attack hits due to the speed at
       which the combo is performed. And as one might guess, the
       increased speed also increases the strength of the attack (more
       momentum increases the power in this style). The only way to
       avoid the hits of this combo is to dodge the first hit which is
       a stunning type attack. Though if the user dodges the first
       strike, a user doesn't have to do the whole combo, and will
       usually stop and do a different attack if the opponent dodges
       the first hit. Usually, this is only really good if a user knows
       the first attack is going to hit, otherwise opponents will just
       dodge this or some will even block it. If this hits, most
       opponents are usually finished off by this attack, though some
       stronger opponents might survive it if they are strong enough to
       handle the Nadeshiko style attack. For the most part, dodging
       this attack is usually one's best option, but those with strong
       enough defenses may be able to block this if they account for
       the Nadeshiko style attack.
       Darkfire Kenpo Skills:
       - Darkfire Combat Style: Darkfire Kenpo: This is a variation of
       Chinese Kenpo, utilized mostly by the Darkfire family as they
       modified the style to fit their own combat style. It still has
       the same substyles (and a few other substyles thanks to the
       Darkfires modifying the style), but has been modified so that
       the Darkfires can better focus their combat talents through this
       style. This style has many substyles, allowing for many
       different options in terms of how the Darkfires want to train.
       There are styles based in defense, some based in raw offensive
       power, and some that are more balanced. There is even a few
       unique substyles based around the Darkfires using elemental
       power in their combat, such as the Leijiquan substyle that uses
       lightning in combination with physical combat for techniques
       like a lightning punch that can strike the opponent on impact.
       The Darkfires allowed slight modification of this style (usually
       more modification is done around the unique elemental
       substyles), where each Darkfire is able to modify it based on
       the substyle they use and combine different substyles together
       for different types of combat (such as some that might combine
       Ranshohan (fire style) with the Piquaquan substyle to create
       rotating force that explodes when the user hits an object or
       opponent). Those that use more defensive substyles can focus on
       defense, or those that want to focus on power can focus on
       overwhelming opponents with a powerful offensive. This is mostly
       dependent on the individual Darkfire's fighting style, and this
       is the Darkfire family's choice style of combat. Since it is
       quite a versatile style that can be adapted to many different
       styles, this style is very useful to help the Darkfires hone
       their combat talent. Usually, this style is like most styles
       where no matter what substyles are used, how it is used is
       dependent on the person using the style. Almost every style has
       strengths and weaknesses, such as one focused in offensive power
       will not have much defense, or elemental styles can be countered
       by counter elements. And despite how good the Darkfires are at
       fighting, there are opponents out there that can still outclass
       them even though the Darkfires are a clan that is very good at
       combat. It is also worth nothing that using more substyles makes
       this style harder to master, and may not be as effective against
       those that limit and master fewer substyles even if having more
       substyles means more versatile combat (so using less or more
       both have advantages and disadvantages).
       - Darkfire Kenpo Substyle: Tai Chi/Taijiquan (Shadow Boxing):
       Developed as a martial arts style, Tai Chi is often known by
       many as more of an exercise regiment than a fighting style. This
       style focuses on meditation, movement, and focus. While many
       recognize Tai Chi for slow movements, there are also faster
       paced forms that are taught for combat. This style uses
       coordination and relaxation to increase the body's
       effectiveness, rather than using muscle tension like many other
       styles. This is often more of a defensive style, in which a user
       focuses more on neutralizing or redirecting attacks, and usually
       doesn't focus on attack. This style is known for it's health
       benefits, as users of this style often use things like
       meditation to relieve stress in the body, and using movements to
       strengthen the body. Users of this style not only benefit from
       it in combat, but their training can also improve their daily
       life style, in which users of this style are less susceptible to
       stress and body tension, allowing their bodies to stay in peak
       physical shape longer. When in combat, the focus of this style
       is response to changes in outside forces, in which the body is
       trained to respond to different aspects based on how the person
       uses the style. In this style, the focus is not on opposing
       force to meet attacks, but is on redirecting and yielding to
       attacks. Users of this style learn flexibility and agility, so
       that they can more easily avoid attacks from opponents. However,
       just because this style is more defensive doesn't mean users
       don't have means to attack. This style focuses on throws,
       grapples and other methods to redirect opponents, in which users
       of this style take advantage of an opponent's momentum. For
       example, when an opponent throws a punch, the user may use a
       technique to duck under the punch and then throw them while
       their momentum is carrying the opponent forward. Because the
       body is trained to react to certain forces, this style tends to
       focus on honing the body to react instinctively, and allows
       users to train themselves defensively. Because of how this style
       is, this style is not a powerhouse style, but does work well
       against powerhouse styles as this style can redirect stronger
       opponents and sometimes counter faster opponents. This style is
       more about avoiding fights rather than engaging, meaning this
       style is not usually for those seeking fights, but more for
       those seeking to avoid fights. The major weakness of this style
       is that it relies on relaxation and coordination, so opponents
       who let anger or other stress causing emotions into their life
       will often be hindered in this style. And like any style, this
       style may be countered depending on the user, experience and the
       techniques an opponent might have.
       - Darkfire Kenpo Substyle: Baguazhang (Eight Palms): This
       sub-style is known for it's use of circular movement as well as
       it's coiled and uncoiling actions. This style is based around a
       more balanced style, using similar techniques to the Tai Chi
       style. This style is more about open palm strikes, known for
       it's flexibility and body alignment. Users learn a lot of low
       stances, staying low to the ground, and striking opponents
       vitals through proper striking techniques, throws and precise
       footwork. This style is a very balanced style, allowing a user
       to build their stats up more evenly than some other styles. This
       is a very simple style to learn, as it is pretty simple to train
       and learn, but it is still a very skilled style to those that
       would take the time to master it in its entirety. While this
       technique isn't about overwhelming power or about pure defense
       like some styles, users of this style can still keep up with
       many other focused styles, as this style has some useful
       techniques like how to break one's defense with an open palm
       strike or using certain close combat grappling and joint locks
       to disable others. By using this style, users have more of a
       circular movement around their opponents, and focuses on
       patience rather than rushing in. Those that practice this must
       have the patience to keep calm and watch their opponents,
       waiting for openings or waiting for opponents to make their
       moves in order to counter-attack. This style may seem simple,
       but it's training allows for more focus and control, and is a
       great style for those that want to learn to focus and learn
       patience since the style teaches focus and patience to help
       focus the mind. This, similar to Tai Chi, is a style that not
       only trains the body, but also trains the mind as well by
       training reflexes, reactions and even helping improve thought
       when in stressful situations. Though simple, this style is not
       to be underestimated, as masters of this style are very good at
       countering other styles. Though, as one might expect, opponents
       can outclass this style with certain more focused styles (like
       pure power styles or pure speed styles might outclass this since
       this doesn't focus on specific stats). When facing a style, it
       is not just the style itself, but mastery, experience and
       technique that often determine who will win using certain
       styles.
       - Darkfire Kenpo Substyle: Hikaken/Piquaquan (Chop Hanging
       Fists): This is a substyle of Chinese Kenpo, which goes by the
       name Hikaken, or is also known as Piquaquan (chop-hanging
       fists). This sub-style focuses on striking power, relying on the
       rotations of the arms and it's open palmed techniques to create
       stronger striking techniques. This style lets the user use their
       arms and legs like whips to build up incredible force in their
       attacks, which lets them not only hit harder and faster, but
       makes their techniques even harder to dodge. This technique uses
       training similar to Baguazhang, except that this style focuses
       more on attack than on defense. This sub-style is incredibly
       powerful, in which those who master it can even overpower
       certain metals such as an advanced user who dented the top of a
       bus with this style. This style uses rotation, in which the body
       rotates to build momentum and strength, to strike opponents.
       This is a dangerous style to opponents, as this style can
       usually break the bones of opponents hit with this style and do
       severe damage to the body when opponents are struck, due to the
       strength of the techniques of this style. Combined with the
       enhanced movement, this style can be a great style for keeping
       opponents on the defensive, as this style is focused more around
       overpowering opponents than on defending them. However, that
       doesn't mean that defense takes a backseat in this style, as
       this style still uses enhanced movement to move around enemies
       using rotational movement (such as the stepping method Kouho
       Haiho). This style is best used at medium to long range, and is
       capable of producing massive damage against opponents when used
       properly. This style is a much more offensive style, focusing
       more on offense than on defense, though this still uses movement
       to great effect, as this style focuses on not wasting a single
       move, as every move in this style has a purpose, whether it's to
       dodge an attack, or build momentum. Though those who use this
       style often find ways to use dodging to build momentum for
       attacks. The only real problem with this style is that those
       that use this style recklessly can do just as much damage to
       their body as opponents, as some users have been known to
       shatter the bones in limbs when doing this if they execute
       techniques wrong. And like most styles, there are other styles
       that can counter this style, depending on the style, experience
       and abilities an opponent might have.
       - Darkfire Kenpo Substyle: Uryuu Banda (Black Dragon Smash):
       This is another substyle of Chinese Kenpo, which involves dual
       stage attacks modified by the Darkfires to be used in their own
       combat style based on Chinese Kenpo. This style is very
       difficult to master, requiring years of training to learn
       effectively even among combat prodigies. This style attacks
       using a simple attack, but attacks in a way that when the user
       blocks, the user does a second attack. One such example is using
       an elbow attack, which is then blocked, and the user extends
       their arm and hit the opponent on the side of the neck. This
       style often requires experienced opponents to dodge the second
       attack, making this very useful against those who don't have
       enough martial arts knowledge as this can be used very
       effectively against opponents as it was designed to counter most
       mortal reflexes as it relies on the opponent blocking the attack
       so the user can deliver the second, more brutal attack. This
       style is meant for the first attack to be predictable, with the
       second attack being far less predictable. As this style not only
       relies on the first stage being predictable, but also on the
       opponent blocking, this style requires not just precise movement
       and deception, but also requires the user to predict how his
       opponent will block an attack. This is designed to take on those
       with enhanced combat intuition who rely on their combat instinct
       rather than their techniques. As such, this is very useful
       against not just lesser martial artists that aren't well trained
       enough, but also works against experienced martial artists that
       have trained their bodies to react certain ways to certain
       attacks. As such, those more experienced often have a harder
       time countering the second attack of this style. This also works
       against those with raw combat talents, as this can also take
       advantage of combat talents as most combat talents react to
       attacks similarly (as in most will dodge an attack or block it
       in some form). As such, the best way to combat this style is
       with advanced training techniques, usually using techniques to
       counter rather than relying on instinct to guide one's
       movements. Since this takes advantage of those who have trained
       their bodies to react, the obvious answer is to think about
       one's attacks in the moment rather than react (though they can't
       think too long or the first attack will hit them). And like with
       most styles, there are other ways to counter this depending on
       the style, user and experience.
       - Darkfire Kenpo Substyle: Chishoken/Ditangquan (Ground Boxing):
       This is a very difficult substyle of the Darkfire Kenpo style,
       in which the user focuses solely on speed and acrobatics,
       usually using speed and fast attacks to try and overwhelm
       opponents. In normal Ditangquan, the users would focus on
       defense and offense, but this version of the style was modified
       by users for those that have a more speedy and offensive style.
       Users of this style train in aerial acrobatics, as well as
       things like tumbles, falls, turns, somersaults and other
       movement options in order to train their movement and agility in
       combat. By doing this, users are able to not only take on
       opponents with blinding speed, but can also take out groups of
       opponents extremely quickly. Combined with the combat techniques
       to strike the opponents similar to other styles like Baguazhang,
       this style focuses on open palmed strikes, and strikes the vital
       points to disable opponents by using speed to try and strike
       their vitals enough times to disable them. This style is often
       favored by those who specialize in speed-based combat, and
       requires an immense amount of combat speed and flexibility to
       utilize this ability effectively. Because of the faster
       movement, the power of the attacks also increases, meaning this
       form also has increased power compared to some other styles as
       well. This style also trains the mind and reflexes, as the
       higher speed the body is trained to move at often requires the
       mind to react and operate far more quickly than with other
       styles. However, the main focus of this is speed and agility
       over all else, using techniques to keep opponents from being
       able to attack by using fast attacks to keep opponents on the
       defensive. Masters of this style can utilize this to almost
       appear to vanish when moving to dodge or attack, with some being
       able to move fast enough that their attacks are not even visible
       to the naked eye. When it comes to this style, the major
       downside is that the body focuses on agility and speed, so
       attacks are focused with that in mind. The increased power is
       more an effect at moving at higher speeds, but other than that,
       most attacks are actually a bit weaker since speed is more
       heavily trained for. This means that attacks are a bit weaker
       (though the increased speed increasing power and attacking
       vitals are both means to counter this weakness). The training of
       the mind is also important, as without this training, the mind
       wouldn't be able to comprehend how fast they were going which
       would be a major problem. Some that cannot process how fast they
       move with this style may have to only use this in short bursts.
       Other than that, mostly the same rules apply as other styles,
       where styles, users and experience usually combine to determine
       who will win overall as it is not just one factor that decides
       who would win a fight using a style. This is also the most
       difficult style to master, requiring time and effective training
       no matter the combat talent as this style requires building up
       the body and mind, not just learning techniques like most people
       think.
       - Darkfire Kenpo Swordsmen Unique Substyle: Tili (Body Strength
       Style): There is a saying among swordsmen: A weapon is only as
       skilled as its wielder. The Darkfires of the Swordsmen faction
       took this to heart, and focused their training on themselves.
       The Swordsmen faction embody the belief that the user's body is
       their greatest weapon, and they train their bodies accordingly.
       Many swordsmen are known for different kinds of combat, but the
       Darkfires who use this style focus more on the basics of combat
       and training the body using physical fitness training to
       strengthen the body to its limit. By training agility, speed,
       power, and even durability, the users of this style focus more
       on building their basic combat skills rather than learning
       techniques. This has led to advanced Darkfires in this style to
       becoming skilled warriors that not only can fight with swords
       with great efficiency, but can also fight just as easily without
       a sword. For example, the most skilled users of this style could
       cut through a boulder with a chop, or use a powerful step to
       create a shockwave in the ground. The Darkfires skilled in this
       don't do anything fancy, but instead focus on making themselves
       devastating weapons that can focus their attacks in ways that
       normal swordsmen wouldn't think of. This style is also tailored
       to each Darkfire, where each Darkfire that uses this trains
       their specific physical stats to their limits. For example, a
       speed-based user of this style will train their stats up with
       their focus being on building agility and speed further than
       most speed based users. However, this is also about training up
       one's own weaknesses as well. For example, if a Darkfire is not
       strong enough to counter an opponent, they will train their
       physical strength alongside their other stats in order to make
       themselves stronger. This style is about knowing oneself and
       their limits, and also about control and focus. By using these
       aspects, Darkfires become dangerous combatants that can use
       basic attacks in ways to take down more advanced combatants.
       However, the biggest use of this style isn't just about taking
       down opponents, but this style is focused similarly to Tai Chi,
       where the users learn to take care of their bodies and learn
       things to help them overcome their weaknesses, like those with
       extreme anger will learn meditation to calm their anger, or
       users with less focus will use focusing exercises to build their
       focus. Darkfires not only build themselves up, but focus on
       controlling their power rather than just releasing it. This
       means that the precision of movement could turn what would
       normally be a fatal blow into an incapacitating blow as  means
       to take down opponents since the Swordsmen focus not only
       killing, but on incapacitation. Of course, as one might expect,
       this style is a basic combat style that doesn't use a lot of
       fancy techniques, so many will find that users can overcome this
       with techniques of other styles, or opponents may counter this
       if they have stronger physical stats (since this focuses more on
       focusing physical stats than on actual techniques to use in
       combat). While the Swordsmen faction are extremely skilled
       warriors even without a sword, they are still able to countered
       by those more skilled than they are, or might have better
       techniques than them.
       - Darkfire Kenpo Stepping Method: Kouhou Haiho: This is the
       stepping method used by those who use Chinese Kenpo, being
       derived from the Baguazhang sub-style and modified to work for
       the Darkfire Kenpo style as it's main way of moving around and
       using stepping methods. This technique is focused on dodging
       opponents, and specializes in moving around opponents while
       they're attacking. The key to this technique is how the user
       moves their feet, as when the user steps forward with the right
       foot they can put all their weight on it and that leaves the
       left foot free, allowing them to pivot away to the other side of
       the opponent. The user leaves their upper body in place until
       the very last moment, and by pivoting away, the user moves with
       immense speed when they pivot away. Users often use this in
       order to sidestep opponents and get behind them, in which this
       style is more about moving to avoid attacks. However, this style
       is far from being purely defensive, as this stepping method does
       also have offensive elements to it. The main thing is that this
       makes taking advantage of opponents easier, as the point of this
       movement to the side also can be used to knock opponents
       off-balance by kicking their legs while the opponent is in
       motion. By doing this, users learn to take advantage of an
       opponent's momentum, and use it to their advantage. Because it
       uses the opponent's momentum, not the user's own physical
       strength, most find the throws extremely easy to use when done
       right as this can knock even stronger opponent's off-balance.
       Typically, this style is only really used in close quarters to
       an opponent, and is only effective when used near an opponent.
       Using it far away doesn't grant any special movements, since
       this style is more for sidestepping around opponents than moving
       through empty space. As such, users of this style should only
       really use this in close quarters combat, and switch to the
       second stepping method, Sonido, when trying to move through
       distance (more on Sonido later). This stepping method also has
       to be done precisely to be effective, and if an opponent figures
       out what the user is doing, they can also move out of the way if
       they can change their movement direction. The major use for this
       is getting behind opponents, so once opponent's figure this out,
       this stepping method can be countered since it is a very simple
       stepping method.
       - Darkfire Kenpo Stepping Method: Sonido: This stepping method
       is the other stepping method used across the Darkfire Kenpo
       style, and seems to be based on hollow Sonido or hollow Sonido
       was based on the Darkfire's art (as it's similar in nature and
       both styles are similar enough to believe that one may have been
       copied from the other, but no one knows which came first in a
       chicken or the egg type situation). This is a supernatural style
       training in movement, in which users are able to move at high
       speeds, replicating certain supernatural beings movements using
       amplified physical stats and techniques. This style of movement
       uses supernatural movement styles in order to utilize their
       speed to the utmost ability. In the case of the Darkfires, they
       use their magic amplification of their bodies to power the speed
       boost in this style. When used, this is designed to allow users
       to move at high speeds, covering distances between then or an
       opponent or even traveling at high speeds when needed. This
       style produces an audible boom or static when used, which led to
       it's name which literally translates to "Sound Step." Advanced
       users of this style are fast enough to leave afterimages, and
       some have even figured out how to use certain steps in order to
       leave behind essence that creates an almost solid afterimage.
       While not fully there, the image has some substance to it in
       which a user can do damage with this, or use it to fool
       opponents while they move behind them. This style is extremely
       fast, and when in motion, the user will often disappear from
       view because they move faster than the eyes can track. By using
       this, the Darkfires incorporated this into their combat styles,
       alongside the Kouho Haiho. While the Kouho Haiho is used at
       close range, this is used at mid range or long range in order to
       cover distances, but can also be used in close combat due to it
       allowing fast movement even if one needs to move around an
       obstacle. Some elemental style users have even combined this
       with certain elemental styles to grant them certain effects,
       such as those with lightning may boost their Sonido to enhance
       their movement speed by using lightning amplification to
       increase the movement and power of their body. Both stepping
       methods are essential for any Darkfire Kenpo user as the style
       uses Sonido and Kouho Haiho as a backbone of the Darkfire Kenpo
       style since the legs are usually the foundation of most combat
       styles. This is only a movement method though, and not a combat
       style unto itself, so using it on it's own is not always as
       effective. However, if one wants to counter this, they can
       usually know when someone uses it by the sound the user makes
       when they go into it. If one wants to counter it, there are
       plenty of high speed movement options and other movement styles
       that can counter this depending on the skill of the user. As
       with any style, the user can be overcome when using this
       depending on the opponent's style, skill, experience and
       techniques they may have.
       Combat Abilities:
       - Grand Priest Angel Fighting Style: Focused Strike: This is a
       special combat technique that grand priest angels developed.
       Unlike angels, they are not afraid to use their physical
       strength to stop someone in a fight, in which this is designed
       to allow weaker users to focus their strength and attack with
       smaller and more compact attacks. As such, they have learned to
       condense their strength into small compact strikes to do more
       damage to opponents by not wasting the strength that normally
       goes into attacks that gets spread over a wider area. This was
       designed for angels not as physically strong as stronger
       supernaturals so that they can still damage stronger
       supernaturals. This fighting style also uses influences from
       Karate and Jujitsu, making it useful for defensive movements and
       using opponent's momentum against them. This style was created
       by Abel, who perfected it over a very long time when he became
       an angel and some other angels trained in pysical combat. This
       style is a fairly custom style, making it hard to predict or
       know about in battle, and is slightly different for every user.
       Typically, this is more of a substyle than a full combat style,
       designed for users to be able to customize this style and adapt
       it to other combat styles. Typically, this is a pretty balanced
       style, where users train all aspects of combat. However, there
       are some that can use this to train in specific combat styles.
       Advanced users of this can even focus and project their physical
       power into shockwaves, where they can attack enemies from
       further away by projecting their physical strength into the air
       as shockwaves from an attack. This style is about focus, and
       this is tailored to be used by angels specifically (or those
       with angelic power), so this is only really used among angels
       (though it can be used to lesser effect by those that aren't
       angels). This style is fairly customizable, so weaknesses of the
       style is a bit difficult to name. However, one thing consistent
       with this style is that it is meant for weaker opponents, and
       those that train in it may not have the physical strength to
       compete with some stronger styles. However, since this style is
       for weaker opponents, this can be used effectively with faster
       and more agile styles. Users may have other weaknesses based on
       how they train though (which should be listed by players).
       - Master Weapon Users/Marksmen and Weapon Counter Styles: During
       their time fighting and learning combat, the Darkfires have
       often become a master of weapons, in which most have trained in
       a number of weapons from swords to knives to staves, and even
       many knowing how to use guns. For the most part, Darkfires have
       to learn different weapons to learn different combat styles, so
       the Darkfires will often figure out how weapons work into their
       styles over time and find weapons that they are comfortable
       using. For example, the Darkfires may not be much for using guns
       in combat, but there are many Darkfires who have been trained in
       gun style combat, where many have become expert marksmen even
       among those Darkfires that don't use guns. However, the main
       purposes to train with so many weapons is not just to find what
       the Darkfire is comfortable with, but to train them in how to
       combat and counter weapons. For example, training in guns shows
       Darkfires what to look for in those that use guns, such as
       noticing when the enemy is focused on aiming, or using the
       barrel of the gun as a visual reference to see where the
       opponent is aiming their gun. This works for many weapon types,
       where Darkfires learn to understand how weapons are used and
       learn to recognize how their opponents will use weapons against
       them. While they do get this training in their weapon styles,
       the Darkfires also learn how to counter supernatural weapons,
       where the Darkfires train to combat supernaturals and learn to
       fight supernatural weapons. For example, a Darkfire can find
       ways to counter a weapons user that can fire lightning from
       their sword in some fashion, such as some who may use a metal
       weapon to absorb the lightning from the supernatural weapon.
       Depending on the Darkfire, the Darkfires are experts in weapons
       from using them, to even learning how to counter them. As the
       Darkfires would say: If one wants to counter something, they
       should train in that something in order understand it. This
       allows Darkfires a much more knowledgeable use of weapons, which
       they take advantage of. While Darkfires do tend to favor certain
       types of weapons depending on the Darkfire, they can use most
       any weapon to some extent, with Darkfires having varying skill
       with others depending on their training.
       - Supernatural Hunting Weapons Expert: During the Darkfire's
       specialized supernatural hunting training over the years, which
       taught them how to hunt supernaturals, the Darkfires have
       learned how to utilize a number of supernatural hunter weapons
       that can be used to fight enemies. Among them include things
       like silver weapons to fight werewolves, holy weapons to fight
       vampires, and even dragon killer weapons to fight human form
       dragons. Before the varanium and stilled silver compounds to
       negate supernatural specific abilities, the Darkfires relied on
       special preparation and supernatural hunter weapons in order to
       combat supernatural threats (though the Darkfires did utilize
       varanium and stilled silver after they were invented). For
       example, before going into a werewolf infested forest, the
       Darkfires would try to determine what kind of werewolves they
       were fighting, and if vulnerable to silver, they would utilize
       silver throwing knives and other silver weapons if the
       werewolves they were fighting were vulnerable to it. There are a
       number of supernatural hunter weapons that the Darkfires know
       how to use, and know how to utilize them thanks to their time
       spent fighting supernaturals. There are many types of
       supernatural hunter weapons and sub-weapons, but the Darkfires
       have a variety of weapons with some even coming up with their
       own weapons, such as Kindron Darkfire who came up with the idea
       to create spyrite weapons to fight dark spirits when he
       developed a stable spyrite material. Among weapons the Darkfires
       use include silver throwing knives, blessed holy weapons,
       throwing axes designed to take out an opponent's wings, holy
       water for fighting unholy creatures and demons, and even having
       angel blades if for some reason a Darkfire has to fight an
       angel. In the 30XX universe, the Darkfires also specialize in
       magic weapons, where they will often have enchanted weapons that
       they can use in combat to fight supernaturals that might do
       things like modify their magic (such as one enchantment that
       converted a weapon's element into a dragon hunter element).
       Depending on the situation and the Darkfire, most Darkfires have
       a collection of weapons.
       - Other Physical Combat Styles: While Darkfire Kenpo if often
       the favored style used by the Darkfires, the Darkfires do also
       tend to train and learn basics of other styles, whether it is to
       apply aspects to their own style or to learn how styles work so
       they can counter them. Just like weapon styles, the Darkfires
       also train in other combat styles to learn how to counter them,
       where they will even learn how supernatural combat styles work
       so that they can more easily combat them. Depending on the
       Darkfire, some may even choose to specialize in other styles
       other than Darkfire Kenpo if they find another style they might
       prefer. Because of how many styles are out there from official
       styles of combat, to supernatural combat styles, and even a lot
       of unique combat styles, it is hard to list each one. For the
       most part, it comes down to what the Darkfire wants to learn and
       if they can find someone to teach them certain combat styles.
       For the most part, martial arts styles alone are quite numerous,
       and depending on the preferred style of the Darkfire, they may
       find a style better suited to them, such as one Darkfire who
       chose to specialize in Muay Thai rather than the Darkfire Kenpo
       style. There are also many Darkfires who might learn
       supernatural combat styles, which is how many Darkfires come up
       with new variations of the Darkfire Kenpo styles, such as how
       some of the elemental substyles were inspired by aspects of
       other supernaturals (such as the elemental step abilities having
       some inspiration from the Hazeldine's unique elemental steps to
       match their own elemental combat styles). The most important
       aspect of combat though for the Darkfires is learning to master
       their own combat potential, and all their combat styles are
       based on this aspect. There are a number of combat styles
       available, so listing them all is impossible, but a general
       common thing is that the more styles one knows, the harder it is
       to master them all. While having multiple styles does allow one
       to mix and match aspects of styles more easily, trying to train
       in too many styles can limit one's combat ability. Another thing
       to note is that style has its own strengths and weaknesses. For
       example, grapple and throwing styles require close combat and
       making physical contact with opponents, or styles relying on
       power may be countered by speed-based styles that can dodge the
       power based style.
       - Darkfire Supernatural Hunter Combat Sub-Style: Though many
       consider the Darkfires supernaturals, the Darkfires focus on
       being able to fight supernaturals. Since the Darkfires often
       come to fight many types of supernaturals since no matter the
       universe, the Darkfires have a tendency to make enemies. In the
       30XX universe, the Darkfires are human supernatural hunters who
       train specifically to fight supernatural threats to humanity.
       The Darkfires have developed their own combat style based on the
       supernaturals they've fought, and what they've learned about
       supernaturals over the years. From research about strengths and
       weaknesses, to using supernatural hunter weapons, to even coming
       up with unique combat techniques for certain supernaturals, the
       Darkfires have specialized in supernatural hunter combat and
       developed tricks for taking on most types of supernaturals.
       While the Darkfires don't know much about certain kinds of rarer
       threats (such as the The'Galin or other primordial entities that
       aren't known by most), the Darkfires do have ways of countering
       most of the supernatural creatures in the world. For example,
       the Darkfires developed a combat technique in this style for
       handling human form dragons, where the Darkfires will attack the
       throat with a strong punch to interrupt a dragon's ability to
       use their elemental breath, or when fighting vampires, the
       Darkfires may use techniques to try and kick a vampire's face to
       break their fangs so the vampire cannot easily bite them, or
       when fighting werewolves (that aren't in human form), the
       Darkfires will move behind the werewolf where they cannot turn
       as easily as humans to avoid things like a werewolf claw slash).
       Depending on the Darkfire, these tactics tend to work as long as
       the Darkfire uses the correct combat techniques on the right
       supernaturals (for example, punch a werewolf in the throat
       probably won't stop a werewolf claw slash though some might try
       it anyway). Luckily, this style was made to be adapted into
       other combat styles, so this sub style of combat fits not only
       into Darkfire Kenpo, but into any other style a Darkfire can
       learn as there are ways to apply this to almost every style, and
       users can even come up with unique techniques once they've
       learned enough about supernaturals.
       - Darkfire Enchantments, Spells and Sigil Knowledge: Thanks to
       the time Darkfires spent researching magic and other
       supernatural abilities, The Darkfires have developed a great
       knowledge of the methods and spells used by some other
       supernatural hunter groups. After having studied for years on
       how best to fight, trap and defeat supernaturals, they have
       learned a number of enchantments and other useful options. For
       example, there is a sigil enchantment that can force an angel
       out of a body if they are possessing it, or there are certain
       spells to restrain certain kinds of creatures. The knowledge of
       the Darkfires is quite vast, and there are a lot of options they
       have for preparing for fights against supernaturals. While the
       Darkfires don't know everything, nor have many of them learned
       everything from their library of knowledge, the Darkfires do
       know many spells and enchantments depending on what the Darkfire
       studies and learns. For example, it was their knowledge of
       enchantments that they use to enchant their weapons, and it was
       this knowledge that led to the creation of certain supernatural
       hunter weapons. There are a number of spells and ways to use
       this, in which the Darkfires have a variety of options. They can
       enchant weapons and items, such as using ancient enchantments to
       turn weapons into demon killing weapons (as in they specifically
       kill demons, negating their regeneration specifically), they can
       enchant items to absorb magic as a defense, or they can even put
       special enchantments on items to give them certain effects, such
       as using a blessing enchantment to create a holy effect on a
       weapon or item that can be used to kill certain creatures of
       darkness. The Dark Magicians clan has even developed dark magic
       enchantments and other useful dark magic and occult knowledge to
       better their knowledge of enchantments and spells to be used
       against supernaturals. For the most part, there are many options
       available, where the Darkfires can train in many different
       spells, sigils and other forms of enchantments to use against
       supernaturals. As one might imagine though, the knowledge of
       what is out there is impossible for one person to learn
       everything, so the Darkfires might be limited on what they can
       learn depending on what they have available or might be limited
       by how much information they can absorb and remember.
       - Dark Spirit/Evil Spirit Strengths and Weaknesses Experts:
       Because of their training in the spirit realm, and learning from
       groups like the vampire ninjas, the alchemists, the Ghostwolf
       tribe and even the Hazeldines, the Darkfires have become experts
       in dark spirits and other evil spirit entities in order to take
       out enemies of humanity that are not normal supernaturals. The
       biggest one is dark spirits, in which the Darkfires have been
       fighting dark spirits since they gained their power from the
       spirit realm and were noticed by the spiritual plane. Thanks to
       their training, over the years the Darkfires have become experts
       in almost every dark spirit that they know of, and an expert on
       how to deal with other evil spirits like hollows and high level
       lost souls that might escape the death wraiths and soul reapers.
       Thanks to their spirit purification and the clan's other
       knowledge on fighting dark spirits they've found over the years,
       there aren't many dark spirits or evil spirits that usually
       escape the Darkfires who are almost as good at fighting the dark
       spirits and evil spirit entities as some other groups. They are
       experts of almost every kind of dark spirit known, aside from
       more unique ones like certain combinations of dark spirit powers
       (such as some who might be a mix of multiple dark spirit types
       to create their own new dark spirit type). Overall, the
       Darkfires are knowledgeable about much of dark spirits and how
       they operate, such as things like dark spirit rebirths (which
       many don't fully understand), dark spirit rituals and even how
       to counter dark spirits that are immune to spirit purification
       (which are rare, but some are immune to normal spirit
       purification). Because of the Darkfires connection to the spirit
       realm, they have to learn how to fight dark spirits at some
       point in their lives, even more so than some other supernatural
       threats. However, there are some dark spirits that the Darkfires
       don't know how to destroy, or how to overcome, with the two
       major ones they can't beat being Xeles and Phantom (almost all
       Darkfires know to avoid these two at all costs, and know not to
       deal with them, even if Xeles and Phantom may try to tempt
       others). For the most part, while the Darkfires are skilled in
       fighting dark spirits, they aren't as skilled as some other
       groups like the death wraiths and the werewolf alchemists who
       specialize in fighting dark spirits specifically.
       - Technology, Cybernetics and Alien Weapons Expert: Over the
       years in the 30XX universe, the conflicts of earth shifted from
       humans against supernaturals to humans and supernaturals against
       machines as machines gained stronger and stronger intelligence
       and some turned on humanity. Humans and supernaturals have even
       learned about aliens and alien technology over the years thanks
       to some friendly aliens and reverse engineering alien technology
       of humanity's enemies. Because of the evolution of technology,
       it has been imperative for the Darkfires to learn over the years
       how technology works. From cybernetic enhancements of living
       beings, robots that try to wipe out humanity, and even some
       alien threats over the years, the Darkfires have shifted their
       focus from supernatural hunting to a degree in order to learn
       technology as it has evolved. For example, Kindron Darkfire used
       to run the tech company Darkfire Tech and its child companies
       in order to use technology to better the world. Because of this
       shift, the Darkfires have learned a lot about fighting enemies
       using technology, and learned how to combat different
       technological threats. For example, while the Maverick Hunters
       who work for humans have taken down a lot of rogue robot threats
       over the years, the Darkfires have also helped the Maverick
       Hunters taken down certain robot threats. And when supernatural
       enemies of the Darkfires started enhancing themselves with alien
       technology, the Darkfires learned a lot about how to counter
       that alien technology. Over the years, the Darkfires have
       learned a lot about technology, and how to counter it which led
       them to become almost as good at fighting technological
       opponents as they did fighting supernaturals. For example, a
       reploid's brain being destroyed can take down a reploid, so
       Darkfires know that when fighting reploids to destroy their
       heads. However, when a certain robot's soul could take the form
       of a computer virus, the Darkfires also helped the Maverick
       Hunters develop a counter virus to the virus that made up the
       evil robots soul. However, this knowledge is usually basic among
       Darkfires, with Darkfires only being able to specialize in a few
       aspects depending on their intelligence. For example, one
       Darkfire may specialize in cybernetics, while others might
       specialize in alien tech and how to replicate it, or others
       still might focus on reploid and other robot designs.
       - Supernatural Hunter Training: Supernatural Strengths and
       Weaknesses Expert: Since most supernatural hunters have to fight
       other supernaturals and have to learn in order to survive their
       fights, most learn everything they can about other races and
       become experts in almost every kind of creature, and while they
       specialize in specific types of supernaturals (Like how some may
       go after one type of supernatural specifically), most
       supernatural hunters can learn to fight many other types of
       creatures as well. Depending on their training, most
       supernatural hunters have to learn how to fight all types of
       creatures whether they want to or not once they start training
       as a supernatural hunter (as many supernatural hunters will get
       hunted down by enemies of supernatural hunters once they start
       supernatural hunting). Depending on the supernatural hunter,
       some will search libraries on all manners of supernatural lore
       and creatures depending on what they have access to, and over
       time they will come to know the strengths and weaknesses of
       almost every race, including spells, exorcisms and traps used
       against almost all manners of supernaturals. Depending on the
       age and experience of the supernatural hunter, most learn as
       much about killing supernaturals as they can, as the more they
       know about fighting supernaturals, the higher their chance of
       survival in a job that could literally get them killed. Of
       course, supernatural hunters typically use this opportunity to
       learn what they can, but most typically are only limited by the
       information they can find and what information they can retain.
       However, the best way to learn to fight supernaturals is through
       experience, though knowledge of supernaturals is also very
       important. It is important in the supernatural hunting
       profession to balance knowledge and experience, and being sure
       to know the strengths and weaknesses of most supernaturals if
       they want to survive their fights.
       - Supernatural Hunter Training: Supernatural Hunting and
       Tracking: For the most part, supernatural hunters have to learn
       specifically how to track supernatural creatures, and often have
       to have creative ways to lure creatures out. Because
       supernaturals are getting smarter and learning to counter
       supernatural hunters, supernatural hunters have to be creative
       in how they handle tracking supernaturals. Usually, training can
       involve things like being able to analyze foot steps of
       creatures to find out more about where their opponent is going,
       while some more skilled supernatural hunters can use tracking
       more effectively to learn more about the supernaturals they're
       tracking. For example, normal supernatural hunters will use foot
       prints to track an opponent, but master level supernatural
       hunters can learn what kind of creature made the prints by
       analyzing things like how deep the footprint is and the size of
       the stride being a way to tell a rough estimate of the weight of
       the make of the tracks, or even traces of elements in the
       footprints could be signs of certain supernaturals (such as
       demons leave behind a sulfuric trace wherever they go and is
       also in their footsteps). In addition, supernatural hunters are
       also trained to listen to the environment, in which the
       environment can be a great way to track opponents. For example,
       most know that when everything in a forest goes quiet, even the
       bugs, it usually means there is a predator nearby, and some
       supernatural hunters can use that to tell when they are close to
       a possible target. This skill is something that not only
       requires knowledge of tracking, and using the environment, but
       also requires knowledge of supernaturals as well. For example,
       some werecreatures actually jump through trees in the forest
       rather than walk on the ground, in which supernatural hunters
       have to understand that and use that knowledge to their
       advantage. Supernatural hunters usually have a sense of when
       creatures are around them, and most are trained specifically to
       track supernatural creatures. Most have come up with many ways
       to track supernaturals, as the world of supernatural hunting is
       rapidly changing as supernaturals come to learn supernatural
       hunter tricks for hunting. Since many supernatural hunters are
       human, most learn these tricks without any special senses or
       abilities, as they just rely on the environment or on what they
       learn about how to track creatures.
       - Supernatural Hunter Training: Exorcism, Weakness and Trap
       Knowledge: Most supernatural hunters are extensively trained or
       learn how to use exorcisms and traps for a multitude of
       creatures and mythologies, due to exorcisms and traps being very
       useful in their job. Due to supernaturals having to learn about
       a number of supernaturals, and having to adapt to many
       situations, most have to learn extensively what supernaturals
       are weak to, and how to cast out stronger supernaturals than
       they can handle if they want to survive. Supernatural hunters
       typically use exorcisms and traps in order to take advantage of
       other races weaknesses, and typically use this on other
       creatures that are vulnerable to exorcisms and traps as a means
       to overcome them more easily. For example, almost any
       supernatural hunter these days know that holy oil works well for
       trapping angels, and even know demonic exorcisms to exorcise
       angels back to Heaven. For the most part, they also know how
       most supernaturals operate, as they have to know the differences
       between supernatural creatures and use whatever weakness for the
       creatures they are hunting. Most supernatural hunters seek as
       many ways to exorcise and trap beings as possible, specifically
       for finding ways to trap stronger enemies they may have to run
       away from, or finding unique ways to counter some supernaturals
       who have learned supernatural hunter tricks as more and more
       supernaturals are trained in supernatural hunter tactics. As
       such, many supernatural hunters that are experienced have had
       the time to build up their knowledge and even amateur
       supernatural hunters have learned about traps and exorcisms to
       some degree. Typically, things like exorcisms and traps can
       easily save a supernatural hunter's life in dangerous
       situations, and some supernatural hunters have learned a lot
       about these not just through books, but by watching other
       supernatural hunters. Some even have unique ways to take
       advantage of these based on their knowledge and creativity, such
       as one set of supernatural hunters, who came up with the idea to
       carve devil traps onto bullets in order to prevent a demon from
       being able to leave the body they are in.
       - Supernatural Hunter Counter Experts: Because of the rivalry
       between some supernatural hunter groups, there are some
       supernatural hunter groups that fight each other. Because of
       this, most supernatural hunters also have to worry about other
       supernatural hunter groups, or some supernatural hunter hunter
       groups who use their own tactics against them. Because of this,
       supernatural hunters have to be aware of when groups are using
       their own tactics, and they have to adapt and counter those
       tactics when they arise. This training also teaches supernatural
       hunters how to avoid certain traps and tracking that other
       supernaturals will use, with some groups training their
       supernatural hunters how to counter the supernatural hunter
       group rivals of the group they're trained by (For example, the
       Christian churches may have rivalries with different churches
       supernatural hunter groups, or certain other secret groups like
       the Men of Letters may refuse to cooperate with other groups).
       Because of this, it's also important for supernatural hunters to
       realize that their enemies are not always supernaturals, but
       sometimes other humans and other supernatural hunters. This
       mostly applies to supernaturals that double as supernatural
       hunters, as they often come under scrutiny for hunting their own
       kind and some human supernatural groups won't let them operate
       as supernatural hunters in fear they may turn on humans. Because
       of this, supernatural hunters are not only weary of
       supernaturals they hunt, but also of other supernatural hunters
       (though many supernatural hunters often form groups for better
       survival chances). To an extent, supernatural hunters have to be
       weary of supernatural hunters they might come across, though
       most have to learn when other supernatural hunters are enemies
       and when they are allies, or else they could make unnecessary
       enemies. Of course, this also works to counter when
       supernaturals use this as a means to counter supernatural
       hunters, which is a tactic that many supernatural hunters are
       seeing more and more of in the current days.
       - Maverick Hunter Mechanical Strengths/Weaknesses Training: In
       the 30XX world, the Maverick Hunters are specifically designed
       to fight and take out technological threats. However, their
       training isn't limited to just those in the Maverick Hunters, as
       even humans and supernaturals can also learn how the Maverick
       Hunters battle mechanical threats. This includes special
       training in how to combat reploids, as well as learning how to
       fight cybernetically enhanced opponents. Because of this, people
       learned the strengths and weaknesses of robots, androids,
       reploids, and even how to fight mechaniloids. Because there is
       always a risk of machines turning on humanity (as it has
       happened numerous times in the last 1000 years), there are many
       that learn to fight mechanical threats. For example, many will
       often wonder what the differences are between robots, androids,
       and reploids, but advanced enough trained people in this
       training know very well how to handle each specific type of
       mechanical being. Usually the major difference is how much level
       of thought each type of mechanical being has, with reploids
       often having the highest critical thinking and emotional
       capacity. It is often important to know this when fighting
       mechanical threats, as well as knowing how different mechanical
       beings are constructed. For example, most mechanical beings have
       at least one power core and some form of brain, which can be
       taken out in order to take out the mechanical being. If the
       being is something more unique like a nanotech replicator (which
       became illegal to create due to the problems in trying to
       control them), then those in this training learn how to best
       handle those kinds of threats. Depending on the knowledge level,
       even humans and supernaturals can learn to fight machines and
       take down many levels of mechanical threats. They also learn
       things like how to track robots that might be trying to avoid
       humans, or they may also learn about the builds of mechanical
       beings in order to figure out how to take them out. There are
       those that even learn alien technology in order to counter alien
       tech threats like alien robots. Of course, as one might imagine,
       this knowledge only goes as far as the training of the
       individual, and because of the vast options of mechanical
       beings, it's almost impossible to learn everything there is to
       know, as there are so many different races and options for
       mechanical beings that each one often ends up being unique in
       some way depending on the unit and what it's designed for.
       - Supernatural Hunter Training: Presence Suppression/Crowd
       Blending: Most supernatural hunters have to learn how to blend
       into crowds and learn to avoid suspicion. It used to be that
       supernatural hunters had to operate in secret in order to avoid
       the secrets of supernaturals existing from getting out. While
       that is not a focus anymore, supernatural hunters still learn to
       blend into crowds and learn to avoid suspicion from normal
       people. And because many supernaturals also live in the open by
       learning to blend into crowds, this even more important to avoid
       dangerous supernaturals who might try to take them out if they
       are discovered. As such, the ability to blend into a crowd is
       still just as important as it was before supernaturals were
       discovered. For the most part, those supernatural hunters often
       learn the best ways to avoid drawing attention to themselves in
       crowds, learning methods to keep suspicion off them. For
       example, some supernatural hunters will have ways to hide their
       supernatural hunter weapons when out in public, often wearing
       casual clothes or clothes to fit whatever area they're in (such
       as wearing clothes common to the area they're in to avoid
       looking out of place) that can allow them to not show their
       weapons they may carry with them. Because a lot of supernatural
       hunters are human, most have no supernatural ability to hide
       their presence, and even with things like the assassin
       wavelength being able to be learned by humans, most humans have
       learned this skill just by using their ability to disguise
       themselves, or using different methods to mask their trail if a
       supernatural knows they're coming after them (such as some male
       supernatural hunters will use different colognes to mask their
       true scent and confuse those with enhanced senses of smell).
       Crowds can be very useful, as crowds can mask someone's scent,
       due to so many people often being in one area that the scents
       are impossible to differentiate, and hiding in crowds can make
       one hard to find if they blend in to the crowd well enough,
       allowing a supernatural hunter to be able to avoid suspicion
       from supernaturals they are hunting or other supernaturals in
       general (as supernaturals they are not hunting may attack them).
       The Darkfires, no matter how they're trained, use this to blend
       into crowds whenever they can, as they often don't want to draw
       attention to themselves, which has become quite important over
       the years.
       - Stealth, Stealth Killer and Infiltration Expert: While some
       wouldn't consider all the Darkfires experts in this, many are
       experts in stealth and infiltration with varying degrees of
       knowledge. As one might expect, assassin trained Darkfires are
       the most trained in this, though the other Darkfires like the
       swordsmen of the Darkfires do also have to learn this as well.
       There are usually two methods favored by the Darkfires. The
       first is where the Darkfire will often kill anyone in their
       path, in which the Darkfires that use this thinking usually
       operate under the assumption that one can't be found if everyone
       who can find them is dead. There is an advantage to this, as
       Darkfires who use this method will be able to avoid detection by
       killing people along a path and then not have to worry as much
       about having to sneak past those same people. Of course, there
       are some that will use non-lethal force to take down opponents
       instead of just killing them, as some Darkfires tend to not want
       to kill people they believe might be innocent, or some that may
       try to avoid killing unless absolutely necessary. The only real
       problem with this method is that groups with strong
       communication are more likely to realize someone is attacking
       their group if they try to call out to someone only to find that
       they're not answering. The second option Darkfires have is that
       some of them learn to sneak by without encountering enemies,
       which is favored by some Darkfires to avoid combat, and avoids a
       major weakness of the first method in that those with strong
       communication will be less likely to notice a Darkfire sneaking
       around. However the major weakness of this method is that
       sneaking past without encountering enemies may result in less
       casualties, but Darkfires will have to avoid encounters before
       and after they accomplish their missions since they will often
       have to go through an area to get to where they're going and
       then go back through an area in order to leave that area. The
       Darkfires learned to utilize stealth in their war with the
       Hazeldines and certain other supernatural enemies they've had
       over the years, so this doesn't just work on humans, but on
       supernaturals as well (though getting past some supernaturals
       may require preparation and specific items or strategies to
       avoid detection). However, stealth only goes so far, and
       depending on the skill level of the Darkfires, they may or may
       not be good at this (for example, assassin Darkfires are often
       masters of this, but swordsmen Darkfires are usually not too
       focused on stealth since they rarely ever have the need to sneak
       around).
       - Murderous Intent Sense: This lets those with this sense when
       an attack is coming, usually by being able to tell when someone
       has the intent to kill. This is a skill most warriors get by
       fighting constantly for many years, learning how to sense
       someone's murderous intent usually through encountering it
       first-hand enough that they start to develop a strange sense
       that lets them read people and be able to tell when someone has
       the intention to kill. This lets the user read their environment
       as well as the people around them in order to see what attacks
       might be coming their way by reading an opponent's body language
       and the "sense" of people around them. This gives them a passive
       sense of reading people who might try to hurt them, as they can
       sense when someone is ready to attack, and most people can
       usually sense when that murderous intent is aimed at them. Some
       can sense this literally as an aura through things like ki
       sense, but most sense it in an instinctive way once their
       instincts have been developed through constant fighting and
       battles. This gives the user time to predict an attack, and to
       some extent, helps the person predict what opponents will do in
       a fight by reading their murderous intent. For example, by
       reading an opponent's body language, such as how they move or
       how tense they might be, a user of this can read opponents
       movements in order to predict how they will fight or attack, as
       some have developed entire fighting styles predicting people
       through this method, such as the Hiten Mitsurugi sword style
       that uses this to predict opponents. However, this sense is not
       perfect, and some opponents can't be read if they can disguise
       their murderous intent or they learn skills that can trick
       people with this sense. Those who have no ability to feel
       emotions also don't give off this murderous intent, as those who
       don't have emotions don't feel the intent to kill. This sense is
       usually pretty reliable unless one can suppress their murderous
       intent, and is usually instinctive among people who have seen a
       lot of battle and those that have fought for their lives
       multiple times. The only real way to develop this is experience,
       as no amount of training can truly grasp how this sense truly
       works as it is only a passive ability that one can pick up by
       experiencing murderous intent firsthand from enough people that
       they learn to recognize the murderous intent in the feelings
       they get from people.
       Passive Abilities:
       - Fallen Angel Wings/Wing Suppression: All angels have angel
       wings to a degree, with some having more unique wings than
       others, and this applies even to fallen angels. These wings are
       usually a defining trait for angels, and as one might expect,
       angels are able to fly using these wings. Typically most wings
       look bird-like in nature, with fallen angels typically having
       black wings instead of white like normal angels due to their
       corrupted natures. These wings can be made visible, but most
       fallen angels on earth have ways to suppress their wings, with
       two main ways. The first is simple, in which their wings are
       shape-shifted into their backs, usually shape-shifted so they
       are out of sight. The second is the more common method most
       angels and fallen angels use, where their wings are left on the
       spiritual plane rather than on the physical one, and their wings
       become intangible as a result. While still there, their wings
       are not seen, and cannot be attacked while they are in the
       spiritual plane. Usually when this method is used, the only real
       way to see the angel's wings is when they flare up their angelic
       power, and their wings become visible on their shadows behind
       them as their bodies generate a mass of light. However, there
       are angels that have unique abilities with their wings, such as
       some who are able to use special wing skills (like Amenadiel
       being able to shapeshift his wings into spear-like projectiles).
       Omega's wings are just white wings having turned black, with him
       being a typical fallen angel. His wings have no real special
       abilities, due to him not really having any abilities before his
       upgrade. Though with his skillset, he didn't really need any
       special abilities with his wings. And due to Omega's wings being
       a type of fallen angel wing that loses most of its feathers and
       mass, Omega's wings aren't really too much of a threat.
       - Fallen Angel/Archangel Regeneration Locked due to Cybernetics:
       Those that have seen angels or fallen angels often figure out
       quickly that angels and fallen angels have powerful
       regeneration, and much harder to kill than demons are
       (typically). Aside from specific weapons like angel blades,
       varanium weapons, and other weapons designed to kill any
       creature, angels typically are very difficult to kill, and able
       to regenerate their bodies even from a puddle of blood on the
       ground. As long as there is something left of them, they are
       able to regenerate, with angels having among the most powerful
       supernatural regenerations alongside demons and fallen angels.
       Typically, most angels have some form of regeneration, and some
       angels don't have as strong regeneration due to having trained
       other defensive abilities, but most angels do have some form of
       regeneration. Typically, angelic regeneration isn't as strong as
       archangel regeneration, as archangels are not vulnerable to all
       the same things normal angels are weaker too. Archangels are
       still killable, but they not only regenerate faster, but also
       are able to withstand normal angel blades, and certain other
       weapons that would kill angels. For the most part, their
       regeneration is powerful, but things like varanium, death
       scythes, other archangel blades, and even demon prince power can
       still kill them, though many archangels take longer to kill than
       normal angels. Depending on the injuries, more injuries might
       take longer to regenerate, and depending on the angel and the
       strength of their regeneration, some wounds will also be more
       difficult to regenerate. As a result, typically doing something
       like cutting an angel's head off can stop them even if it's
       temporarily if one cannot kill an angel or archangel, as there
       are still strategies that work since they do still take damage.
       For the most part, this works the same for fallen angels as it
       does for normal angels.
       - Peak Human Trained Fast Healing: While many consider the
       Darkfires supernaturals, they are human at their core. Without
       their elemental magic to utilize regeneration, the Darkfires
       would heal only as fast as a normal human. However, through
       physical focus and training, the Darkfires learned to train
       their bodies to heal more quickly, by training their bodies into
       peak physical condition. While the Darkfires do have elemental
       magic regeneration, the Darkfires can also heal fast without
       their magic. For example, a deep cut (as long as it doesn't
       puncture an organ or other vital spot) could heal in a few days
       (whereas most humans it would take months-years to heal), or
       certain smaller injuries could heal in a matter of hours. This
       utilizes peak human condition to train the bodies, and is not
       actually supernatural regeneration. This means that while
       Darkfires heal fast without magic, this isn't a supernatural
       method of regenerating, and is just them having trained their
       human bodies beyond that of most humans. As such, this
       particular faster healing is not negated by things like varanium
       or other regeneration negation abilities since this power is not
       any form of supernatural or even tech based regeneration. While
       the Darkfires can enhance their healing with cybernetics and use
       nanobots produced by certain companies to heal themselves even
       faster for tech based regeneration, the Darkfires heal quickly
       enough on their own that they don't like to rely on that kind of
       technology since they prefer to gain their faster healing by
       training themselves up. As one might imagine though, this is
       only an enhanced normal human healing, and doesn't use
       supernatural regeneration which means that certain injuries
       cannot be healed naturally. For example, a Darkfire who loses a
       limb cannot regrow a limb simply from using this healing (though
       some Darkfires can use elemental regeneration to regrow limbs),
       and this normal healing cannot be used to heal from fatal
       injuries without help from someone who can heal them before they
       die. This means that the Darkfires with this can still be killed
       like normal humans if they are forced to only rely on this (like
       if their elemental regeneration is negated).
       - Fallen Angel/Archangel Hardskin Defense: Replicating their
       angelic hardskin defense, the fallen angels are also able to use
       their aura of the fallen to use this art instead of their normal
       angelic power. Typically this comes alongside their
       regeneration, in which fallen angels can focus some of their
       regenerative power into this to strengthen their defense. The
       question mostly becomes which skill do the angels want more, as
       some prefer regeneration, but some prefer not taking the damage
       at all. Typically, this defense, at its fullest, can defend
       against normal bullets, and some higher level bullets, with
       those like Amenadiel showing that toughening the body can be
       just as useful in a fight as regenerating injuries. The main
       issue with this is that, in order to use it, one must sacrifice
       some regenerative ability in order to generate the power form
       this, since this power has to come from a source. Typically
       angels have a choice of either one or the other, or weakening
       both to get a little of both skills. This depends on the angel,
       as some may prefer one over the other. At full strength, some
       fallen angels/archangels have often been seen as nearly
       indestructible by weaker opponents (even though they are just
       harder to damage). Archangels have more power they can put into
       this, but this does still require putting in some of their
       regenerative power. When at full strength in this art, angels
       and fallen angels are only able to regenerate basic injuries and
       cannot regenerate fatal wounds easily (though they still can).
       This can, however, be more easily pierced by demonic or holy
       power, since this power runs on an the fallen angel's corrupted
       presence. Certain weapons can even ignore this defense entirely,
       such as angel blades being able to instantly break this ability,
       and celestial weapons can more easily break this skill as well.
       To an extent, even demonic weapons can be made more effective
       against this.
       - Peak Human Trained Durability and Defense: Just like with
       their healing, the Darkfires train their body's physical
       durability and defense as a means to protect themselves and make
       their bodies stronger. While different Darkfires train in
       different ways, the Darkfires train specifically to push their
       durability and ability to take hits to the limit of human
       potential. Since the Darkfires are humans who end up fighting
       supernaturals and tech based threats, the Darkfires have had to
       train themselves up. Thanks to their regeneration and their
       stronger magic amplification training, the Darkfires have a
       number of methods to train themselves up. For example, more
       extreme Darkfire parents will throw their children off high
       hills and cliffs, or fight strong animals like bears in order to
       strengthen their bodies (though the Darkfires only do this if
       they know that they can heal from it and won't use this method
       of training until the Darkfire can use physical amplification
       and elemental regeneration). As some may know, the body can
       strengthen itself as it gets hurt in order to adapt, such as how
       bones will grow stronger after being broken. Because the
       Darkfires have supernatural level regeneration skills, the
       Darkfires have a major advantage in this training in that they
       can train themselves to the peak of human level, and some can
       even train beyond human level durability. Some Darkfires have
       become strong enough with this training to gain hardened skin
       that has made their skin tough enough to even compete with a
       dragon's dragon scale defense. Most Darkfires usually train up
       their durability as much as they can so that they are ready to
       take on many forms of supernatural threats, and thanks to this,
       the Darkfires have to train their defense and durability as a
       result to avoid being killed by stronger supernaturals. Of
       course, as one might imagine, this durability training doesn't
       prepare for every eventuality, such as some stronger enemies
       like the demon prince Leviathan who was able to still punch a
       hole through a Darkfire's body when the Darkfires confronted
       him. Overall, the Darkfires have shown that they are strong, but
       there are still supernaturals that can overpower and kill them
       just like any other human.
       - Advanced Combatant Skill: Heavy Stander: Because of some
       people's body structure, some trained combatants can train so
       that they are extremely hard to knock back. Those that have
       strong and bulky muscles, some combatants are able to take many
       attacks without flinching, and most that have this are heavy
       enough they are barely knocked back with impact damage. While
       users still take damage, they are much harder to knock back, and
       much harder to stun through physical damage unless they are
       taking an attack that's stronger than they are. Typically, most
       users of this are able to shake off normal damage thanks to
       things like regeneration, advanced recovery and their body
       structures, and require very strong attacks to knock them off
       their guard. There are usually three levels of this skill. At
       the bottom of the ranks of this skill, users are more easily
       knocked back, but aren't as damaged by attacks, while those that
       have higher levels of this are harder to knock back to the point
       that the most advanced users can take hit after hit without
       flinching. Thanks to this, most users are difficult to stun or
       disable using physical force, usually only being vulnerable to
       other creatures as bulky and powerful as they typically are
       (though some that stay in human form may not have this bulk and
       therefore won't have this passive ability). Most users with this
       take highly reduced damage from physical attacks, and are much
       harder to fight than many other types of opponents. However,
       while they are harder to damage and harder to knock back, this
       means that things that do hurt them and overcome this do more
       damage. This also doesn't always help against certain piercing
       projectile attacks, as certain projectiles might pierce a user
       of this more easily due to them not moving back, or certain
       attacks that break their defense may do more damage due to
       knock-back often helping disperse physical force a bit on
       impact. Depending on the user, this can be very helpful in that
       some can more easily recover from being attacked, but this can
       be dangerous to a user as well depending on how they rely on it.
       Relying on this too much can lead to users taking far more
       damage than they can handle, which can incapacitate them after a
       while. Omega has this as an effect of his cybernetics, and him
       being much harder to knock back due to not only his strong
       defense due to his cybernetics, but his master level combat
       training.
       - Darkfire Magic Body Enchantment: Supernatural Conversion
       Protection: After Hei Darkfire was turned into a vampire and
       forced to fight the Darkfire clan, the Darkfires developed this
       protection enchantment for their bodies to prevent it from
       happening to them. This protection protects the body of the
       Darkfires with this enchantment, where the enchantment prevents
       the Darkfire from forcibly being turned into a supernatural.
       This was designed as a defense against groups like vampires and
       werewolves who turn humans into supernaturals, where the
       protection is able to prevent a Darkfire from being corrupted by
       something like a vampire or werewolf bite. The Darkfires
       designed this to prevent themselves from being forced into
       becoming something they don't want to be (with Hei Darkfire's
       forced turn into a vampire being the example most people in the
       Darkfires know). If a Darkfire wants to become a supernatural,
       they can disable this protection with a magic enchantment, but
       the enchantment disabling only works if its done willingly, as
       the magic gets stronger if something tries to overcome the
       enchantment forcefully (such as one vampire who tried to
       hypnotize a Darkfire into disabling this enchantment but the
       magic recognized a threat and the enchantment grew stronger). It
       is very rare for a Darkfire to be corrupted, especially with the
       Darkfires knowing far more about spirit purification and other
       forms of healing thanks to their training with other sources
       like the werewolf alchemists teaching purification and the holy
       church teaching healing magic. The Dark Magicians even have
       their own purifying darkness magic spell that can be used to
       purify them of dark spirit corruption if a dark spirit tries to
       possess them. Depending on the faction of Darkfires, each
       faction has their own knowledge and methods of utilizing this,
       but the result is mostly the same. However, it is worth noting
       that the only protection this gives is protection against forced
       change into supernaturals, and doesn't work on preventing
       certain things like, for example, how the original Kindron
       Darkfire was forcibly cybernetically enhanced into the one who
       is known known as Omega. This also doesn't provide any defense
       outside of this aspect, such as it won't protect from
       supernatural attacks, but only things that might turn humans
       into supernaturals.
       - Darkfire Natural Combat Talent: Every Darkfire is born with
       unique combat talents. Since the Darkfires are a supernatural
       hunter clan and a family that learns combat from an early age to
       learn how to master themselves, the Darkfires are all born with
       some form of talent. This combat talent comes in a variety of
       forms depending on the Darkfire and what natural talents they
       are born with. For example, there are many Darkfires born with
       supernatural combat adaption where they develop a natural talent
       for subconsciously adapting to supernatural combat. For example,
       Hei Darkfire had a natural talent for adapting to his enemies
       combat style, where he could adapt to almost any combat style
       and learn how to counter it during combat. Some Darkfires could
       develop natural talent for other things though, such as some who
       have an instinctual combat sense that lets them instinctually
       recognize threats and avoid danger (with such Darkfires usually
       having some instinctual dodging ability). Among other natural
       talents include Darkfires who may have natural talents for
       certain weapon styles or skillsets. As mentioned, this combat
       talent is different for each Darkfire, and some may even have
       multiple natural talents (Such as Kindron Darkfire who had a
       natural talent for using a sword, a natural high IQ, and a
       natural combat adaption talent). This isn't just limited to how
       to fight though, as some even gain specific intelligence or
       reflex based talents that might not always apply to combat.
       Depending on the Darkfire and their talents, this comes in all
       shapes and sizes, making it hard to list each case of this, but
       the results usually blend together and most end up in the same
       result: The Darkfires are naturally talented in combat, and are
       not to be underestimated even by supernaturals. While the
       Darkfires aren't skilled enough to take out every single threat
       out there, the Darkfires are very skilled warriors who have
       natural talents for combat that they have to figure out and
       train up. Of course, natural talent can only go so far, so it is
       important to note that the Darkfires also train their talents
       and don't just rely on the natural talent. This talent can be
       overcome by some opponents, especially among those that have
       natural talents of their own, or some that have no talent can
       overcome a Darkfire's talent if they train hard enough. Also, it
       is rare, but some Darkfires might be born without natural
       talents and can only get stronger through intense training to
       push beyond not having natural talent. Typically, this type of
       combat talent grows stronger more quickly when the Darkfire is
       younger, but levels out when the Darkfire reaches a certain
       older age once they reach a certain level of combat talent.
       - Darkfire Trained Combat Talent: The Darkfires are not just
       naturally talented, and as mentioned before, the Darkfires train
       in combat at an early age. Whether a Darkfire has natural talent
       or not, the Darkfires all train in combat in order to build up
       their skills. There is something to be said for experience in
       combat, and the Darkfires are no different. Through training and
       experience, the Darkfires build up their combat from the ground
       up, to the point that most Darkfires will go so far as to train
       the basics for years before they move on to more advanced
       training in order to master the basic foundations of combat.
       Just like the natural combat training, this training comes in a
       variety of forms, but the result is the same: Every Darkfire
       trains their combat to the best of their ability, and trains to
       gain the most of their combat. Through training and experience,
       the Darkfires can learn different things about combat. Among
       some of the more common trained combat talents are those that
       learn to adapt to opponents through experience, such as those
       Darkfires that were experienced with fighting the Hazeldines
       tailored their combat when fighting them to counter the
       Hazeldines combat styles. And some Darkfires may even learn to
       counter other opponents abilities through things like strategic
       thinking or by utilizing certain combat abilities in response to
       certain abilities in order to counter them. As time goes on, the
       Darkfires train themselves to use this more and more easily,
       where they may even use this combat talent without thinking,
       such as one experienced Darkfire who had trained to a point
       where they were able to dodge attacks instinctively as they had
       such combat experience that they could subconsciously recognize
       threats. The more experience one gets, the better the talent
       will become, no matter what trained combat talent the Darkfires
       develop over the years. Usually, the most common one is learning
       to adapt to combat styles as the Darkfires learn about more
       combat styles, or learning to adapt to certain supernatural
       combat by studying how a supernatural fights (like countering a
       vampire fighting style by fighting vampires until the Darkfire
       learns how to more easily counter the vampire fighting style).
       As one might imagine, this is something that also only goes so
       far. This kind of combat talent starts out slow, but as the
       Darkfire trains, they gain more ability to learn as time goes
       on. Of course, all combat talents can be countered by stronger
       combat talents, or by opponents that might have special training
       to counter combat talents (usually through combat talents of
       their own).
       - Genius IQ/Master Scientist: Omega is a very smart person, much
       more than most people think due to how silent he is and just
       assume he's a mindless monster. Unlike what people think, Omega
       is insanely intelligent and is as much of a scientist as some of
       the most advanced scientists. Omega is smart enough that he's
       been able to upgrade himself over the years, and he's even
       created many of his own creations using his tech knowledge.
       While he's not able to make certain modifications by himself,
       Omega is able to develop new weapons and tech that can be very
       useful. In terms of technology, Omega has even developed his own
       tech familiar art, where has learned to bond tech familiars to
       his familiar magic, and Omega has even created a number of very
       dangerous supernatural hunter robots that he builds to fight his
       enemies. Omega also considers himself a doctor of the 31st
       century, and takes a lot of pride in being able to cure almost
       any problem that someone may come to him with. Whether it's
       health related, cybernetics related, or supernatural related,
       Omega takes a lot of pride in the fact he has never had to cut
       someone open or put needles into their body, and considers the
       act of cutting people open to be barbaric practice that has no
       place in the 31st century. Omega is also a very smart person,
       knowing how to take advantage of many situations most people
       might find hopeless. Omega is extremely intelligent and a great
       tactician, which has made him perfect as Dr. Black's second in
       command. Those that face Omega have to be careful of his
       intelligence as well as his power, due to the fact that Omega
       can outsmart many enemies. However, the major problem with his
       tech knowledge is that Omega's knowledge mostly comes from the
       future universe he is from. Omega is someone who knows a lot
       about technology, but he cannot use his full knowledge in this
       time period due to the fact that human technology has not nearly
       advanced enough to handle the full capacity of what he could
       create. While he can create some of the most dangerous creations
       one can imagine, it doesn't always compare to the things made in
       the future timeline Omega is from. However, his intelligence is
       still something to be feared as a tactician no matter what one
       might think of him. Opponents should keep that in mind when
       fighting Omega.
       - Darkfire Alchemy/Elemental Magic Affinity: There are two ways
       to gain the magic necessary to become a Darkfire. The first is
       to be born into the family specifically with at least one parent
       being a Darkfire, or the second is to be adopted into the clan
       and trained in the clans abilities. Either case that happens
       though, the Darkfires become naturally tuned to the Spirit realm
       and to their magic and aura, and have to have an affinity for
       magic, in which they may sacrifice certain other affinities in
       order to learn this magic. By tuning to the Spirit Realm and to
       their magic potential, the Darkfires have to have an affinity
       for elemental magic and alchemic magic in order to utilize the
       arts of the Darkfires since almost all of the Darkfire abilities
       utilize elemental magic in some form aside from the unique
       magics of the different factions. If a Darkfire is born without
       magic affinity for some strange reason, the Darkfires did
       develop a way for Darkfires to learn magic without having the
       affinity, where certain Darkfires can help others sacrifice
       other affinities for other powers to gain magic affinities
       instead. Though this is kind of a taboo, this has been used for
       those adopted into the clan who had strong elemental affinities
       but no magic affinities. Of course, as one might expect, the
       Darkfires specialize in elemental magic and alchemic magic, and
       can natural adapt to gain stronger magic through training. Not
       only do Darkfires learn elemental and alchemic magic more
       easily, but they are even able to analyze other uses of
       elemental and alchemic magic used by others in order to gain new
       abilities by applying certain aspects of other elemental and
       alchemic magic to their own. For example, the Swordsmen faction
       led by Kindron Darkfire used this natural affinity to learn
       werewolf alchemist spirit purification, where the Swordsmen
       faction learned to combine spirit purification with their own
       alchemy by watching how the werewolf alchemists used their own
       alchemy. Of course, as one might expect, this affinity mostly
       only applies to their elemental and alchemic magic, and this
       affinity does make them more vulnerable to anti-magic as a
       result where anti-magic can do severe damage to them. Of course,
       magic resistance/immunity is also still a problem when a
       Darkfire tries to use this magic affinity since magic affinity
       doesn't really help much against those with magic
       resistance/immunity.
       - Darkfire Factions Unique Magic Affinities: This particular
       affinity depends on the faction the Darkfire belongs to. All
       three of the different factions have different unique affinities
       based on the magic they use, which is tailored specifically to
       the faction. In the Rogues faction, their specialty is neutral
       magic, with their specialty being their assassin magic and
       corruption destruction supernatural hunter magic. The Rogues
       faction are skilled with these magics, and gain an affinity
       through training to more easily learn new assassination magic
       techniques, or can learn neutral supernatural hunter magics more
       easily. The Dark Magicians, on the other hand, develop a natural
       talent for dark magic thanks to their immense training in dark
       magic. The Dark Magicians gain a natural ability to use dark
       magic and learn new dark magic thanks to their gained affinity.
       This has led to the Dark Magicians being able to learn things
       like blood manipulation techniques, dark magic familiar
       techniques, and even their own darkness counter magic that
       counters other darkness users they originally designed to
       counter the wolf wraiths. In the case of the Swordsmen, many
       gained the affinity for holy magic since many had joined the
       church, but many also gained the ability to utilize spirit
       purification/spirit destruction magic after learning it from the
       werewolf alchemists. This allows the Swordsmen faction to use
       their affinity for more positive power-based magic than other
       factions. The Swordsmen faction even applied their learned
       werewolf alchemy magic aspects to the point that some have even
       come up with unique versions of alchemy tailored to their own
       specific skills. Depending on the faction, all the factions have
       their own affinities, and all appear to be on different ends of
       the spectrum. However, the main thing to remember is that each
       of these aspects are countered like one might expect. The Dark
       Magicians are often more vulnerable to holy magic and other
       positive magics thanks to their dark magic affinity, while the
       Swordsmen are usually more vulnerable to negative magics like
       dark magic or demonic magic. For the Rogues faction, they are
       more neutral, so they can be attacked with holy or demonic
       power, except that the Rogues don't take extra damage from holy
       or dark magic since their magic affinities don't take extra
       damage from holy or dark magics. Of course, there are magics
       that can counter all of these, such as some unknown magics like
       chaos magic, that the Darkfires don't have enough knowledge of,
       and of course anti-magic always remains a problem of the highest
       caliber.
       - Alchemist Multi-Linguists/Language Learning: For the most
       part, the Darkfires have been around for a while, and have
       traveled the world over the course of their lives. In addition,
       many of the have had to learn how to communicate with all
       manners of people since there are many different kinds of people
       living in the Asian and Europian continents. Some older
       Darkfires may even know certain out of date dead languages
       (languages with no new words being added and aren't spoken
       anymore), with some even being familiar with certain older
       languages that most wouldn't know. However, the time they have
       spent fighting supernaturals has also led to them learning other
       languages they need to understand other creatures, such as
       learning Enochian to learn more about angels as a whole, or
       learning Hebrew to learn more about fallen angels and demons. Of
       course, that's not to also mention the fact that all Darkfires
       have at least a few spoken languages they have to learn, with
       English, Spanish, and French being among the most common
       language families for them to learn. Because most Darkfires
       learn multiple languages, most Darkfires have also developed an
       affinity for learning new languages, and there are many with a
       collection of languages they know. It is also easier to learn a
       language if one is familiar with the language tree, such as
       Spanish and Portuguese being very similar languages due to being
       in the same language tree (though some might find the similarity
       between similar languages a bit too difficult to learn at
       times). Overall, the Darkfires always have multiple languages,
       whether it's for learning about supernaturals, or just learning
       it to be able to communicate with other people who speak other
       languages. Regardless of the initial reason, most Darkfires know
       at least a few languages, and have an affinity for learning new
       languages due to having to learn multiple languages that they
       learn to pick up on other languages much more easily. Being an
       someone who had traveled the world, Kindron (before he became
       Omega) has had to learn a lot of different languages to learn to
       communicate with people he's had to work with. As such, he knows
       many of the languages spoken in the world currently, and knows a
       lot of languages most people wouldn't think would be important.
       Due to this, he is very good at learning new languages, and
       studies any langauge he has to. Thanks to his higher IQ, he is
       very good at learning, and can learn new languages mostly by
       picking up words spoken rather than just simply reading words
       unlike some who study other languages.
       - Darkfire Regenerative Increased Life Span: Depending on the
       Darkfire and how long their magic lasts, most Darkfires with
       their magic regeneration have a highly expanded lifespan. While
       it is theorized that the Darkfires won't live forever, the
       Darkfires that live have gained supernatural level lifespans due
       to their regeneration abilities. While this may be different for
       each Darkfire based on how strong the Darkfire's individual
       magic is and how long their magic abilities hold out, the
       Darkfires are theorized to be able to live for a very long time.
       Among the oldest Darkfires, it is theorized that the Darkfires
       would live thousands of years. Because of their regeneration,
       the effects of aging have been reduced severely to the point
       where the Darkfires don't seem to age beyond their prime due to
       the regeneration usually regenerating damage done to the body by
       age. This has led to the Darkfires living far longer than most
       humans, and no one knows just how long the Darkfire lifespan
       will be (since most Darkfires are killed in combat before they
       die of old age, or those like Qrow Darkfire died of old age only
       after losing their magic abilities). Once they reach their
       prime, the Darkfire doesn't age from their prime unless their
       magic is somehow taken or lost. Since each Darkfire is
       different, their life spans and growth rates are difficult to
       quantify, but it is certain that Darkfires can live for an
       extremely long time. However, it is theorized that eventually
       regeneration abilities do break down, as creatures like
       werewolves and vampires do eventually get older even if it's
       after thousands of years. The major theory for this is that
       eventually the power that handles regeneration breaks down with
       enough age, and then the regeneration abilities weaken to the
       point where the user can no longer regenerate easily enough to
       reverse the effects of aging. No one knows at what point this
       will happen for the Darkfires, but those like Qrow Darkfire have
       shown that Darkfires have the potential to live for thousands of
       years similar to creatures like werewolves and vampires who have
       enhanced life spans. Of course, as one might expect, this only
       covers life spans and doesn't cover death in combat or things
       like sickness that might kill a Darkfire before they get old
       since there are plenty of things that can still kill them. For
       Omega, he is also a fallen angel, who has an indefinite life
       span, so it isn't certain that he will die of old age or not
       since no one knows the life spans of fallen angels.
       - Supernatural Telepathy: This ability lets a supernatural
       creature communicate telepathically with anyone they can connect
       to. Typically this power uses their supernatural power, in which
       they use it to tune to a person if they know where they are in
       order to communicate with them. This lets them communicate with
       other people without having to speak, with them being able to
       share thoughts directly with others when the creature isn't
       speaking out loud. However, usually the creature has to know
       where the person is to use this basic telepathy since they have
       to know where to send their thoughts and communication. However,
       this doesn't apply to those who establish permanent connections
       (as this allows those with permanent connections to always be
       able to communicate with someone they have this permanent
       connection with), such as connecting to other family members and
       close friends. This lets creatures not only communicate with
       those they have a permanent connect with, but can also tell them
       where they are at any time should they require to find them or
       need to be summoned to them (which some supernaturals can learn
       to summon those that they have special connections with). Those
       who are set up with permanent connections have to accept the
       connection, and even then, they can sever it if they choose to.
       However, there are ways to block telepathic communications, such
       as certain frequencies that may confuse the mind's ability to
       process telepathy, or certain wards that might prevent
       telepathy. There are also certain types of opponents who can
       listen in on communication done telepathically (it is rare, but
       sometimes it does happen sometimes with certain psychic
       opponents). For the most part, while the Darkfires are not
       supernaturals, they do have supernatural telepathy that allows
       them to communicate with others just like many other
       supernatural creatures.
       - Magic Storage Dimension Item Summoning/Desummoning: This is a
       Darkfire specific art for storing items, weapons and almost
       anything they want to keep with them. When using this, a
       Darkfire creates a small pocket dimension where they store
       items, which is a variation of certain magic arts that use this.
       This allows a Darkfire to store almost anything they want to,
       where they can open and close this pocket dimension at any point
       as long as they have the magic power to do so. This art doesn't
       utilize item connections to the hosts like some supernaturals
       typically use, but instead connects a weapon to the storage
       dimension. By using this ability, the Darkfires can not only
       utilize this to store items, but can connect certain items to
       the pocket dimension in order to summon and desummon certain
       objects more easily. Typically, the size of the items they can
       carry depends on the Darkfire and their magic affinity, but many
       can create decent sized storage spaces. Each Darkfire is able to
       do this to store items, with each Darkfire having their own
       small magic pocket dimension that they can reach into at any
       time or summon items from. Normally, Darkfires use this to store
       things like weapons and items they might need, but don't want to
       carry with them all the time. This makes a great way to store
       items and weapons and keeping them out of the hands of others,
       as they can desummon anything they summon should it fall into an
       enemy's hands. Darkfires are able to call on anything they've
       stored, or they can reach into this pocket dimension to pull
       items out. As such, this is great for storage, and items stored
       inside are kept preserved. Even food that has been put into it,
       will stay fresh, as these spells don't have any progression of
       time so anything put will not age or suffer any effects of time
       in that items put in will see no passage of time in between
       being put into the dimension and the item being pulled out.
       Because of this, this is a great way for Darkfires to all
       manners of items they might want to store. However, this cannot
       store an infinite amount of items, and more or less acts like an
       extra-dimensional box the user can access, so one cannot just
       store an infinite number of items. Typically, after a certain
       number of items, the spell becomes harder to maintain, with a
       certain point possibly breaking this spell completely. It is
       also worth noting that this cannot store organic beings in it,
       so a user couldn't put someone in their item storage dimension,
       or try to do something like store an animal in their storage
       dimension. While it can store dead organic matter, it cannot
       store living organic matter in it at all.
       - Human Peak Level Intelligence, Memory and Reflexes: Depending
       on the Darkfire, most Darkfires have enhanced minds thanks to
       their magic amplification and their training of their body and
       minds. The first thing that is enhanced is their intelligence,
       in which some Darkfires gain certain intelligence boosts
       depending on their intelligence potential. This has a few uses,
       such as allowing a Darkfire to more easily learn information, or
       might help Darkfires develop strategies for certain situations.
       Depending on the Darkfire, some might gain stronger intelligence
       than others, and depending on the Darkfire, they may have ways
       to utilize this. The second enhancement is to the Darkfire's
       memory, where Darkfires typically have very good memory thanks
       to their training of the mind. Most Darkfires have great memory,
       and some smarter Darkfires may even have a photographic memory
       depending on the Darkfire's particular natural talents. The last
       enhancement that Darkfires gain is the enhancement of their
       reflexes, which allows them to react much faster than most
       creatures can due to many Darkfires training in combat and
       training their reflexes as part of their combat training.
       Depending on the Darkfire and the training some Darkfires are
       able to utilize their enhanced reflexes to react far more
       quickly. Typically, all of these enhancements work in unison,
       and depending on the Darkfire, the balance of enhancements may
       be different depending on the specific Darkfire, and their
       natural abilities (such as smarter Darkfires might gain better
       intelligence, but more combat-based Darkfires could gain
       stronger reflexes). Typically, most Darkfires are either
       balanced with a slight increase to all their enhanced mind
       stats, or they can specialize in specific stats for higher
       stats, but this usually means lesser stats in certain other
       aspects as a result (Like an enhanced intelligence and reflexes
       might have poor memory). For the most part, the Darkfires don't
       get supernatural enhanced minds, but instead they train their
       intelligence, memory and reflexes to the peak of human potential
       while they train their body and mind.
       - Darkfire Body/Mind Training: Enhanced Senses: Every Darkfire
       trains their body and mind to utilize the height senses of their
       human potential. By training their bodies and their mind, their
       senses are trained to reach the peak of human limits. Darkfires
       are able to use senses beyond that of normal humans, with each
       Darkfire having slightly different senses depending on their own
       affinities and potentials. Most Darkfires can see far beyond
       that of most humans, in which they don't just see farther than
       many but they also are able to adapt to different conditions of
       light more easily thanks to their human bodies being trained to
       adapt more easily. While not as strong as supernaturals, the
       Darkfires do also usually have an enhanced sense of smell, where
       they can use their sense of smell to do things like
       differentiating smells that might overlap, or using their own
       focus to try and single out smells that might be faint to more
       easily determine where the smell is coming from. Darkfires can
       also hear much sound from much further away than most, where
       their hearing can sometimes be compared to some supernaturals
       thanks to the Darkfires having great focus. While the Darkfires
       don't have supernatural level senses, they do have senses beyond
       that of normal supernaturals, though there are some Darkfire
       hybrids that may have supernatural senses if they are born of
       supernatural parents. For the most part, the Darkfires train
       these senses through focus and mental discipline, allowing them
       to train them to be more efficient over time. Some Darkfires can
       even learn to use magic amplification to enhance their senses,
       as some have even learned things like Magic Sense, which senses
       the basic building blocks of the universe in the air and use
       that in conjunction with their senses. For the most part, the
       Darkfires aren't vulnerable to certain enhanced senses
       weaknesses, such as how werewolves might be vulnerable to their
       sense of smell being overpowered by strong smells, but this
       comes at the cost of the fact that the Darkfires don't have as
       strong senses as other supernaturals.
       - Darkfire Spirit Sense: While the Darkfires don't have some
       fancy sense like werewolves and vampires, the Darkfires have
       learned to sense spiritual energies of the world around them.
       This is a unique sense they developed to replace their inability
       to develop certain senses like werewolf ultralight senses or a
       vampire's third eye. In this sense, the Darkfires become so
       attuned to the spiritual plane, thanks to their power coming
       from the Spirit Realm, that they learn to sense the spiritual
       energy all around them that grants them the ability to sense the
       world. While not as strong as some presence sense abilities,
       this does grant the Darkfires a few abilities in this sense. The
       first is that Darkfires can sense any living beings as well as
       the objects around them by sensing the spirit energy in the air
       and how it interacts with the environment. By using this, the
       Darkfire senses the spirits of other beings and of any life in
       the world around them. They are able to use this to sense the
       presence of people, supernaturals and even sensing animals and
       plants. The Darkfires can even sense things like androids and
       reploids with this power (though not because they have spirit
       energy, but more they sense mechanical beings through the lack
       of spirit energy in them). Because of this sense, the Darkfires
       also are able to sense the spirits in the world around them, and
       can even see into the spiritual plane where spirits reside. And
       while things like walls and other objects around them aren't
       living things, the Darkfires can sense where things are around
       them by how the spirit energy reflects off surfaces or how the
       spirit energy reacts to an object (as sometimes spirit energy
       can pass through certain objects). This sense is a bit unique to
       the Darkfires, but is something that the also comes from those
       that are trained in the spirit realm. For the most part, it is
       worth noting that hiding from this sense works just like hiding
       from normal presence senses, where those that have special
       abilities to hide from sixth senses that can sense the presence
       of others also work on hiding from the Darkfire's spirit sense.
       - Disciplined Mind: Since the Darkfires require focus in order
       to use their abilities, the Darkfires developed this in order to
       learn to more easily focus their minds. Eventually this turned
       into a whole art unto itself and proved to have uses outside of
       just helping a Darkfire focus. This art lets the Darkfire take
       complete control of the world in their mind, shaping it to their
       own devices and letting the user control their mind through
       mental focus. Each inner world is different, and solely depends
       on the one with this art. This not only lets the users control
       their minds, but allows them to become immune to mind control or
       other attempts to influence their mind due to the Darkfires
       focus being able to detect and counter attempts to influence
       their mind (which resulted as an accident of this training).
       This also lets them enter into the inner worlds of others, and
       more advanced users can slightly influence those who's minds
       they enter. However, it is worth noting that going into other's
       minds is mostly as a method of training, and Darkfires don't
       have too much use to go into other people's minds outside of
       training as they aren't too skilled in controlling other
       people's minds, since every mind is different and requires
       different approaches, and their disciplined mind training is
       more focused on them learning to control their own minds. And by
       controlling their minds, the user can do things like shut down
       certain parts of their mind should the need to, or manipulate
       their emotions at will once they learn to focus and control
       their inner world. For the most part, shutting down parts of
       their mind only helps against opponents with psychic powers,
       such as shutting down their sense of pain when an opponent uses
       a psychic power to overwhelm their pain receptors. However,
       doing so could have negative consequences depending on what
       they're shutting down, such as shutting down pain can lead to
       more damage to the body if the users can't process pain to know
       how damaged their body is. This training is more about mental
       focus than anything, so users should keep in mind that use this
       to help focus one's mind is the primary meaning of learning this
       training.
       - Darkfire Disciplined Mind Ability: Fool Senses: This is an
       accidental use of the Disciplined Mind training that has been
       put to use over the years. By controlling the mind and the
       subconscious, a user of Disciplined mind is able to suppress the
       aspects of themselves that show when they are lying. For those
       that read aura and body language, a user of the Disciplined Mind
       art will always seem like they are telling the truth, due to the
       fact that the users of this suppress the usual subconscious
       signs of lying. For example, those that lie may do things
       unconsciously like bite their nails, or they might turn their
       heads away. Normally, these are subconscious reactions someone
       does when they lie. For those with this training though,
       disciplined mind users instinctively suppress those instincts
       due to them completely controlling their conscious and mostly
       controlling their unconscious mind to prevent unwanted
       unconscious reactions. Those that use this always seem like they
       are telling the truth, and even advanced mind readers cannot
       tell when a user of this is lying due to the fact that the mind
       is controlled by the user and the usual signs of lying are not
       there. While a Darkfire can still lie, their lies and truths
       don't show any different even among those that are the best at
       reading personalities and reading emotions. This is a bit
       difficult to master, as it takes more than just suppressing
       certain parts of the mind since a user has to not only learn how
       to suppress reactions and suppress hormonal responses, but learn
       what reactions specifically they give off when they lie and
       suppress them. Since each person has different reactions when
       they lie, the users have to learn those reactions unique to
       their own selves. For the most part, while this may seem very
       useful, most have learned by this point that the Darkfires can
       do this, so most people don't even try to tell if the Darkfires
       are lying since they can just fool senses with this. For the
       most part, this is only really useful in certain situations, and
       usually only useful if the person the user is trying to fool
       doesn't know they are a Darkfire or trained in this art.
       - Darkfire Disciplined Mind Ability: Spirit Plane Projection:
       This ability is only used by the Darkfires who learn focus and
       meditation, usually through spirit training, or through learning
       the elemental spirit abilities. This was developed as a means to
       allow Darkfires with elemental spirits to project their
       elemental spirits into the physical plane, but ended up teaching
       the Darkfires to project their own minds there as well.
       Darkfires skilled in this part of the Disciplined Mind training
       learn to project their minds, and can actually send their mind
       to the spiritual plane where the spirits of the world reside
       when they are not directly interacting with the world. By using
       this training, a Darkfire learns to not only focus their mind,
       but guide it using certain spiritual astral projection concepts.
       When used, the Darkfires project themselves into the spiritual
       plane, where they are able to be among spirits of the world in
       their natural habitat when not interacting with the world. The
       Darkfires cannot do much in the spirit plane, as the spirits can
       kick the Darkfires out if the spirits sense that the Darkfires
       are going to cause trouble, but the Darkfires can stay in this
       plane as long as the spirits don't kick them out. This plane is
       not only a place to interact with spirits, but also a place to
       avoid dark spirits, since dark spirits cannot enter this plane.
       This plane is a great place not only to interact with spirits,
       but some spirits can even train Darkfires when in this plane in
       certain spiritual abilities. For the most part, this is mostly a
       more advanced version of the Darkfire Disciplined Mind, so it's
       not too different, except for the fact that the Darkfire cannot
       control the Spirit Plane like they would their mind. When in
       this plane, the Darkfire's mind can stay in the plane as long as
       they want. However, it is worth noting that Darkfires with their
       mind in the Spirit Plane will be vulnerable in the outside world
       since they are essentially projecting their mind elsewhere, so
       they need to be careful and only use this when they are not in
       danger of being attacked.
       - Darkfire Peak Human Supernatural Hunter and Combat Trained
       Physical Stats: Though not a supernatural or a super soldier by
       any means, the Darkfires are able to fight on par with
       supernaturals and some super soldier enhanced humans. In terms
       of strength, the Darkfires are able to match some levels of
       supernatural strength, in which they train to the peak of human
       strength. While not the strongest humans in the world, the
       Darkfires are strong enough that they can compete with
       supernaturals. In terms of speed, the Darkfires aren't using any
       super speed abilities but instead use combat trained speed that
       is trained to the peak of human ability. The Darkfires can
       counter some faster supernaturals if they are skilled enough in
       combat (as super speed users can dodge attacks faster than
       most), and thanks to Sonido, most Darkfires are able to keep up
       with many supernatural super speed skills. In terms of
       durability and defense, the Darkfires specifically train their
       durability and defense (as mentioned earlier) to the point that
       they are extremely tough to kill even without their magic. They
       can even stay conscious while damaged longer than most, not just
       because of pain tolerance, but also because of the fact that the
       Darkfires are trained specifically in durability and defense
       from a young age. In terms of stamina, the Darkfires able to
       fight longer than most supernaturals due to their regeneration
       allowing them to recover stamina. In terms of humans, the
       Darkfires are in the peak condition a human can be in without
       going into supernatural enhanced stats (Though some do go into
       supernatural enhanced stats if they have supernatural
       abilities), and the Darkfires are able to counter supernaturals
       even though they aren't supernaturals themselves. Typically, all
       their enhanced stats come from physical combat training, magic
       amplification (which provides some physical stat increases), and
       through their natural combat abilities. Most Darkfires are
       skilled fighters, able to keep up with many levels of
       supernaturals. Of course, each one is different, and while
       Darkfires are skilled, every Darkfire will have some stats that
       can be overcome more easily than others based on their training.
       For example, a Darkfire that specializes in speed based combat
       will often not be as physically strong as other supernaturals
       that focus in strength, or those that are balanced in stats may
       not always beat those that specialize in certain combat stats.
       Omega is a devastating opponent, who is not only strong and
       fast, but has great defense as well. While he is mostly an
       offensive fighter, Omega is a very skilled warrior even in
       defense. His only problem tends to be if his cybernetics can't
       handle his breathing if he wears himself out, as his cybernetics
       are as much a weakness as a strength. If his cybernetics are
       overwhelmed, Omega can be rendered unable to fight.
       Transformations:
       - Dark Elf Powered Omega Form: When Omega needs an enhanced
       transformation, he can call on the Dark Elf to grant him a
       temporary enhancement in the form of his larger form. This form
       is more like a large reploid, and uses the Dark Elf's ability to
       create solid matter from energy to create a larger form for
       Omega that acts like a larger body that surrounds his normal
       body. In this form, Omega turns a golden color and turns into a
       larger reploid-like form that is just over 10 feet tall. This
       form is designed to be the ultimate supernatural hunter form,
       enhancing his durability and granting him special abilities. In
       this form he also has the ability to fire his incineration
       cannon and energy blasts from both hands instead of just one and
       gains a new saber when in this form. This form lasts as long as
       the Dark Elf can continue feeding Omega power, with Omega
       returning to normal when the dark elf either runs out of power,
       or gets the command from Omega to return him to normal. If
       overused, Omega could very well damage his body, due to the
       larger form being different in it's physiology. This can be used
       by Omega without the Dark Elf feeding him power, in which his
       larger body just turns grey instead of gold, and isn't quite as
       strong. Typically, this larger form is meant more to be a tank,
       and is very difficult to damage. When in this form, Omega can
       overpower many larger and stronger opponents, and while he is
       fast, his speed does suffer a little bit. Overall, the best way
       to overcome this if an opponent wants to overcome this is to
       wear out the form, as Omega can return to normal if this form
       runs out of energy to maintain the form. In this form, Omega can
       be found in the center of the body (so opponents that can pierce
       the body can do damage to Omega's main body directly if they
       pierce his chest armor.
       Weaknesses:
       - Omega's greatest strength is also his greatest weakness. His
       cybernetics keep him alive, and if they are removed or
       completely shut down, Omega could very well die. The cybernetics
       in his brain are also theorized to keep Omega under Dr. Black's
       control, and keep Omega from being able to hurt Dr. Black. If
       these cybernetics were shut down completely, Omega would not
       only lose his tech abilities, but he would have difficulty
       breathing, and his body wouldn't function properly. As such, his
       cybernetics are a double edged sword. The biggest weakness of
       his cybernetics is his face mask, which is a breathing device
       that helps regulate and control Omega's breathing, with it being
       why he breathes so heavily. Of course, his cybernetics also use
       varanium which negates his regeneration, and he can't use tech
       or supernatural regeneration due to the ultra varanium that he
       uses. And due to the mask he has that he can't really remove
       effectively, he often takes IV shots to get the nutrients he
       needs to survive since he can't typically eat like most people.
       And thankfully for his opponents, Omega's damaged elemental
       power means he has to have his elemental chips active in order
       to use any of his Darkfire training. In addition, his magic
       power isn't quite as strong as it used to be, with his magic
       power being weakened from this death and resurrection that
       didn't fully rejuvenate certain parts of his power. Omega is
       still a dangerous fighter as anyone will attest, but his ability
       to use his Darkfire skills has certainly diminished, with him
       not being able to use regeneration or his elemental shapeshift
       due to the varanium running through him and Omega's cybernetics
       not allowing for shapeshifting. While Omega is still a great
       swordsman, and a great overall supernatural and reploid hunter,
       his damaged power still hurts him overall when stacked against
       higher level supernaturals.
       - The Darkfires of this universe are human, and while they
       specialize in regeneration, they can still be killed like normal
       humans. Most Darkfires cannot regenerate vital organs, and
       fatally injuring a Darkfire can kill a Darkfire if they don't
       regenerate the damage fast enough (assuming they can
       regenerate). Most Darkfires can regenerate lost limbs, but
       losing vital organs is usually deadly to a Darkfire. While they
       are skilled warriors and trained to take on supernaturals and
       other threats, the Darkfires can still be beaten in battle and
       killed just like any being can. And just like a majority of
       beings, piercing the brain or heart of a Darkfire will usually
       kill them (unless they have skill-sets from other races that
       enhance regeneration like demonic regeneration). The Darkfires
       are just as vulnerable to other human weaknesses as well, such
       as poison, sickness and even certain environmental hazards.
       While the Darkfires do regenerate a lot of damage done to their
       bodies, they can still be killed like any human and still have
       normal human weaknesses. Darkfires are also vulnerable to
       certain materials like varanium and stilled silver which can
       negate regeneration or powers depending on what's used. When
       used, these metals have the same effects on the Darkfires that
       they do on most others. While the Darkfires are humans and are
       skilled warriors, they do have supernatural abilities that can
       be negated which can still a problem for them. Over the years,
       there have also been other methods that have been developed,
       such as at one point there was anti-elemental metal made called
       uridium which was designed to combat elemental manipulation
       abilities, or alternates to varanium that were used to counter
       regeneration. And of course, as one might guess, other
       supernatural or mechanical powers out there may be able to
       overpower the Darkfire's magic and supernatural hunter skills,
       depending on the supernatural or robot/machine/mechanical being
       that the Darkfire is facing.
       - For the Darkfires, it cannot be stated just how much they
       depend on mental training and fortitude in order to learn to use
       their power. No matter the element or the base power, there is
       always a certain degree of focus and concentration. For the
       Darkfires, the reason they developed the Disciplined Mind
       training was not to become immune to attacks on the mind (as
       that aspect became an extra use of the power later), but to
       learn to focus their minds in order to utilize their powers.
       Without this level of focus, the Darkfires would not be able to
       use their elemental powers. As an example, many Darkfires
       utilize dark flames as one of their elements since it seems to
       be an inherited element among most Darkfires. However, without
       proper focus and concentration training, the Darkfire could end
       up being unable to control their flame powers and that could
       result in their power not working properly. At best, they
       wouldn't be able to summon flames, or at worst, their attempts
       at using flames would literally explode in their face. However,
       it isn't just about controlling their powers, but the fact that
       most Darkfires walk a thin line between what would be considered
       good, anti-hero or evil status. Depending on the Darkfire, many
       walk certain lines that they must always remain in control of
       their own minds and set certain limits they cannot cross in
       order to keep them grounded. For example, The Dark Magicians
       faction tends to walk a line of being considered evil because
       they kill anyone they deem as enemies and their restrictions are
       more about preventing certain powers being used (so Darkfires
       don't dive into things they can't control or might corrupt them)
       than about who should be killed and who shouldn't like other
       factions of the Darkfires. It is not about moral high ground,
       and is more about keeping the Darkfire from doing things that
       will twist them and keep them from simply becoming like any
       other killer. Those that do cross those lines will face
       punishment by the other Darkfires leading up to exile from the
       clan.
       - While the Darkfires have certain abilities that counter magic
       resistance such as elemental mystic knight training and aura
       training, the Darkfires do still have a major problem fighting
       enemies that are resistant or immune to magic. Resistance is
       something the Darkfires can overcome to a degree with stronger
       magic, or changing what magic they use to attempt to try and
       find a type of magic the opponent might have less resistance to,
       but overall, magic resistance is still a major problem. An even
       bigger problem is magic immunity, which makes most of the
       Darkfires magic worthless against opponents with magic immunity.
       However, other methods of countering magic also work against the
       Darkfires just as easily. For example, anti-magic remains as
       much a major problem for the Darkfires as any other magic user.
       And since the Darkfires build their powers on magic and focus
       their abilities through magic, anti-magic does far more damage
       to them than most magic users due to how deeply rooted the
       Darkfires are in their magic natures. It is also possible to
       negate some Darkfire magic abilities by negating the source of
       their magic, which for most is mana (though some select
       Darkfires may have other sources of magic like one Darkfire who
       used chi magic, but this requires other skill-sets to learn in
       order to use other source of magic). Those that can negate mana
       using the soul shout (A known frequency that cancels out mana
       when the frequency is emitted using certain abilities) can
       negate a Darkfire's magic unless they have elemental mystic
       knight training mastered where they already convert their mana
       into magic energy. For the most part, there are also other
       magics out there that can more easily counter the Darkfires,
       with the most useful one being chaos magic (since the Darkfires
       don't know much about it or how to specifically counter it).
       Certain factions also have specific magic weaknesses, such as
       the Dark Magicians having weaknesses to holy magic due to their
       dark magic natures they gain, or the Swordsmen having weaknesses
       to dark or demonic magic if they utilize holy magic natures.
       Darkfires also cannot use magic unless they have the magic
       energy to utilize, and if a Darkfire runs out of magic energy,
       they cannot use any spells till they recover that magic energy.
       - This goes back to the importance of focus and concentration
       training, but any magic user has to have some level of focus. If
       a magic spell is not done correctly, magic can have negative,
       even disastrous results. The effects could vary depending on the
       magic or depending on how badly the magic is messed up when
       using, but spells not done properly can react in a variety of
       ways from simply not manifesting to literally exploding in a
       user's face. Focus is a very important aspect of magic, and
       sometimes, these backfires of magic can be very bad for the
       user, sometimes even deadly. For example, Qrow Darkfire lost his
       ability to use magic during his last fight with Dovelthain
       Hazeldine when he sacrificed all of his magic power to blast
       Dovelthain with every ounce of power he had. The resulting power
       Qrow used was the most powerful spell any Darkfire had ever
       done, but came at the cost of him being able to use magic. There
       are some Darkfires who have even died when certain magics
       backfire. For example, when the Dark Magicians faction was
       training in dark magic, some Dark Magicians found that certain
       dark magic skills required sacrifice, and some who tried to
       dabble in certain skills like resurrection found that spells
       could take parts of the body such as limbs or organs permanently
       (as in they wouldn't regenerate). Depending on the magic, some
       magics are more dangerous than others, but all magic requires
       focus and concentration on some level to utilize properly. This
       particular problem is at its worst with stronger magic and
       inexperienced magicians. Many inexperienced magicians may get to
       used to their magic and might try stronger magic before they're
       ready. As one might imagine, this leads to some disastrous
       results. And depending on the magic, some magics may have more
       negative effects when not done properly than others. The best
       example of this is the Dark Magicians clan, who use dark magic.
       Dark magic is used by the clan pretty effectively, but most Dark
       Magicians clan members will tell about how dark magic can be
       dangerous at some points, where messing up magic spells has cost
       some Darkfires limbs, organs or even their lives due to
       rebounding dark magic being far more dangerous than most
       rebounding magics out there. And while the Swordsmen and Rogues
       factions use more reliable magic, it is still possible for
       messing up spells to have results just as bad despite what
       people think since any magic spell not used properly has danger
       attached to it.
       - There is always a cost in magic no matter what magic one uses.
       For example, certain magic abilities may require sacrifice on
       the part of the user as part of the law of equivalent exchange.
       Thankfully, most of the Darkfire's base magic just requires mana
       or magic energy to be used, and sometimes using glyphs or
       incantations to utilize. Most of the time, the Darkfires can
       account for the costs in magic and sacrifice what will be needed
       (which is usually just using the mana or magic energy necessary
       to use the spell and using glyphs or incantations), but some
       sacrifices are far more dangerous. For example, in order to
       break a death curse that is placed on someone, many have had to
       shorten their life spans by however long the curse was taking
       off a victim in order to break the curse, such as one Darkfire
       who broke a curse on a young girl but came at the cost of the
       Darkfire's life because the curse took their entire life span in
       order to break the curse. It is also worth noting that stronger
       magics have stronger cost as well. For example, there are some
       dark magic spells that are very powerful, but require something
       from the user like some of their life force, or some might take
       limbs or organs, or some might even burn away part of the user's
       soul. Typically, the Darkfires are careful about what magic they
       use to avoid this, but it is always important for the Darkfires
       to understand the costs and equivalent exchange principles when
       using magic because they are fundamental in any magic. While
       most might think the Dark Magicians faction would be the only
       that has that problem, all magics have some cost that might be
       dangerous to the user. For example, mentioned previously was one
       Darkfire who used curse breaking magic to break a curse on a
       young girl. However, the Darkfire wasn't using dark magic, but a
       holy magic ability, which shows that the costs of magic can hit
       anyone. It doesn't matter the magic: All magic has cost, and
       magic users must supply that cost somehow. Luckily the Darkfires
       are pretty good at making sure they abide and respect the
       equivalent exchange laws and don't try to dive into any magic
       that will cost them too much, unless there is something
       important enough to gain to risk their lives over (for example,
       the Darkfire who broke a curse costing their own life knew that
       they were going to die breaking the curse but did it anyway
       because they felt saving an innocent life was worth the cost of
       their life).
       - Another major weakness to the Darkfires is trauma. Trauma is a
       problem that usually happens to Darkfires who suffer a major
       psychological event, or sometimes even a physical one. If a
       Darkfire is traumatized by something, this can have adverse
       effects on their power. The biggest power that is affected by
       trauma is a Darkfire's regeneration. If a Darkfire is injured
       and the trauma is not overcome, many Darkfires don't regenerate
       the injury from that trauma, such as one Darkfire who walked
       with a cane after a trauma because their leg wouldn't heal
       properly. The trauma can also have other effects if a Darkfire
       tries to use their power, including elemental powers not
       functioning properly, or certain abilities not working properly,
       such as one Darkfire who tried to create elemental familiars and
       the Darkfire's strong regret and guilt was theorized to make his
       own elemental familiars turn on him to the point where the
       familiars attacked and nearly killed him. Most Darkfires know
       how dangerous trauma can be, after seeing what trauma has done
       to many older Darkfires who fought through the Three Great Wars.
       Typically, regeneration is the power that is mostly affected,
       with the trauma causing injuries to not heal properly. The only
       way to overcome this weakness is for the Darkfire to overcome
       their trauma, whether it's psychological or physical. For
       example, a Darkfire who was mentally scared after nearly being
       killed by a werewolf eventually overcame their fear of
       werewolves and would go to regain their power, and save their
       family from a pack of werewolves attacking them. Overcoming the
       trauma that caused the problem is the only way to overcome this
       particular weakness, and overcoming that trauma not only helps
       the Darkfire regain their power, but some have even gained
       greater power when overcoming trauma. But those that do have
       trauma are usually limited in what they can until they overcome
       that trauma, so Darkfires who do have trauma are usually kept
       out of battle.
       - Every elemental power the Darkfires have can be countered just
       like any other elemental power. While some elementals have
       unique properties (like dark flames being able to consume normal
       flames, or dark lightning being able to use darkness as a
       conductor), each element is still countered like normal (though
       some might require specific methods to counter). For example,
       fire is often thought of as only being countered by water or
       ice, but there are actually ways using every element to counter
       fire, some of which people don't know about. For fire, water and
       ice is the obvious choice, but wind users can counter fire by
       creating vacuums that can put out fires (as fires cannot burn in
       a vacuum environment), earth users can use masses of dirt to
       smother a flame and put it out, and lightning users can actually
       utilize electrical pulses and manipulation of ions in order to
       put out a flame (which is actually possible). Even using
       advanced elemental abilities, users can still counter elements
       the same way. For example, if a user is covered in electrical
       aura, a mass of water might be able to be used to short out the
       electrical aura. There are many ways to counter elemental
       powers, and creative enough users can usually find ways to
       counter elemental powers. However, it isn't just elemental
       powers that counter each other, but other energies can also be
       used to counter elemental powers. For example, energy users like
       mana users, aura users and chakra users can actually use their
       energy to block elemental abilities (as long as it's not one
       that pierces defenses), or some can even utilize certain
       energies to turn an element into a corrupted element to turn
       back on the user. This just requires creativity from enemies,
       and some kind of power they can use. Some more creative enemies
       can even use the environment to help them, such as someone may
       hide behind a metal object in order to prevent themselves from
       being hit by an electrical attack (as the metal object would
       absorb the electrical energy). For the most part, no elemental
       ability is unbeatable, and even unique elemental powers will
       have counters (Such as Qrow Darkfire's heat lightning was best
       countered by ice manipulation or certain energy defenses).
       - Swordsmen Faction Weakness: The Swordsmen faction are very
       skilled warriors, but there are many in the other factions who
       believe that the Swordsmen faction are far too forgiving and far
       too hesitant to kill their enemies. Because the Swordsmen
       faction specifically avoid killing, and would rather settle
       their disputes through non-violent options, the Swordsmen would
       often be seen as the weakest of the three factions. While not
       really true, the Swordsmen faction has had some enemies who
       constantly come back because the Darkfires of the faction refuse
       to kill their enemies to a large degree. This has led to some of
       the Swordsmen faction to being seen as soft. Many of the
       Swordsmen faction still follow aspects of the Bushido code, even
       after more than a 1000 years, and there are many in the church
       that live by the code of "Love thy neighbor." The Swordsmen are
       the most forgiving of the clan, and most restrictive about
       killing at all. The Swordsmen are actually much more strict
       among themselves than being strict on those they consider
       enemies. While many wouldn't see the Swordsmen non-violent views
       as a weakness, there are times where their non-violent views do
       come back to bite them. Over the years, a number of enemies
       they've had lasted longer than they should have simply because
       the Darkfires sought to redeem their enemies rather than kill
       them, as they feel killing every enemy is a waste, such as how
       the Hazeldines used to be an enemy, but are now allies of the
       Darkfire Clan. Of course, the Darkfires of the Swordsmen clan
       will kill if it is to protect the family or to protect
       innocents, as the Darkfires will hold the life of the innocent
       over that of the life of a killer, but the Swordsmen are often
       looking for routes in battles where no one has to die, innocent
       or evil. However, this "weakness" has led to the Darkfires of
       the Swordsmen faction having the least amount of members turning
       evil because of their strict code of conduct that they live by.
       As a positive side, this faction does tend to have the most
       friendly ties to other groups, due to their non-violent and
       respectful demeanor towards others. For Omega, he has mostly
       forsaken the "code" he lived by, and has mostly just deemed
       himself too unredeemable to live by the code he used to live by.
       These days, Omega just does whatever he needs to, and doesn't
       really care anymore who he hurts due to the fact that he has
       little feeling left in him.
       - Advanced Magics of the Factions (All Factions): When it comes
       to the advanced magics of the clans, each faction has their own
       magics which require their own weaknesses. For the Swordsmen
       faction, their holy magic natures give them more vulnerability
       to dark magic and demonic magics, and their holy magic is
       countered more easily by those magics. Their spirit purification
       and spirit destruction does work well on spirits, but other
       spirit powers can be used to counter spirit purification and
       spirit destruction. For example, using spirit destruction
       against spirit destruction power will cancel the two powers out.
       The Rogues faction mostly uses neutral magic which, while it
       doesn't leave them more vulnerable to holy or dark magic, does
       limit the power they can put out using their neutral magic. Even
       though they used advanced magic, their magic is more for
       stealthful killing than for outright fights (though the Rogues
       faction can still use their magics pretty well in fights).
       Whether its their assassination magic or their corruption
       destruction magic, the Rogues faction doesn't go for
       overwhelming power, but for just enough power to get the job
       done and kill their targets since they're more about efficiency
       than power (for better or worse). For the Dark Magicians
       faction, they gain dark magic natures which are more vulnerable
       to holy magic natures and other positive magic (like angelic
       magic) natures as a result. As such, each faction of the clan
       has their own set of weaknesses based on the skills the faction
       has. Of course, this is only about the three main advanced
       magics, and doesn't include weaknesses of any unique magics that
       some other Darkfires may have, as some smaller groups within the
       Darkfires may gain other magics that the clan doesn't use on a
       wide scale like their three main advanced magics. And of course,
       all of these magics do also have problems when faced with things
       like magic resistance/immunity, and when faced with things like
       anti-magic and chaos magic (which are two major magics that can
       even be used by some users to counter the Darkfire's advanced
       magics). And all magics in this list also can only be used as
       long as the Darkfire has magic energy they can use to power this
       magic, and once they are out of magic energy, they cannot use
       this till they recover.
       - Spellbook Skillset: While this skillset allows some powerful
       spells to be used when a user is advanced enough, the skills of
       this skillset tend to be a bit more focused than other
       skillsets. The biggest weakness is that if a user's spellbook
       powers are countered, that tends to be a problem for the
       Darkfire, and that skillset can be pretty useless against
       opponents who can counter their spells. For example, a lightning
       spellbook might find water opponents a very difficult opponent
       to overcome, and may want to choose other skills to counter
       their opponent. The only way to get new spells is to attempt to
       get a new spellbook and see what powers a new spellbook would
       gain (though this leads to all old spells being lost). Also,
       while the spellbook skills may seem great, they take time to
       gain spells, and no amount of natural talent can predict how to
       unlock new spells. This means that this skillset starts out
       slow, with only a few spells, and eventually has to grow in
       abilities as time goes on. There is no shortcut in this
       training, and requires training and experience in order to find
       the conditions necessary to unlock new spells no matter the
       user. Another major problem is if the spellbook is destroyed,
       they will lose access to their spellbook spells completely until
       they get a new spellbook. While the spellbook is usually not
       stored in the open, the spellbooks tend to be tied to the
       Darkfire and enough damage to a Darkfire might cause the damage
       to reflect onto their spellbook and destroy it. For example, a
       Darkfire who is near death has a much higher risk of the damage
       they take rebounding and igniting their spellbook through the
       connection, which will destroy the spellbook. Once the spellbook
       starts to burn away, there is no known way to stop the spellbook
       from being destroyed. And in terms of unique alchemies that are
       used, each alchemy will usually have weaknesses and their own
       counters depending on the alchemy. For example, a user of flame
       alchemy will often be more vulnerable to water and ice powers,
       or a wind user might be more vulnerable to an earth user. These
       spells also can only be used as long as the Darkfire has enough
       magic power to call forth magic, and if they run out, they can't
       use these spells.
       - Familiar Magic Skillset: Each set of familiars has unique
       weaknesses. While familiars can often be resummoned, they can be
       destroyed depending on the familiar depending on what power is
       used to beat them (such as some can be destroyed with spirit
       destruction). Another major thing is that each Darkfire has to
       have connections to the familiars in order to control them, and
       the connection can be broken depending on the Darkfire. Most
       Darkfires may need some focus to control familiars, and the
       destruction of some familiars may cause some backlash on the
       user (as in complete destruction, not just desummoning when
       defeated). For the demon/holy armor familiars, they may often
       seem tough, but the soul mark made on the armor being destroyed
       will forcibly desummon the familiars since they cannot operate
       without that soul mark connected the soul to the armor. And of
       course, the demon and holy armors can be countered by their
       respective counters (IE demon powers can counter holy powers and
       vice versa). The elemental chimeras are a bit unique, and while
       they are like animals build with elemental abilities, they can
       still be killed just like normal animals, in which killing the
       chimera will desummon it. Blood familiars tend to follow the
       same rules as the normal elemental powers, in that they can be
       countered just like elemental familiars. For example, dispelling
       the blood that makes up the familiar's body will destroy them.
       And things like water are usually best for countering blood
       familiars. The enslaved spirit familiars are countered like any
       other spirit, with things like other spiritual abilities or
       things like spirit destruction being able to counter spirits.
       Another way to stop enslaved spirits may be to do something that
       can break the connection of the spirit with the Darkfire, as if
       the connection is broken with the Darkfire's  spirit enslavement
       magic, the spirit may be freed from the Darkfire and will
       usually leave as a result. For the most part, the familiars all
       have counters, and can only be summoned when the Darkfire has
       the necessary power to summon them (with different familiars
       requiring different methods of summoning).
       - Elemental Mystic Knight:  While the elemental mystic knight
       skillset may be good for physical combat and good for taking
       down opponents with resistance or immunity to magic, most of the
       magic becomes internalized and more focused on physical combat
       rather than being able to be used in combat. This limits the
       magic potential of the Darkfires, and can limit their abilities.
       While the Darkfires mostly focus on physical combat and magic
       amplification, other abilities being amplified by magic can be a
       hindrance against those with magic resistance and immunity. For
       the most part, elemental mystic knights focus more on physical
       combat, and that may limit a Darkfire's options in battle. While
       this works great against those who the Darkfire can beat in
       physical combat, this doesn't work the best against enemies that
       require more than just physical abilities to beat. This also
       only amplifies the Darkfire based on how much magic potential
       they have, and if the Darkfires don't have a lot of magic
       potential, they may not gain much from this training. And of
       course, it is also worth noting that this training cannot be
       used without the magic to power the mystic knight abilities,
       just like most magic. The mystic knight arts are also vulnerable
       to magic negation, in which the mystic knights lose their
       ability to use magic amplification when magic negation is being
       used on them. Each faction tends to use this training different,
       and each faction does also gain their own unique weaknesses
       based on the magic they use (For example, the Swordsmen faction
       are more vulnerable to dark and demonic magics as a result of
       their positive magic enhanced power). In this training, it
       should also be noted that anti-magic is very effective against
       Darkfires who use this training, as they essentially internalize
       their magic. There are also other magics out there and other
       powers that may counter mystic knights. Depending on the
       skillset, opponents usually just need a little creativity on
       using their skills to counter a mystic knight's abilities, such
       as using energy to block the spell blade abilities.
       - Fallen angels have a corrupted nature, compared to angels, and
       this shows in their abilities like their aura of the fallen and
       their fallen light. Like how angels have to worry about sin,
       fallen angels usually have to worry about their corrupted
       natures, in which typically they become more corrupted the
       longer they are on earth. Once they are corrupted enough, they
       will become demons, and eventually join the ranks of hell. Due
       to this, most fallen angels that stick to their fallen angel
       power typically try to avoid corrupting themselves further. As
       such, most of them have to avoid using certain dark arts like
       corrupted darkness, because it can corrupt them more over time
       unless they are skilled enough with it to avoid it. Fallen
       angels typically enjoy staying on earth, and some don't even
       rebel angels or demons. Depending on the fallen angel, they
       might not even be against humanity, as some act like guardians,
       though there are some that will try to misguide humanity or even
       try to start their own rebellions against the forces of heaven
       and hell. Overall, the corruption that makes their being is
       usually more dangerous to peaceful fallen angels than fallen
       angels who want to use their power for dangerous purposes, but
       they still use their power to do what they need to do. To an
       extent, some fallen angels have egos that also act as weaknesses
       to them, since some actually fall for good reason. Depending on
       the fallen angel, some are so egotistical that they see even
       other fallen angels as inferior to them.
       - Another major weakness among fallen angels is that they are
       nowhere near as organized as angels and demons are. Because most
       fallen angels usually stick to themselves and have their own
       goals, most don't work together, and some even will fight each
       other if their goals conflict. This makes cooperation among
       fallen angels difficult, and is partially why each fallen angel
       uses their arts to create new servants from dead humans since
       they don't typically trust each other. Most fallen angels avoid
       the forces of heaven and hell, since they are usually not on
       good terms, and most fallen angels will usually try to actively
       avoid threats to their own existence. The only time fallen
       angels typically work together is if there is a bigger issue, or
       they have similar interests in removing a certain obstacle,
       though this is typically rare. Even among the The'Galin
       conflict, most fallen angels are still doing their own thing
       rather than getting involved with heaven and hell's battles in
       the conflict as some are still killing angels and demons outside
       of the conflicts. Some have such a hatred for angels and demons
       that they are willing to risk the universe being unmade to get
       their revenge on angels and/or demons. Of course, the lack of
       organization is also a big weakness to them if they were ever to
       be hunted down, since they would be easier to take down by a
       group since they don't have an organized group like angels have
       in heaven or demons have in hell. And like angels, most demons
       can also be killed by other powerful beings, like Death,
       Toranoraos, God, and even Galian.
       - Almost all of a fallen angel's dark arts have counters in
       other arts, such as necromancy typically being counterable by
       those that use holy energy, or use healing magic on undead that
       acts like purification. While there are a lot of options for
       dark arts, there are just as many, if not more counters for
       their dark arts out there. Holy or celestial arts are a great
       way to fight dark arts and demonic arts alike, which works great
       against dark arts. However, the most useful thing for fighting a
       fallen angel will always be neutral powers, thanks to their
       resistance to holy and demonic power. With them living in the
       living worlds more than anything, they are more vulnerable to
       the neutral powers of the world more than most angels and demons
       would be since their natures are typically able to be destroyed
       more easily by neutral powers. Fallen angel powers also work
       great on each other, since corrupted power (which is a fallen
       angel's specialty) also works on other corrupted beings. While a
       fallen angel can't damage themselves with their own energy,
       other fallen angels can kill other fallen angels and this makes
       them each other's own enemies as well as them having enemies in
       angels and demons. Almost every fallen angel ability is also
       counterable just like angelic abilities, as usually the only
       real difference is that the fallen angels have corrupted
       natures, with exception of their dark arts which are unique to
       them.
       - Interrupting a fallen angel's regeneration and killing them
       typically requires special weapons in order to kill them just
       like normal angels. Fallen angels can be killed by normal angel
       blades (which they keep when they fall, so even fallen angels
       use angel blades), archangel blades, and by certain weapons
       designed to kill angels. Fallen archangels cannot be killed by
       normal angel blades, but they can still be hurt by them, and can
       be killed by archangel blades. For the most part, things like
       death scythes, weapons that can kill most creatures (like the
       Colt), or other things designed to kill any creature like the
       First Blade can also be used to kill fallen angels and
       archangels alike. Varanium is also a good way to interrupt
       fallen angel regeneration, as fallen angel regeneration is a
       type of supernatural regeneration that can be interrupted. This
       means that they are vulnerable to regeneration negation
       abilities as well, which do work just as well as they do against
       other supernaturals. Angels can also still be hurt like normal
       beings can, so they are able to be damaged (even if it's reduced
       thanks to abilities like their hardened skin), and this is
       something that can be used against them. For example, cutting an
       angel's head off and getting it from the head can typically buy
       time for someone to get away if they cannot kill an angel. There
       are plenty of strategies that still work on angels even if they
       don't die. Aside from their angelic regeneration, they are just
       as vulnerable to damage as most supernaturals are.
       - Much like angels, there are also other abilities and items
       that also do more damage to fallen angels. One such weapon are
       special brass knuckles carved with Enochian sigils, that can be
       used to temporarily interrupt a fallen angel's power if they are
       hit with it just like that of a normal angel. Specifically, this
       weapon was designed by the British Men of Letters to fight
       angels and fallen angels. Heavenly weapons can also be used to
       kill angels to a degree, in which heavenly weapons can kill
       angels as fairly easily as they kill fallen angels and/or
       demons. This doesn't just apply to angel blades, but can also
       use certain other weapons to fight angels. Another thing very
       useful against angels is magic and psychic power. Magic that is
       not holy based can actually do fair amounts of damage to an
       angel, with dark/black magic or demonic magic being able to
       actually kill them. It has even been suggested that angels could
       even be killed reading books with the right magic worked into
       them. Certain magic spells can also restrain angels, such as
       certain paralysis spells, something that angels can be damaged
       by. Psychics are also powerful enough that they can hurt, and
       even kill an angel depending on their ability and power. For the
       most part, these powers depend on the user, and whether or not
       they can overpower an angel. However, archangels are harder to
       kill with these methods and take highly reduced damage from
       these kinds of weapons and items thanks to being much tougher
       beings.
       - Burning holy oil is also a great way to damage or trap an
       angel or even a fallen angel. The first method is using a
       burning ring of holy oil to trap an angel or fallen angel, in
       which they cannot pass through the burning holy oil ring or they
       will die. However, higher level angels (archangels specifically)
       can be trapped, but this doesn't kill them if they try to pass
       through the ring. Depending on the angel, most can be trapped in
       this, and depending on the level of angel, some may or may not
       be able to use their powers when in the circle. This is a great
       way to trap an angel if one doesn't have access to special angel
       trap sigils, and simply requires getting the angel into the
       circle and then using something to ignite the holy oil. The
       other use for this is something Dean and Sam Winchester came up
       with, where they use a bottle of holy oil like a Molotov
       cocktail, and throw it at an angel. When done, this not only
       does extreme damage to an angel, but also can cast them out of
       an area, sending them somewhere randomly. This even works on
       archangels, and while archangels don't take as much damage, it
       is still very useful for casting them out of an area. Holy oil
       is fairly easy to get a hold of, as there are many ways for
       people to make it these days, so if one knows where to luck,
       just about anyone can get a hold of holy oil to use against
       angels (Though it also works on fallen angels as well).
       - Angels that take vessels are typically more vulnerable to
       certain exorcisms, as taking vessels, while useful when used
       properly, can be dangerous to the angel to a certain degree.
       There is a reason that many angels don't bother with the
       possession method anymore, since it does come with drawbacks,
       though fallen angels typically resort to it at times to hide
       from other beings. Angels who possess others are more vulnerable
       to certain spells and sigils that can be used to grant temporary
       control back to the original person, which is even more
       dangerous to those that try to use trickery to possess people.
       Another item that that works very well is an item developed by
       the British Men of Letters (available in both London and
       Olympus), which is a pulse generator that is capable of being
       activated and almost instantly casting an angel or fallen angel
       out of a person that is in range of the pulse of the device.
       Typically, those possessing humans have a bigger chance to gain
       new abilities in the long run, but are more vulnerable to
       exorcisms as a result, so this can be a danger to the angel. It
       is also worth noting that if a vessel chooses not to let an
       angel possess them any longer, even if they agreed initially
       they can cast out the angel if they have the will to overpower
       the angel's will, and they can force out the angel as a result.
       - Most who have fought angels or fallen angels may know that an
       angel's grace can be taken by slitting their throat in a certain
       spot. When done, their power is depleted, and they lose most of
       their abilities while they don't have grace. This is a good way
       to not only de-power an angel or archangel, but can also be used
       to take grace and some people have developed ways to inject it
       into themselves to power themselves up with angel abilities,
       like Asmodeus, who have used this method in the past to power up
       angel abilities. If their grace is taken, they become mortal
       until they recover their energy, which, depending on how much is
       taken, can take anywhere from a day to weeks. This is the best
       way to take out any angel or fallen angel, as without their
       grace, they lose most of their abilities and are typically
       reduced to being mortal as they lose even their angelic
       regeneration if they don't have enough grace. This grace
       typically acts like a power source for their holy energy, in
       which they generate power for their bodies and spirits from
       their grace. This not only puts an angel at a disadvantage, but
       can actually be used against the angel by those that can use the
       grace. However, it is not recommended to use this grace without
       knowing how potent it is, as it has been known to burn people
       from the inside out, even killing some who have tried without
       knowing how to handle the power of the angelic grace. This is
       especially true of archangel grace, though archangel grace
       typically comes back much more quickly.
       - Unlike normal angels, fallen angels usually have special
       exorcisms that have to used against them. Unlike angels who are
       vulnerable to specific Enochian exorcisms, fallen angels are
       vulnerable to specific exorcisms that are a mix of Enochian and
       Biblical Hebrew, as the exorcisms that were developed were
       developed in biblical Hebrew, mixed with some Enochian. However,
       this still works like typical exorcisms, in which fallen angels
       can be cast out of an area temporarily, which can be useful
       against fallen angels that may seem to be too strong for an
       opponent. Unlike angels who are sent to heaven, fallen angels
       are sent to a random location in the world, and if they end up
       somewhere they don't know, it could take them up to a week to
       get back to the place they were cast out of, as ending up in
       random locations can typically be a big deal to fallen angels if
       they don't know areas they are sent. Some can even be sent to
       other worlds, in which they could be gone even longer if they
       don't know where they end up. However, with a few rare random
       cases, most fallen angels end up somewhere random on earth.
       Spoken exorcisms can leave an angel stranded longer than using
       blood sigils to cast them out, but spoken exorcisms are harder
       to pull off as a result while blood sigils are more dependable
       by don't keep fallen angels away as long. Aside from the
       exorcisms being different and the destinations the fallen angels
       are sent to, the exorcisms mostly work the same and can be used
       the same as they would against angels.
       - There are other sigils that are also effective against fallen
       angels. The first is an angel de-powering sigil, which when
       activated, does exactly what the name implies. Any angels within
       a 20 foot radius will temporarily lose their powers, including
       their regeneration. This requires blood as well, drawing a
       series of sigils that have to be written in Enochian and
       biblical Hebrew. When used, they de-power any fallen angels
       nearby, though they have reduced effects on fallen archangels,
       since archangels are more powerful, though it does reduce the
       power of an archangel temporarily. This works temporarily,
       allowing opponents to fight fallen angels more easily while it's
       in effect. However, the angel's powers do return after a while.
       The next sigil type is the fallen angel trap, which is designed
       specifically like the biblical Hebrew equivalent of an angel
       trap. These are drawn on the ground or on a surface, and if a
       fallen angel walks on it, they are trapped in the circle, which
       removes their power while they are in the circle thanks to the
       sigil being similar to the de-powering sigil. And just like the
       de-powering sigil, this has reduced effect on archangels, in
       which they might be able to use some of their lesser abilities
       and not be hindered completely when this is used on them.
       However, overall these are two pretty effective sigils for
       de-powering fallen angels. This works mostly the same as
       Enochian sigils work on angels.
       - The next sigil that can be used against angels is an
       imprisoning sigil, which can be placed on things like rooms to
       trap angels in the room using Enochian and biblical Hebrew.
       Drawn in blood like many of the other sigils, this can be
       activated by someone to trap an angel in a room until they find
       a way to break out, with this being a great way to temporarily
       imprison a fallen angel. This can be very effective, and while
       it doesn't stop them from moving or using their power, their
       power cannot open up rooms that these sigils are used one. These
       typically make great traps against fallen angels, since one can
       usually use this to trap a fallen angel in a room if they are
       trying to escape from the fallen angel. The last sigil is one
       that wards a place from being able to be found by angels, which
       is the same for fallen angels as it is for angels (meaning one
       doesn't need a specific ward special for fallen angels). This
       mark does more than just make something unable to be found
       though, as it can also be used to prevent an angel from entering
       a certain area, or be used to keep an angel from being able to
       tell what goes on in an area, as this even makes it so angels
       cannot hear what goes on in places warded against angels, making
       it almost like a barrier that cuts off an angel's access to the
       area that is warded. While angels can break through these in
       groups, and archangels can more easily break these, they are
       still fairly useful at times.
       Personality: It is very rare to hear Omega talk. Omega often
       relies on motions and action to tell others what's on his mind.
       Most people who have met him know that he is not much in terms
       of personality, which most people would find surprising that
       Omega Kindron is quite a lot different from other versions of
       Kindron who talk a lot. Omega is able to communicate and talk,
       but his words often seem hesitant, and his cybernetics make
       talking difficult, so this often leds to Omega being a cold,
       silent warrior. In very rare cases, Omega may speak through
       telepathy, though this is mostly when he has more to say that he
       can't say out loud due to him not being able to talk too much
       due to his cybernetics. Sometimes Omega may talk to people more
       if he is comfortable around them, but for the most part, Omega
       tends to rely more on actions rather than words. Despite Omega's
       constantly silence, Omega is actually extremely smart, and is
       smart enough to match even the most advanced scientists due to
       his enhanced intelligence. Most don't know that Omega once owned
       his own tech company when he was Kindron Darkfire, and the years
       he spent around technology gave him a natural talent around
       technology and building things. This makes Omega much smarter
       than people give him credit for, whether it's as a tactician in
       battle, or as a simple scientist. Omega considers himself a
       doctor of the 31st Century, and operates on a strict policy due
       to his pride as a doctor. Omega takes his pride as a doctor very
       seriously, and takes a lot of pride in the fact that he has
       never had to cut anyone open or put needles in people to fix
       their physical or cybernetics problems.
       In battle, Omega will power through almost any opponent he can,
       opting to fight at full strength from the beginning and kill his
       enemies as quickly as possible. Omega is also a very skilled
       tactician, who will fight strategically when he has to, as he is
       very good at taking advantage of enemy weaknesses. Omega is the
       most dangerous of Dr. Black's creations not only because of Dr.
       Black's enhancements but because of Omega's advanced
       intelligence that has even matched that of Celestians and other
       advanced races. In battle, Omega's silent personality often
       scares people to the point that most people recognize that they
       should run from him. Anyone who hears his breathing when he
       appears is often stopped in their tracks in fear, since not many
       have ever matched Omega in a one on one fight. Omega is Dr.
       Black's most powerful creation, and not someone who anyone
       should take lightly. Omega is also dangerously unpredictable due
       to him not really being able to talk very well, and his silence
       means most people never know what he's thinking. As such, Omega
       can be a dangerous opponent on many levels. However, while Omega
       is extremely skilled in combat, there are some lines he doesn't
       like to cross, such as he doesn't like to fight dirty, and he
       doesn't like to get unfair advantages on people. However, he
       also won't hesitate to kill anyone who he considers a threat, or
       who is a threat to his goals.
       Bio: Before he became Omega, he was Kindron Darkfire, who was
       born to Qrow Darkfire and Raven Branwen as one of their
       children. Kindron was known as one of the "Three Darkfire
       Prodigies" alongside his twin brother, Hei, and his younger
       brother Kendrix. From a young age, Kindron had a natural gift
       for combat, and grew up to be a swordsman. Kindron would even
       come to be trained in the church by a priest who helped train
       him, to the point that Kindron would even develop a holy magic
       advanced magic for his faction of the Darkfires clan, the
       Swordsmen faction. While Kindron wasn't much of a leader, he led
       the Darkfires who followed him, and soon his faction became
       known as the Swordsmen faction. After having to come up with a
       code for the faction to follow alongside the factions Hei and
       Kendrix were running, Kindron soon came up with a code based on
       the Bushido code, and some aspects of his training in the
       church. Kindron became a religious person, and sought to follow
       what he believed was God's plan. Kindron would eventually become
       the supernatural hunter known as Wolf Mask, due to him wearing a
       wolf mask. Kindron would lead the Swordsmen faction against
       threats like dark spirits and against other supernaturals, as
       his faction would try to fight some of the threats to the
       Darkfire clan that would arise.
       Kindron would eventually also befriend the vampire ninjas and
       the werewolf alchemists, in which his clan would soon gain them
       as allies since they were also trying to protect humanity.
       Kindron would even train with them in order to develop new
       advanced magics for the Swordsmen faction, where Kindron would
       incorporate aspects of both the alchemists spirit purification
       and the vampire ninja's elemental weapon arts. Kindron would
       even train with Kina Darkwolf in lightning alchemy, learning how
       to use lightning alchemy to combat opponents. And in addition,
       Kindron would even develop his own flame alchemy that he would
       develop alongside his lightning alchemy. Even during this time,
       Kindron's scientific knowledge would prove useful as he would
       come up with new ways to help the alchemists and vampire ninjas
       advance their abilities. However, things would come to a boiling
       point when the Swordsmen faction would get caught in an outbreak
       of war between the vampire ninjas and the werewolf alchemists.
       Not accepting the Darkfire's claim of neutrality, the two groups
       fought over who the Darkfire faction would ally with. This would
       lead to a three way war where the Darkfires would have to fight
       the alchemists and vampire ninjas (who were also fighting each
       other). Kindron would lead the Darkfires to battle against the
       alchemists and vampire ninjas, as Kindron tried to leave both
       groups as he didn't want the Darkfires involved with the vampire
       ninjas and alchemists war against each other. During a battle
       with the leaders of all three groups (Sirion, Kazu and Kindron),
       Kindron would be killed by Sirion and Kazu, leaving the Darkfire
       faction without a leader until Jin Darkfire would come and lead
       the group. Jin Darkfire would eventually lead the Darkfire
       faction to leave the alchemists and vampire ninjas to fight each
       other, abandoning their war as Jin Darkfire would pull the
       Darkfires away from the alchemists and vampire ninjas. Jin
       Darkfire would refuse to get involved with the alchemists and
       vampire ninjas, and warned them if they got involved with the
       Darkfires, the Darkfires would destroy both clans. This led the
       vampire ninjas and alchemists to avoid the Darkfires under Jin's
       leadership.
       After his death, Kindron would go to heaven, where he would
       eventually be recruited by Heaven as a grand priest angel. After
       accepting, Kindron went back to earth, but wouldn't return to
       the Darkfire clan since he was supposed to be dead, and he
       didn't want to take leadership from Jin Darkfire who he saw was
       running the Darkfires fine without his help. However, at some
       point after Hei was turned into a vampire and hunted down by the
       Darkfires, he would become a soul roaming the world. After
       Kindron found Hei, Kindron would find out that Hei had been
       avoiding going to Purgatory, actively avoiding reapers and death
       wraiths to try and figure out some way to avoid what he saw as
       an unfair fate for him for being forcibly turned into a vampire
       and forced to kill people. Kindron would try to help Hei, in
       which Kindron went to Heaven and tried to get Hei recruited as
       an angel under special circumstances. However, since Hei was an
       assassin before becoming a vampire, Heaven outright rejected
       Hei's turn to becoming an angel like Kindron. Heaven decreed
       that either Hei would go to Purgatory, or he would go to hell
       for all the people he had killed. However, disobeying Heaven,
       Kindron helped Hei, and tried to find a solution. Thankfully,
       the solution presented itself in the form of Hei's soul joining
       the church, where Hei would find the answer to his problems. Hei
       would eventually find a special enhancement formula that the
       Church had made, but abandoned due to not being able to finish
       it safely. Using some of Kindron's angelic grace, as well as the
       special holy matter formula, this would purify Hei and turn him
       into a purified fallen angel, where Hei would regain a physical
       body that would mean he would no longer have to avoid reapers
       and death wraiths.
       However, because he wasn't acknowledged by Heaven, Hei didn't
       become a full grand priest angel, but became a purified fallen
       angel due to his intense holy nature he gained from his
       purification. But as a punishment for helping Hei, Kindron end
       up banned from returning to Heaven until he died again (and at
       which point he would be stripped of his angelic nature). Kindron
       would live on earth, stripped of his status in Heaven, and would
       be exiled from returning unless he was willing to give up his
       angelic power and return to being a human spirit. So Kindron
       remained on earth, and eventually went back to supernatural
       hunting for a number of years. Kindron even met Jin Darkfire
       along the way, to which Kindron would leave the Darkfire faction
       in Jin's hands when Jin tried to give leadership of his faction
       back to Kindron. Kindron was not interested in running his own
       faction anymore, and sought to find something new to do with his
       life. Being inspired by Hei (who became Father Hei after his
       purification), Kindron would soon start his own orphanage which
       he called Hillview Academy. Kindron would try to run his
       orphanage, and train children who had supernatural abilities.
       However, as Kindron would come to find his knowledge of
       technology and health would surpass that of ordinary people,
       eventually Kindron would leave Hillview Academy in the hands of
       Father Hei (though he would come and visit the children whenever
       he could) and go on another path. Kindron would eventually also
       go on to start his own family after he got married.
       Kindron soon became the head of his own tech organization,
       Darkfire Technologies, or Darkfire Tech. As time went on,
       Kindron would come up with new advancements in health and
       technology, where he would focus on medical technology designed
       to save lives. Kindron would come up with many advancements over
       the years, and would head his organization for years. Along the
       way, he would even create a subdivision of the group called
       Redbrand Foods, which would focus on building artificial foods
       for supernaturals. For example, vampires would be able to eat
       artificial foods rather than feed on human blood, or werewolves
       could eat artificial foods rather than eating human flesh. This
       wasn't just about substituting animals for humans like some
       might think, but Kindron would come up with ways to create
       artificial meals for specific types of supernaturals, where he
       could allow special foods to be made using nutrients that would
       satisfy the diet of creatures like vampires and werewolves.
       Redbrand Foods would eventually become a very popular brand of
       food for supernaturals, since they no longer had to feed on
       humans, but could eat artificial meals designed for them
       (usually in the form of other meals, such as a steak dinner
       designed for werewolves). Over the years, Kindron's company
       would become one of the top tech companies in the world.
       However, after the disasters in his world, Kindron would find
       himself eventually running a group battling Dr. Black as he came
       to power in what was left of the world. With the world slowly
       dying around them (a fact confirmed by some scientists in
       Kindron's world), Kindron tried to come up with ways to fix the
       world while he was helping his group, the Democratic Republic,
       retake Dr. Black's territory he had forcibly taken and turned
       into a tyrannical rule. However, Dr. Black would eventually kill
       both Kindron and Father Hei, killing both of their families in
       the process. This led to Father Hei dying, but Kindron would be
       saved by Dr. Black and reprogrammed using cybernetics to serve
       him. After Kindron was forced to become a fallen angel and
       became a cybernetic enhanced being, Kindron started going by the
       name "Omega", partially using the name of his combat style he
       had created long ago (The Omega Style). Soon after Omega was
       awakened, and his new life as a cybernetically enhanced
       supernatural and reploid hunter began that he started to make a
       new name for himself. After the near destruction of the
       Democratic Republic after the death of Father Hei and Kindron,
       they desperately tried to figure out a way to counter Omega as a
       threat, who would become the biggest threat to the resistance
       groups as Omega started hunting down anyone who didn't pledge
       their loyalty to Dr. Black, becoming a fallen angel along the
       way after Omega abandoned ties to "holiness." However, they did
       not know that this was actually Kindron, as they thought Omega
       was a new creation of Dr. Black's.
       During this desperate time, another resistance group managed to
       use essence from Kindron Darkfire to create a clone of Kindron
       thanks to Dr. Genus. However, no one knew about it as the group
       got killed before the project could be revealed, and Dr. Genus
       was sent on the run from Dr. Black. The clone Kindron wouldn't
       be revealed for years, and no one would know about it until the
       Democratic Republic would find the remains of the lab of this
       resistance group during their desperate battles against Dr.
       Black (to which they were close to losing the war). However, it
       threw everyone off guard when the Democratic Republic group
       found Kindron Darkfire in a stasis pod. Even Kierran Black, who
       suspected this Kindron was a clone, was confused as to how this
       clone was made, but the group awakened the clone anyway,
       desperate for an ally against Dr. Black and Omega, who, at this
       point, had proven to be a very powerful team. Luckily, Kindron
       Darkfire was more or less the same as the Kindron from before
       the rise of Omega, so the Democratic Republic tried to get him
       to act as leader of the group as they tried to make another
       stand against Dr. Black. They didn't care if he was the real
       Kindron or not, and made him the new leader of the Democratic
       Republic. The clone Kindron would have no memories, but would
       come to believe that he was the original Kindron who had been
       saved by another resistance group before they were destroyed.
       The clone Kindron agreed to head the resistance group, working
       with Kierran Black and Goten Uchiha to head the group and try to
       make a new stand against Dr. Black and Omega. Kindron would
       eventually confront Omega and find out that he was a clone, in
       which Clone Kindron would eventually find out the truth from Dr.
       Black about Omega being the original Kindron. This nearly broke
       Clone Kindron's resolve, as he would come to believe he couldn't
       stop the original Kindron, and almost gave up. However, with
       encouraging words from his allies, Clone Kindron would lead the
       group against Omega and Dr. Black, to which Dr. Black would
       continue his war for years against the Democratic Republic.
       Clone Kindron and Omega had a few fights since clone Kindron
       tried to work with Kierran Black and bring Omega back to being
       his old self, hoping that they could save him and turn him
       against Dr. Black. The group theorized that if Omega could be
       freed from Dr. Black, Omega's knowledge of Dr. Black's operation
       and his forces could be used to cripple Dr. Black's forces, as
       well as having a powerful ally on their team. However, most of
       the attempts to free Omega ended in failure, with the Democratic
       Resistance losing ground over time due to diminished forces and
       resources.
       Theme: Apocalypse Now (
  HTML https://www.youtube.com/watch?v=z_Q12EfJqrc
       )
       Battle Theme: Cannonball Ranbu (
  HTML https://www.youtube.com/watch?v=XjPYlVD_R0g
       )
       Enhanced Form Theme: Omega Battle (
  HTML https://www.youtube.com/watch?v=Agho6n-sukc
       )
       #Post#: 157--------------------------------------------------
       Re: RP Profile: Omega
       By: Zorbak the Ebil Moglin Date: April 10, 2019, 1:31 am
       ---------------------------------------------------------
       [member=5]Raven Tepes[/member] [member=2]Coolcat207[/member]
       [member=10]Caterina Sforza[/member] Finished with the first
       major villain for the 30XX community This guy took MONTHS of
       work on the profile due to bad ADHD and general laziness. But
       he's finally done :)
       #Post#: 159--------------------------------------------------
       Re: RP Profile: Omega
       By: Coolcat207 Date: April 10, 2019, 1:40 am
       ---------------------------------------------------------
  HTML https://www.youtube.com/watch?v=pkdXUWw_kl4
       #Post#: 172--------------------------------------------------
       Re: RP Profile: Omega
       By: Coolcat207 Date: April 14, 2019, 5:57 pm
       ---------------------------------------------------------
       Approves it as a sp00ky skeleton
       *****************************************************