URI:
   DIR Return Create A Forum - Home
       ---------------------------------------------------------
       The United Roleplayer's Guild
  HTML https://unitedroleplayers.createaforum.com
       ---------------------------------------------------------
       *****************************************************
   DIR Return to: New Orleans/London Vampire/Werecreatures/Werepyre P...
       *****************************************************
       #Post#: 78--------------------------------------------------
       Profile: Zahra Kekai
       By: Coolcat207 Date: March 23, 2019, 11:19 pm
       ---------------------------------------------------------
       "I couldn't be near anyone. Everything I ever cared for, I have
       to leave them all behind. It's for their own good. All those
       fairy tales that were read to young children, they're real. And
       we're one of them."
       *~Zahra to Willow when the two first met.*
       "Sometimes, the best thing you can do to protect the people you
       love is to turn your backs on them."
       "It's funny how fast people disappear when you need them."
       "I'm tired of people leaving me. But leaving people might be
       worse."
       I have all the answers! Said no one, ever. And those who do say
       it are idiots."
       "Okay, so sometimes I lie. Everyone have flaws. And your flaw is
       being a moody grouch."
       *~Zahra to Athena when Athena angrily confronts Zahra about a
       lie she told which almost got Athena killed by a few werelions.*
       *Name:*
       Zahra Kekai
       *Age:*
       Unknown
       *Gender:*
       Female
       *Species:*
       Werepire (werelion/vampire)
       *Height:*
       5'5
       *Weight:*
       Unknown
       *Organization:*
       None; hangs out with Willow and Roxas (+Karasu Tepes) Tepes
       *Family:*
       Father: Maximilian Lightbourn (+Karasu Tepes)
       Mother: Akina Kekai (deceased)
       *Werepire Abilities:*
       Werepire Lord Physiology:
       ~User with this ability either is or can transform into an
       extremely powerful werepire that is about as superior to
       ordinary werepires as ordinary werepires are to werebeasts and
       vampires.
       Zahra is a powerful werepire out of a first generation Nubian
       vampire and a werelioness, meaning that she's the first of her
       kind that is one of the first few werepires that is not half
       werewolf.
       Applications
       Blood Consumption
       Bodily Aspect Enhancement - Users are adept at controlling and
       enhancing themselves.
       Muscle Mass Enhancement
       Partial Transformation/Transformation - Capable of controlling
       their change to specific degrees.
       Conversion - Capable of transforming others into beings like
       themselves.
       Immortality
       Regenerative Healing Factor
       Soul Absorption
       Supernatural Condition
       Vampire Lord Physiology
       Werebeast Lord Physiology
       Enhanced Strength and Speed:
       ~Werepyres have enhanced strength and speed much like normal
       werewolves and vampires. However, werepyres tend to be very
       strong physically, and not always as fast as vampires or
       werewolves on their own. For the most part, werepyre's are
       unmatched when it comes to physical strength unless they're
       dealing with powerful dracopyres. Some fully trained werepyres
       have even been able to use their strength to create shockwaves
       from their attacks.
       Enhanced Stamina:
       ~Werepyres have werewolf stamina, and can last a very long time
       in a battle compared to other opponents.
       Enhanced Senses:
       ~More so than any other vampire or werewolf, werepyres have
       incredible senses. Their sense of hearing and sense of smell are
       by far their biggest strengths much like werewolves. In
       combination with their enhanced vision and sense of touch, they
       can tell where anyone is around them with almost any of their
       senses. They can also use their sense of hearing and smell to
       tell things about people like, for example, when certain
       hormones are going through a person's body or tell if someone is
       lying. However, this can be used against them as sometimes their
       senses can be too sensitive.
       Supernatural Sixth Sense:
       ~Werepyres like vampires have the ability to sense other
       presences around them. This sense is not limited to just sensing
       supernaturals or humans, but allows them to sense their
       environment. This also lets them see in complete darkness as
       they can tell where everything is around them even if they are
       blind.
       Vampire Wings:
       ~Some werepyres hide these and know how to suppress them.
       However, when they need to, they can fly like vampires. Their
       wings also tend to be very strong, and with certain werepyres
       can give them a defense against attacks. However, this often
       depends on the werepyre.
       Ability Gain:
       ~Much like many vampires, werepyres gain the ability to gain new
       abilities by drinking enough of a supernatural's blood. While
       they sustain their power on human blood, supernatural blood is
       how they gain new powers in addition to their training.
       Life Drain Slash:
       ~Werepyres have a unique ability to drain a small amount of
       energy from an opponent if they slash an opponent with their
       claws. This can rejuvenate them, and restore some of their
       stamina if they're in a close quarter's combat.
       Acid Bite:
       ~Much like normal werepyres, they have weaker teeth than
       werewolves. Because of this, they have an acid bite with helps
       dissolve whatever they bite into. They can use this one other
       things as well without biting something as their saliva is
       acidic. But this is controllable, so they only release the acid
       in their bite when they want to.
       Regeneration:
       ~Werepyres have regeneration just like vampires. They can
       regeneration their limbs and body, but can't regenerate if their
       head is destroyed. Also, holy items and silver interrupts their
       regeneration temporarily. But they can boost their regeneration
       by using their life drain slash.
       Elemental Abilities:
       ~Werepyres have the ability to eventually learn certain
       elements. This also depends on their families. Most only can
       ever learn up to 2 or 3. The elemental powers have the same
       weaknesses as what they normally would. Depending on the family,
       sometimes werepyres can learn special elemental powers like dark
       flames or something else unique. Either because she's either a
       late bloomer or just unlucky, Zahra only learned how to
       manipulate and generate sand.
       Unique Ability: Concussive Force:
       ~User can deliver impact of concussive force, whether directly
       or remotely, which can knock the target back and cause internal
       and external damage. They can achieve this either by direct
       physical force, solid matter, pulse of energy or any other way
       that causes damage by collusion.
       *Nubian Vampire Abilities:*
       Sun Resistance:
       ~Nubian vampires are only weakened by sunlight but do not burn
       or die by it like other vampires. They do suffer pain with light
       sensitive eyes so wear sunglasses to prevent pain and partial
       blindness. This is why they prefer sleeping during the day in a
       coffin or some other dark place.
       Nubian Speed:
       ~Ethiopia, once called Nubia in ancient days, is well known for
       producing some of the fastest human runners on Earth. Nubian
       vampires began as humans with Negasi being the first of his kind
       and the progenitor of the Nubian vampire species. Negasi was the
       fastest and most vain of his tribe which brought the wrath of
       the Ancient Deities of Nubia and Egypt. In return for his
       arrogance about his physical attributes and appearance, the
       ancient deities cursed Negasi to become a monster of the night
       with a thirst for human blood. Unbeknownst to the ancient
       deities, Negasi reveled in this curse as it only made him far
       more powerful.
       This power increase includes speed beyond that of most other
       vampires can't hope to achieve. Nubian vampires are so fast that
       they can become invisible from vision and seem to teleport to
       locations. This makes them one of the fastest vampire species
       next to the Darkfire and Toreador clans. Nubian vampires are so
       fast naturally that their movement can't even be caught on
       video. This also makes Zahra one of the fastest werepires.
       Immortality:
       ~User possesses immortality: an infinite life span, as they can
       never die, never age, and can shrug off virtually any kind of
       physical damage. Some users are the defensive type, simply
       preventing all damages, to appear physically invulnerable, while
       others are the regenerative type, surviving and quickly
       recovering from anything you throw at them while at the same
       time they are capable of resurrecting themselves instantly after
       death and completely self-sustaining, free from all bodily
       necessities. Due to their intensely fast regeneration, Nubian
       vampires are immortal, but they can be permanently killed by
       destroying their heart.
       Infectious Bodily Fluids:
       ~Nubian vampires hold the supernatural infection of their
       vampirism in their bodily fluids such as blood and saliva. If
       these infectious bodily fluids get into a victim's body, then
       the victim will be transformed into a Nubian vampire.
       Introduction to a victim's bloodstream and body typically
       happens via a bite though tricking a victim into drinking the
       infectious blood isn't unheard. Once infected, the victim has 48
       hours to receive a "Curse Removal" or "Cure Curse" type of
       ability. The victim will then go into a blood frenzy after 48
       hours and typically make their first kill which then cements the
       curse into and makes the transformation permanent. Once
       permanent, the only way to save the victim is to kill the Nubian
       vampire progenitor, Negasi/Maximillian.
       Immunity to Vampire Weakness of Christian/Holiness:
       ~Nubian vampires are immune to normal crucifixes and other
       Christian holy items and weapons meant to repel or kill
       vampires. Only Palo Cristiano (a blend of Catholicism and Palo
       religions) or Palo Briyumba items, weapons, and abilities have
       the same effect on Nubian vampires as typical Christian items
       and abilities do on other vampires.
       Biomorphing:
       ~The power to transform into any living thing. Nubian vampires
       can turn into any living things (E.X: Plants, Animals, Bacteria,
       Humans, etc).
       Hoodoo:
       ~Hoodoo is an ancient witchcraft practiced by many ancient
       African tribes along side of Palo (religion). Typically
       practiced by those who follow the beliefs of Palo Mayombe branch
       of Palo, this magic is a powerful primal magic that can
       manipulate, summon, and create many things. Nubian vampires are
       masters of the dark side of Hoodoo with a good knowledge of the
       light side of Hoodoo with younger generations . Most magic that
       can counter Hoodoo has been forgotten just like the mostly
       forgotten practice with Hoodoo becoming a more general term for
       anything involving the supernatural. This makes Hoodoo harder to
       fight off unless one is well versed in ancient magic or Catholic
       supernatural hunter/exorcist training.
       *Nubian Vampire Hoodoo Special Skills:*
       Hoodoo Skill 1: Grand Illusion:
       ~This special Hoodoo spell allows the user to create an illusion
       so real that the illusion is real to all senses. The illusion
       lasts as long as the user wishes, is alive, or the illusion
       isn't destroyed or dispelled. This Hoodoo spell is typically
       used to make rooms and food more to the vampire and his "guests"
       likings and tastes. Grand Illusion can be used to make
       controllable monsters that the user can have fight for them as
       well. Grand Illusion monsters are half the strength of the user
       that conjures them.
       Hoodoo Skill 2: Summon Wraiths of the Savanna:
       ~This special Hoodoo spell conjures up the wrathful spirits of
       the user's enemies or fearsome creatures once faced. The user
       has a leather pouch that contains the bones of those violent
       spirits as the source of being able to call them at will. These
       spirits can cause both physical and aura damage and take damage
       from physical attacks and abilities not geared towards harming
       spirits. Weapons and powers designed to harm or banish spirits
       will work on the wrathful spirits conjured.
       Hoodoo Skill 3: Plague Spear:
       ~This Hoodoo spell allows the user to summon a large tribal
       spear of African design that can cause festering wounds filled
       with disease and rot. The token to summon this spear at will is
       a piece of wood the size of a coin with a carving of a spear on
       both sides. The carving is then stained with blood and bile from
       the contents of either a vulture's or hyena's    stomach. The
       user rubs the wood token in his off hand to summon the Hoodoo
       mystical Plague Spear in his strong hand. This spear does
       piercing damage, rot/decay damage (every round until healed),
       and darkness damage. Those of Christian faith, especially Palo
       Cristiano, take unholy damage as well.
       Hoodoo Skill 4: Summon the Dark Laughing Pack:
       ~This Hoodoo spell allows the user to summon a pack of darkness
       enhanced spotted hyenas (aka laughing hyenas) from the shadows.
       These hyenas are three times larger than their more mundane
       counterparts and have supernatural condition. Their main weapons
       are teeth (with saber-tooth fangs) and claws that slice like
       razors through flesh. Every third successful strike causes
       corruption damage to the soul. These supernatural hyenas can
       also cause physical damage to a target by striking the target's
       shadow. These hyenas are weak to light weapons and powers and to
       Palo Cristiano attacks and abilities. These hyenas explode in a
       burst of dark energy to cause dark explosion and concussion
       damage. The user carries a small token hyena figure carved out
       of bone from a spotted hyena and can summon four supernatural
       hyenas at one time.
       Hoodoo Skill 5: Raise the Fallen Warriors:
       ~This Hoodoo spell allows the user to raise up whatever dead
       bodies may lie around him. By chanting a spell phrase and
       drawing a sigil on the ground of Anubis, this will allow the
       user to summon up to 15 walking dead to command. These undead
       only have enough instincts to attack and rely on the summoner to
       direct them where to attack. It doesn't matter how long a body
       has dead and rotting.
       Hoodoo Skill 6: Spear of Maher:
       ~Maher was the ancient deity of war in Nubian kingdom and highly
       praised before battle. This Hoodoo spell is used by both good
       mystics and dark sorcerers. The spell allows the user to summon
       a powerful African tribal spear similar to the Plague Spear. The
       Spear of Maher has 50% better chance of landing attacks. It
       gives the user 75% better accuracy when thrown at a target. The
       Spear of Maher also deals double the damage of a normal large
       spear. The Spear of Maher also has a 50% better chance of
       landing a critical strike. In the hands of a priest or a white
       Hoodoo mystic, this spear deals heavy holy damage especially
       against creatures of the night. In the hands of a dark Hoodoo
       sorcerer, the spear deals heavy dark/unholy damage especially
       against divine and holy creatures and beings. The Spear of Maher
       also increases the moral and mental strength of all allies of
       the user. The user summons this spear by holding a golden or
       onyx coin that has a spear embossed/carved on both sides.
       Hoodoo Skill 7: Summon Hunters of the Night:
       ~This Hoodoo spell allows the user to summon up several
       werehyenas from the shadows around him. These werehyenas are in
       full beast mode when summoned and have a bite that causes
       mystical rot and darkness corruption instead of spreading
       werehyena infection. These werehyenas have freewill but will
       still follow the orders of the user. The user summons the
       werehyenas with a hyena tooth token and can summon up to 10
       werehyenas at one time. The werehyenas are weak to light and
       holy weapons and powers especially those of Palo Cristiano.
       Hoodoo Skill 8: Summon Swarm of Flying Pests:
       ~This may not sound like much of a Hoodoo spell, but a large,
       cloud-like swarm of biting flies and mosquitoes can be dangerous
       and even deadly with a large enough number. This Hoodoo spell
       allows the user to summon a swarm of biting flies and mosquitoes
       that is large enough to engulf and kill the average man. This is
       done through a combination of suffocating numbers that can cut
       off a victim's oxygen and through massive blood lost of the
       biting insects feasting on the victim's blood. Stronger
       opponents, such as supernaturals, can fight off the swarm and
       even disperse it but will find themselves slowed down by the
       annoyance. All it takes to summon the swarm is the dead body of
       a fly or mosquito.
       Hoodoo Skill 9: Desert Scorching Blast:
       ~This Hoodoo spell allows the user to create a semisolid blast
       of fiery hot air at a selected target. This blast can cause
       severe burns, set flammables on fire, and instantly evaporate
       water within a 30 foot radius of the target. The user must have
       a vulture's feather to cast.
       Hoodoo Skill 10: Nile Flood:
       ~This Hoodoo spell allows the user to summon forth a giant wave
       of water to crash down on a target. This massive tsunami like
       wave causes severe crushing damage and drown the average person.
       The user needs a river rock to clutch and strike the ground with
       a staff, stick, or other wood item.
       Hoodoo Skill 11: Unseen Warrior's Shield:
       ~This Hoodoo spell allows the user to create an invisible force
       field around them. Though not as durable as more advanced Hoodoo
       shield spells, this one is faster to throw up and can be used to
       counter physical attacks. The force field can hold off energy
       and magic/mana attacks but only for five rounds plus the user
       can only move to a 10 ft radius as that is the circumstances of
       the shield and is unmovable. The force field can hold off
       physical attacks for 10 rounds before shattering and
       dissipating. The user can make other attacks and use other
       Hoodoo spells. The user needs a stick, staff, spear, or cane to
       strike the ground and a user selected phrase.
       Zahra's Phrase: "Back off, creeps!"
       Hoodoo Skill 11: Warrior of the Elements:
       ~This Hoodoo spell allows the user to temporarily manipulate one
       of the five primal elements like a natural or trained
       elementalist such as the Darkfires. The user needs a gemstone
       that represents their chosen element. Sapphire for water. Jade
       for earth. Yellow topaz for air. Hematite for electricity. Blood
       diamond for fire. The user must have the gemstone on his person
       in order to use this spell. Once the initial spell on the
       gemstone is set, then all the user has to do is say an
       activation phrase. Because the gemstone has to be on the user,
       many choose to turn these gemstones into jewelry and some even
       become stones of power.
       Spell Duration: 15 rounds. Cool Down: 5 rounds
       Hoodoo Skill 12: Dark Curse of Siafu Wounds:
       ~This Hoodoo curse allows the user to place a painful curse that
       causes small, bleeding slice-like bite wounds to randomly appear
       on random places of the body. Siafu, or by their scientific
       name: Dorylus, is a large genus of army ants found primarily in
       central and east Africa, although the range also extends to
       southern Africa and tropical Asia. The term siafu is a loanword
       from Swahili, and is one of numerous similar words from regional
       Bantu languages used by indigenous peoples to describe various
       species of these ants. Unlike the New World members of the
       former subfamily Ecitoninae (now Dorylinae), members of this
       genus do form temporary anthills lasting from a few days up to
       three months. Each colony can contain over 20 million
       individuals. As with their New World counterparts, there is a
       soldier class among the workers, which is larger, with a very
       large head and pincer-like mandibles. They are capable of
       stinging, but very rarely do so, relying instead on their
       powerful shearing jaws. The first Hoodoo witch doctor to create
       this spell made it to slowly torture victims with later
       practitioners finding combat uses. This user takes a dead ant
       carcass in one hand while concentrating on a target. This
       dissolves the ingredient while the user silently calls to the
       Dark Gods to create invisible siafu-like spirits that bite the
       victim every three rounds in different random places of the body
       with a total of 10 bites during the biting round. These wounds
       will bleed for two rounds before clotting without regeneration.
       The pain is intense and distracting during the "Biting Round"
       which hinders the target's movements. The curse lasts for 6 days
       unless a Remove Curse/Cure Curse like or Banishment abilities
       are used.
       Hoodoo Skill 13: Curse of Weakened Body:
       ~This Hoodoo curse allows the user to curse a target(s) with a
       weakened physical condition. This curse weakens the target's
       physical condition by 50%. This makes the target(s) slower,
       clumsier, and physically weaker in all that they do. The curse
       lasts for 6 days unless a Remove Curse/Cure Curse like ability
       is used. This spell uses graveyard dust and can affect up to 5
       people.
       Hoodoo Skill 14: Lustful Mind:
       ~This Hoodoo spell allows the user to manipulate a target's mind
       to increase lustful thoughts and desires to the point of
       distraction and even taking uncontrollable action on those
       thoughts and desires. This makes everyday tasks more difficult
       and lasts for 3 days unless a Remove Curse/Cure Curse like
       ability is used.
       Hoodoo Skill 15: Forgetful Slumber:
       ~This Hoodoo spell allows the user to put a target(s) into a
       deep, restful sleep that also causes the target to lose up to 48
       hours of memory. The user blows a bit of sand into the face of
       the target while chanting a release phrase. This causes the
       target to fall asleep where the user then chooses how much time
       of memory the target will lose by whispering it in the target's
       ear. Sleep lasts for eight hours where the target awakens
       feeling refreshed, healed, and rejuvenated but can't recall what
       had happened between the last memory spot to when the target
       wakes up. Target can dodge in order to prevent becoming
       affected.
       *Advanced Nubian Vampire Hoodoo Skills:*
       Advanced Hoodoo Skill 1: Telekinesis:
       ~This powerful Hoodoo spell allows the user to temporarily use
       the power of telekinesis, ability to manipulate matter with the
       mind. This means that the user can move objects, choke or attack
       beings, and even affect temperature all with his mind. The user
       can even create powerful force fields that allow freedom of
       movement. This spell takes quite a bit of energy and
       concentration so the user can not use any other Hoodoo spells
       until after 10 rounds unless the user drops the spell sooner.
       There is a 5 round cool down after use and can only be used
       twice per day plus one more use per 20 years of age. The only
       thing needed to activate the spell after first learning it is a
       finger snap.
       Advanced Hoodoo Skill 2: Summon the Serpent of Set:
       ~This powerful Hoodoo spell allows the user to summon a giant
       infernal cobra like serpent. This serpent will do as the user
       commands with enough freewill to defend and attack. The
       serpent's most powerful attack is it's venom which can kill an
       average human instantly. Those beings with regeneration powers
       will even have problems recouping from a successful bite attack
       as the powerful venom slows down the body functions including
       regeneration for 5 rounds. The serpent is weak to weapons of Ra
       and Horus, the staff of Osiris, and light (especially solar)
       powers and weapons which cause double damage.
       Advanced Hoodoo Skill 3: Wrath of the Desert Storm:
       ~This powerful Hoodoo spell allows the user to create,
       manipulate, and control a massive sand storm. This sand storm is
       more powerful than a typical sand storm with enough power to
       take down a passenger jet. The storm can cover an area of up to
       2 mile radius, cause blinding conditions, cause problems with
       breathing, and cause abrasion damage. The user can cause faces
       to appear in the front of the storm to increase fear along with
       allowing the user to see his target and choose what direction
       the storm goes in. This spell lasts for 10 rounds (plus 5 rounds
       per 20 years of age) or as long as the user maintains
       concentration. The user needs a bit of sand and the mental image
       of his target or Target area for this spell.
       Advanced Hoodoo Skill 4: Drink from the Nile:
       ~This powerful Hoodoo spell may sound harmless, but it's
       anything except harmless. "Drink from the Nile" has been found
       as part of curses in noble tombs located near the Nile River.
       Folklore states in those cases that the Nile River will
       temporarily yet violently divert and flood the tomb that had
       been disturbed by grave robbers and other authorized persons
       thus drowning or even crushing the trespassers to death. The
       curse is actually based on this ancient spell. With just a bit
       of water, the user can create, manipulate, and control a massive
       wall wave of water to crush and destroy a target or target area.
       This spell is similar to the Wrath of the Desert Storm spell
       except water is involved instead of sand.
       Advanced Hoodoo Skill 5: Age of the Mummy:
       ~This powerful Hoodoo spell places a curse down upon a chosen
       living target. With a small piece of medical bandage and grave
       dust, the user says a prayer to Anubis to place the curse on a
       chosen target that the user pictures in their mind. The curse
       uses up the token ingredients when cast. Once in affect, the
       target begins to thirst and starve as no matter how much they
       eat and drink doesn't satisfy their needs. No matter how much is
       eaten, the target loses weight rapidly and begins to dehydrate.
       This will kill an average human within 24 hours without a Remove
       Curse type ability is used. Once dead, the target's body
       continues to go through rapid mummification until the body looks
       like an ancient mummy dug up in Egypt area. Beings with
       regeneration powers can slow the curse to give themselves at
       least 2 months to find a curse removal. Those with Curse
       Immunity are immune. Curse doesn't affect undead beings and
       actually heals and/or increases regeneration abilities in them.
       *Werelion Abilities:*
       Feline Manipulation:
       ~Users can control various cats. They control them to do their
       bidding like, help them during situations, use them against
       foes, use them to see locations and get information about a
       particular place, use them for battle, use them for spying on
       others. The controlled cats may cultivate bonds with the user,
       thus creating friendships. Also may empathize or communicate
       with them.
       Camouflage:
       ~The user can visually blend into surroundings by blending in
       with the coloration and form of their background to avoid
       optical perception. Some users can affect their attire by means
       of "static camouflage".
       Climbing:
       ~User is able to climb and otherwise move effortlessly and
       smoothly on angled and/or vertical surfaces such as branches,
       rocks, walls, etc., as long as they can gain a hold of it and
       keep their balance.
       Claw Retraction:
       ~The user has/can project/retract razor-sharp claws of energy,
       bone, metal, keratin, etc., from their
       fingertips/hands/fists/feet for various (mostly offensive)
       purposes.
       Environmental Adaptation:
       ~User is able to survive and adapt to any environment and/or
       condition, being able to tolerate wide range of temperatures and
       levels of moisture, any amount/quality of sustenance, breathable
       medium, etc. with little or no discomfort.
       Tail Manifestation:
       ~User has or is able to manifest tail (or more than one) that
       may also protect from rear attacks or long range attacks.
       Supernatural Roar:
       ~User is glaringly, obviously and super/unnaturally able to
       shout a roar beyond normal limitations of there species because
       their capabilities are pushed beyond the natural level; making
       there roar immensely more powerful than any regular being.
       Solar Manipulation:
       ~User can create, shape and manipulate all aspects of a sun,
       starting from its immense heat, luminosity, mass/gravitational
       field, magnetic field, raw nuclear energy and reaction, etc..
       More specific effects include solar winds/flares, geomagnetic
       storms, sunspot reactions causation, UV emissions, and plant
       growth promotion.
       Solar Generation:
       ~The user can generate solar energies/substances.
       Solar Empowerment:
       ~User becomes stronger, faster, more durable, etc. when they
       come into contact with sunlight, possibly unlocking abilities
       related to the affinity and enhancing the existing powers. Some
       users may be able to draw sustenance from the sun or even slow
       or stop aging.
       Solar Energy Manipulation:
       ~User can create, shape and manipulate solar energy.
       Solar Immunity:
       ~User is immune to Solar Energy, being completely invulnerable
       to direct and indirect effects.
       Solar Flight:
       ~Users of this ability can fly, glide and/or levitate through
       manipulation of solar energy/substances. They can fly at
       numerous amounts of speeds, levitate, or propel themselves
       without taking flight, including enhanced jumping by a short
       boost of flight.
       *Weaknesses:*
       Werepyres can still be hurt with holy items, wooden stakes,
       Heaven's Gate pieces and silver, having inherited their vampire
       and werewolf weaknesses. Silver and holy items can actually
       interrupt their regeneration, while Heaven's Gate pieces can
       actually weaken a werepyre and nullify their power while in
       close proximity. However, their weakness to holy items, silver
       and silver can be countered if they are able to purify their
       darkness power using things like pieces of Hell's Gate, however,
       this is a method that is not only extremely painful, but they
       must be of almost pure heart to do this, and while this changes
       their power to holy power, it also changes their weakness to
       powers of darkness, dark magic, and Hell's Gate pieces.
       Werelions do not have any particular form of Regeneration like
       growing another head, but they are known as being "hardy" and
       resilient, with a strong immune system against bacteria. Their
       strength is in their numbers and their coordination, and they
       have not needed to develop other abilities because their
       position as the peak predators and shifters was unchallenged in
       Africa.
       Although Zahra is highly resistant to these weaknesses due to
       her parental race, silver can still harm her a little but silver
       blessed by a Palo Cristiano (a blend of Catholicism and Palo
       religions) or Palo Briyumba priest can harm her like how silver
       can harm werepires. Werepyres are often seen as abominations by
       vampires, werebeasts and humans. It makes making friends for
       them extremely difficult and for many, they often prefer to be
       alone. Werepyres, only being half vampire or werebeasts, can use
       their race's disciplines, but they are not able to use them to
       the full extent of a full werewolf or vampire as they tend to
       have a problem with compatability. Werewolf skills are not meant
       to be used by vampires, and vice versa, so a half werewolf and
       half vampire has trouble with these abilities. It took Zoria
       years to understand and use both abilities from her parents but
       she still has little difficulty using them to full extent.
       Mountain ash acts like wolfsbane affect werewolves... so it's
       not good. Lunar powers can counter her solar powers and water
       can solidify her sand powers.
       *Transformation(s):*
       Human Form:
       ~This is a Nubian vampire's full restrained form. The vampire
       looks and smells like a normal human being though sensitives and
       other vampires can sense a Nubian vampire for what they truly
       are. In this form, Nubian vampires can consume normal human food
       without any ill-side effects. Their eyes are also the most light
       tolerant in this form though they still wear sunglasses in
       bright sunlight. In this form, Nubian vampires have normal
       looking teeth instead of fangs and can only consume blood
       through a glass. Nubian vampires are at 25% of their natural
       supernatural physical condition. They do have full use of their
       Hoodoo magic in this form. Their Nubian Speed is at 50% in this
       form. Since Zahra is a half breed, she can also use her
       werebeast powers such as camouflage. Even in human form, she is
       still faster than most Nubian vampires in their human forms,
       though it's still suppressed since she's in human form.
       First Release Form:
       ~This is a Nubian vampire's first release form where they have
       50% of their full strength with their Nubian Speed is at 75%.
       Their fangs become more prominent allowing the vampire to feed
       as a normal vampire. Their eyes turn an almost golden yellow
       which reveals the vampire for what they are. Since Zahra is a
       half breed, she also reveal a lion tail and her claws if she
       needs to.
       Second Release Form:
       ~This is a Nubian vampire's second release form and their most
       powerful form. This is the vampire's true form and they are at
       full strength. Their true nature as a monster of the night.
       Nubian vampires develop pronounced forehead ridges and ridges
       along their nose. A second set of fangs appears in this form. To
       basically put it, Nubian vampires look similar to Klingons from
       Star Trek Next Generation. For Zahra, she transform into an
       actual werepire. Her second form is a werelion with bat like
       wings.
       *Skills:*
       Speed Combat:
       ~User is able to fight at incredible speed, striking their
       opponent in rapid succession that may even kill opponents
       instantly. Their attacks may cause more damage than normal due
       to gaining kinetic energy, and thus momentum, produced through
       the speed of each hit. If the speed is fast enough, it can
       distort space to bypass defenses.
       Combat Specialist:
       ~The user has an encyclopedic knowledge in hand-to-hand fighting
       styles; therefore understanding and analyzing opponents style of
       combat and flaws in the opponent's attack and defense. They can
       also use attacks that can automatically knock down the opponent
       or use the strength of the opponent to his favor.
       The user has a vast knowledge of the opponent's body and their
       limitations, have an incredible perception of opponents and the
       users surrounding areas using it to his or her advantage, and
       can copy or mix several types of martial arts and movements and
       understand how a special attack works in matter of minutes. This
       power can be enhanced by the users experience and improvement of
       skill. Masters of this abilities can counter or detect flaws on
       opponents Special Attacks.
       One-Man Army:
       ~The user is able to fight against seemingly, overwhelming odds
       with ease. They are a capable warrior on the battlefield,
       decimating the enemy single-handedly and with near supernatural
       finesse that pars with the skill of more experienced fighters.
       This ability can manifest into various ways but is usually the
       result of extreme martial skill. Users of this ability are as
       deadly at long-range combat as they are in close quarter.
       Anatomical Intuition:
       ~The user has immense knowledge of anatomy and body functions,
       such as pressure points. They can also gauge a subject’s level
       of health or gauge the level of a subject’s bodily damage, as
       well as any adverse effects that sicknesses or injuries may pose
       in the future.
       Craft Improvisation:
       ~User can improvise in any craft, talent or skill; including
       cooking, smithing, farming, medical treatment/skills, hunting,
       cleaning, building, designing, crafting, textiles, etc.,
       allowing them to make do or improvise with the barest minimum of
       materials, the wrong materials, materials that have nothing to
       do with the craft, and/or anything else needed/not needed for
       the talent in question. Some users may find ways to do things
       even better then they normally would through improvisation
       depending on the users skill level and the craft/talent in
       question.
       Efficacy Intuition:
       ~The user possesses great, if not natural, knowledge of how to
       make the best of themselves. This includes how to make the best
       of their abilities, maximize the situation to full effect,
       making use of what they have available to them, utilizing their
       maximum potential, how to get the best results and how to push
       themselves to get the best of their abilities.
       Escape Artistry:
       ~The user can escape all manner of bonds. The user mind
       deductively analyzes knots, fetters, bonds, etc.
       Fighting Instinct:
       ~User possesses an automatic response mechanism to win in any
       combat by overcoming limitations and adapt techniques or methods
       to ensure victory. They adapt perfectly to all factors,
       achieving maximum efficiency in offense, defense, evasion and
       countering, ensuring optimal success as long as there is the
       slightest chance. This enables user to resist fear and pain,
       maximize and surpass physical boundaries, utilize all of their
       skills in the most efficient manner, and continuously fight
       while unconscious.
       Magic Intuition:
       ~The user has great, if not innate, understanding of magic,
       knowing intuitively/instantly how to perform all forms of magic
       and spells through an innate talent to assimilate extraordinary
       powers or through supernatural means.
       Predator Instinct: The power to possess instincts akin to that
       of a predatory creature. The user possesses predatory instincts,
       allowing them to become masters of hunting and tracking. One
       with this ability can discern numerous factors of a situation
       that make them a master of pursuit and capture. This includes
       what move a foe will make, where they are headed (if the user is
       in the foe’s proximity, or knows the foe fairly well), as well
       as how to effectively cause a foe to play right into one’s hands
       in combat/pursuit.
       Survival Intuition:
       ~The user has intuitive understanding in survival, allowing them
       to actively prepare for emergencies, including possible
       disruptions in social or political order, on scales from local
       to international. Survivalists often acquire emergency medical
       and self-defense training, stockpile food and water, prepare to
       become self-sufficient, and build structures (e.g., a survival
       retreat or an underground shelter) that may help them survive a
       catastrophe.
       This also includes clusters of natural disasters, patterns of
       apocalyptic planetary crises, or "Earth Changes", anthropogenic
       disasters, general collapse of society, financial disruption or
       economic collapse, global pandemic, or widespread chaos or some
       other unexplained apocalyptic event.
       Natural Weaponry:
       ~The user possesses some form of natural weaponry, including
       claws, fangs, horns, beaks, clubbed tails, etc., and knows how
       to use them.
       Enhanced Mauling:
       ~The users possess enhanced skills to rip their enemies to
       shreds with just pure force alone or just a powerful strike.
       Enhanced Polearm Profiency:
       ~Users are able to demonstrate a natural aptitude in the way of
       polearms. The user is able to wield any kind of polearm with
       great speed, power, and skill. As one of the largest (or at
       least longest) classes of weapon that can be carried by normal
       humans, users of this ability excel in keeping enemies at bay
       and maintaining a superior position in combat, having a great
       advantage, at a distance, over opponents wielding smaller melee
       weapons.
       Less conventional techniques employed by masters of polearms
       include stopping large incoming objects, breaking through any
       number of obstructions with powerful thrusts, using the tip as a
       precise long-range slicing tool and blocking incoming attacks
       with the shaft.
       Magic Weaponry:
       ~User can create and/or wield various forms of enchanted
       weaponry that suits their needs in battle whether they be
       offensive or defensive. The weapons are capable of being powered
       by or creating a wide variety or magical powers that often yield
       impressive results. Due to the weapons being powered by magic,
       they also act as a blank slate for different kinds of
       weapon-based abilities.
       *Weapons:*
       Magic Glaive:
       ~Zahra wields a powerful glaive that harness her powers such as
       her solar and her sand powers along with her hoodoo magic.
       Thanks to Willow, this weapon is capable of harming almost any
       creature.
       *Personality:*
       Zahra is introverted, quiet, who doesn't trust others easily.
       She can be a little impatient, and sometimes has trouble holding
       her tongue. She can be a compulsive liar at times. For someone
       who is half werelion, she's not easily angered and is quite
       talkative when comfortable. Though she can be impulsive and
       sometimes rude. Despite her tendency to tell tales, Zahra never
       breaks a promise and is protective of her friends.
       *Bio:*
       ((Will do later))
       *****************************************************