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#Post#: 78--------------------------------------------------
Profile: Zahra Kekai
By: Coolcat207 Date: March 23, 2019, 11:19 pm
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"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))
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