Name: Zafirah Bo'Kara
Race: 1/2 Crattian 1/2 Ninjan
Hair: Red
Skin: Green
Height: 7 feet
Weight: 220lbs
Her mother was a Ninjan and father a Crattian and was instantly shunned by both sides. Ninjan’s found her ‘tainted’ while the Crattian’s saw her ‘imperfect’. Directly after birth, her mother and father separated, and ashamed of her birth, her father left Zafirah with her mother, who from then on never spoke of Zafirah’s father again. Making friends was difficult for her, no one wanted to be around a half Ninjan/Crattian. But one thing that the Ninjeta military force saw, was a power house. Because she was both of both races she not only had the Crattian power of earth manipulation but also had the Ninjan’s superior super strength, endurance and durability making her more powerful than most of the other pure blooded Ninjan soldiers. But she was never truly accepted, only tolerated due to her exceptional fighting abilities.
Powers: Geokinesis Zafirah can create, shape and manipulate earth and "earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc. Being able to manipulate minerals, the possibilities are almost endless. Zafirah can cause avalanches, Earthquakes, mudslides or even quicksand. She is able to manipulate the earthen minerals and mineral compositions to her will and even use her abilities to thrust chunks of ground into the air and towards her enemy. Can make pillars to get to places she cannot reach or even launch her allies into the air.
Travel: Zafirah is able to travel using the earthen elements, able to borrow through the ground or even 'surf' on the ground by manipulating it into allowing her to glide on the surface. This allows her to get away quickly and use less energy so she can save her strength for actual fighting.
Projections: She is able to launch small or large chucks of ground at her enemies several feet away. They can be either as small as pebbles to use as bullet like projectiles or giant spheres used to crush several enemies or even cause damages to vehicles, buildings and such.
Concussive Force: She is able to deliver shockwaves of pure force throughout the ground over a specific target area. This can cause the ground to fracture under her enemies and either allow her enemies to fall into the cracks in the ground she had made or cause them to become unbalanced and open for an attack. She can also use this to create pillars as both offensive and defensive ways.
Stone Explosion: Zafirah is able to create explosions of stone or earth like minerals by manipulating the internal pressure and force them to explode, causing several stone based shrapnel are released, emitting a massive force that can cause lot of damage to different structures.
Subterranean Attacks: Zafirah is able to manipulate the ground that allows an attack to come from under the enemy to attempt to catch them off guard. This is usually done (as an example) by making the Earth below them like quicksand and trapping in the ground.
Seismic Sense She is able to pick up even the slightest vibrations through physical contact with the ground, enabling them to perceive their surroundings as precisely as normal sight. Zafirah is able to sense the structure and materials of solid substances, including the presence of caves, material changes, structural weaknesses, etc. Or even detect beings who walk along the ground.
Ninjan strength Is able to lift up to 200 tons, 100 tons is considered easy. Anything over 150 and they will experience problems
Flight The Ninjans can blitz most opponents, with their speed and flight combined. Due to her Geokinesis, Zafirah prefers to stay on the ground when fighting. She WILL fly if she must (but she's not the best flyer).
Keen Eye-Sight Able to see in X-ray and Ultra-violet sight.
Ninjan Durability/Endurance tough enough to take a good 4 hours of straight punishment before falling.
Weakness: Piercing weapons: While she has the durability and endurance of a Ninjan, she can still be pierced by sharp weapons.
Water/Ice: Will weaken her Ninjan inheritance abilities but will still have her Earth manipulation powers.
Name: Zafirah Bo'Kara
Planet: Kidac
Race: Zur'Kish
In the works
Kidac is a planet that is 15 light years away from Earth, orbits closely to it’s red dwarf sun and is a searing terrestrial planet which has significant volcanism, caused by gravitational tides flexing. Life is almost non-existent on the planet with average temperatures of 1532 K (2297.93 F/1258.85 C) with the exception of creatures that either reside deep within the planet to escape the sun or are nocturnal and are compared to that of insects on Earth.
The Zur’kish are beings who are known for being able to live in the most harsh environments with the most scarce resources. Because of the planets inferno temperatures there is no flowing water found on the surface of the planet. Zur’kish get their water from either insects called “Tuiski”, a small house cat size tick like insect that stores water inside it’s abdomen or through twisted woody like plants called “Riscos” which take time to grow but dry out within a few days after sprouting. There is water found in underground caverns but is usually toxic with sulfur. Some Zur’kish have technology to filter the water but most would rather get their water through the other means. Zur’kish can thrive without water for several months at a time and is usually saved for Zur’kish children who need more water than adults.
Not only are Zur’kish known for survival, but also known for their high durability, strength and aggressive behavior. Their skin is able to withstand both frigid and searing temperatures. Their bones are several times more dense than those of a human, making them almost impossible to break and also allowing them to thrive on planets with stronger force of gravity but also makes it harder for them to survive on planets with large bodies of water even though Zur’kish require less oxygen to survive than other species. When a Zur’kish is on the brink of death either due to injury or lack of nutrients, they are able to enter into a hibernation like sleep that allows their body to not only heal, but allows the Zur’kish to store energy, oxygen and thrive longer without food and water. However most Zur’kish see this as a state of weakness and would rather continue to endure than sleep.
The Zur’kish eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the Zur’kish 240-degree vision, giving them greater visual acuity and awareness of approaching predators and also have vertical pupils which are also most common among nocturnal predators. This pupil shape provides the sharpest way to gauge distance for a prey-snatching leap. Their irises may be red, green, amber, or blue in color.
Male Zur’kish are usually (though not always) taller than the female and have a broader build, though female Zur’kish are also large. The plate of bone on the top of their head are usually the indication for male and female. Males have a more rigid plate while females plates are more smooth and covers more of their head. Both are known for their tempers but females tend to be more logical than the males and with age, become more calmer than the males as well who tend to become more short tempered.
Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual Zur'kish is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species.
Younger Zur'kish have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. Younger Zur'kish tend to have looser plates on their head with soft spots in between. When they grow older the plates grow together to form one whole.
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