Post by Krepta on Nov 18, 2012 19:47:17 GMT -5
Player: Krepta
Cannon or your own: My own.
Civilian Identity: Krepta Eve Draconis
Codename: Spitfire
Nicknames: The Big Red Bat, Your friendly neighborhood fire-breathing monster, Krepta the Big Red Dragon, Dragonface, DC, Dragon-Cop, Godzilla, Spitfire ( Occasional Alias ), "Kid Lizard", Walking Handbag ( courtesy of Lobo. Not her favorite of nicknames. )
Gender: Female
Apparent age: Twenty Years ( Draconic Blood slows the aging process. )
Age: Twenty Seven.
Hair: Krepta doesn't much care for how her hair is styled. However, she does prefer it worn down and long if she can help it, if not, it doesn't really bother her. Her hair is a fairly nice color, a sort of dark copper shade, straight and grown down to her shoulder blades. She keeps it fairly neat when she can, but nothing fancier than quickly brushing it when ever she is able. As it is, because of this, her hair can be fairly messy. While it doesn't seem to slow her down too much, she's considered cutting it off more than once.
Eyes: Dark Green. However, one eye, her left one, is a lighter shade of green than the other, due to a magical attack that left some of her features a little off, and earned that nasty scar across her eye. The eye still works for the most part, but she doesn't see as well in it, and her depth perception is off. Because of this, you'll often see her close the eye when taking aim.
Height and weight: 134 lbs. This is mostly muscle. She's fairly underweight at this point, due to her ordeals, but slowly gaining again. Most of her weight is compact muscle. This is, of course, in human form. She's about the size of a minivan in her dragon form, and likely every bit as heavy. The thinness and muscle definition are much the same in all her forms.
Appearance:
Dragon
Krepta's dragon form is rather stunted in dragon standards, being no bigger than a juvenile, which is the size of a large car, such as a minivan at shoulder height. She's about twice that with the addition of her tail. Her wingspan, is naturally, twice this length in order to enable her to fly. However, her wings are extremely flexible, and don't make much difference in bulk when pulled in.
She has two, light colored horns arching from the back of her head, and a smaller set beneath those, each about a foot long for the largest, and ending in deadly points. One of the top set of horns is cracked and chipped at the point.
She's a fire engine red in scale coloration, while her wing webbings are a darker, wine red and a slightly lighter underbelly. As dragons go, she's also fairly plain looking, with no unique patterning aside from the star in the center of her forehead. Her eyes also remain the same color, a mismatched green, one darker, the other lighter.
Wolf
Krepta's second form is a wolf. This is a average gray wolf, perhaps a little bigger than most of it's kind, but ordinary in every other way. Her fur pattern is mostly varying shades of dark and light grays, while her feet have "boots" of nearly black fur, as does the tip of her muzzle. There is a white patch of fur in the middle of her forehead, and her eyes remain green.
House Cat
Krepta's last form is your average house cat. She's a smaller than average black cat with both a white patch on her chest, and a white patch in the middle of her forehead. Her eyes are again, green, and remain so. In this form, she often wears a blue and silver collar to appear as a pet, with tags to a doctor friend's address.
Human
Krepta, in her human form, is tall for her age and gender, though not for a cross-breed, which are naturally smaller as dragons go, but larger as humans go. Her coppery hair is often left loose and wild, leaving her looking more animal than human. There is a harsh feral look to those mismatched, envy green eyes, and a certain primal wariness to her stance. She's seen and done a lot, and been a lot of places that few others would ever dare to go, and it shows. Scars litter her form, of all shapes and sizes--- some more prominent than others.
Her facial scars are the most noticeable, with one across the silvery, star-shaped patch of skin on her fore-head, another across the bridge of her nose, as well as some across the left side of her lips, and one more across her bad eye. After that, the raised, long ones along her neck come to attention, as well as some similar ones on her arms, legs, and the small of her back. Each scar tells a story, and none of them are pleasant ones.
However, despite the scars, there's a kind of exotic fierceness to her--- a result of her unusual heritage. Her high cheek-bones, pert nose, and lightly pointed ears almost lend a fae-like appearance, only to be marred by stolen and borrowed clothes, both too large and well worn. She's fond of dark colors-- blues, blacks, earth tones, and casual wear, such as jeans, sneakers, and t-shirts, but she'll get what ever she can steal, so her ensemble is usually rather mixed in style.
Abilities:
Natural
Besides being human, Krepta has also gained Shapeshifting abilities from her father's side. All dragons are capable of shapeshifting, but Krepta has a limited range of forms, being half human, which has dulled the magic in her blood. Her shapeshifting, being magic based, allows her to retain her clothing as well, losing them for her non-human shifts, and regaining them when she returns to her human form. It is suspected that the clothing, when she shifts, becomes some other material entirely, probably magic based, as, if she puts a lot of focus and energy into it, she can change their appearance simply by will, this takes a ridiculous amount of energy for such a simple task, and it's easier just to retain what she had on in the first place.
Dragon
Dragons themselves are very hardy creatures, and not much can penetrate their scales. However, there are some weak spots, such as the armpits, some areas of the underbelly, the area just under the jaw, the nostrils, the eyes, the mouth, and the wing webbings. Any area where they must be flexible, the skin must be soft enough to allow them to move, thus making them weak points. At any of these points, a mere knife-stroke with enough force could likely pierce through.
The wing webbings are the most dangerous place for a dragon to be hit. To retain the poorly insulated wing's proper temperature at high altitudes, there is a lot of blood flow to the area, and if hit in the right spot, the dragon may bleed out because of it. They, unlike most of the rest of the dragon, are made of soft, flexible tissue, not unlike tough leather.
Dragons also have unique and powerful lungs. All of a dragon is fire-proof, as they do indeed breath fire, including the lungs, which are very hardy and adaptable. This makes them very good for high or low pressure situations as well, living diving down fairly good distances, or flying to heights that most other animals can't. A dragon can hold it's breath for up to two hours, if undisturbed. As for the fire breath, the older the dragon, the hotter fire they are capable of, and the more control they have over it. In fact, many dragons can superheat their bodies to white hot temperatures, ridding themselves of parasites and pathogens, thusly, dragons don't often get sick. Krepta herself has become particularly good at controlling this. She's had a lot of practice over the years, as the people she fights tend to cling to places they think she can't reach. How wrong they are.
Dragons are mostly diurnal creatures, but they often dwell in dark or poorly lit environments, being fond of underground areas where they feel safest. Because of this, they have both excellent night and day vision, and can see in near total darkness, though they seem to be more comfortable with some sort of light source.
Krepta is also capable of transforming into both a gray wolf and your average house cat, both which have their own uses depending on the situation. It's possible that she could also learn new forms with enough practice and observation, but she's never tried. Krepta's a stubborn beast, and tends to stick to what she already knows.
Learned
While Krepta rarely fights in her human form, she's not untrained. After all, she was an active member of what amounted to a team of superhuman police. While she skipped out on some training, there was some she learned in the field, and some she simply took to. However, she's pretty rusty in all of these things, and tends to be unsure of herself in human form on top of it.
+Unarmed Combat ( Grappling )
+Unarmed Combat ( Kicking )
+Unarmed Combat ( Hands )
+Various Street Fighting Techniques
+Stand Up, Clinch, and Ground Fighting, often known for being used in Mixed Martial Arts Competitions. Stand up is a mixture of boxing, kick boxing, and full contact karate. Clinch comes from a mixture of freestyle, Greco-Roman wrestling, Sambo, and Judo, while Ground combines Brazilian Jiu-Jitsu, Shoot Wrestling, Catch Wrestling, Judo, and Sambo. Ground is used to achieve and prevent submission holds.
Krepta is also trained in fencing and has dabbled in a few other forms of sword play, but really does not like to use swords, or any other weapon for that matter, so unless it's for something formal, you're not likely to see these skills displayed.
Krepta, because of the events of her life, has had only a highschool education, formally, but has learned much more under the guidance of various tutors. She's a smart girl, but usually relies on others to do the more technical stuff while she takes out the bad guys. If she can't break it to fix it, then it's someone else's problem, most of the time.
Krepta can drive, though technically has no driver's license anymore. She can also pilot various other vehicles, including boats and jets, and small planes. She knows how to do simple reprogramming, but isn't much help when things become more complicated. Her answer to disarming bombs, for example, is to fly away with them.
Equipment: Not any, though she occasionally will take 'trophies' from places or battles, or exhibit small signs of hoarding behavior.
Origin of Abilities: Krepta is a half-breed of dragon and human. Her mother was human, and her father dragon. Among other things, Dragons have a unique, inherit knack for shapeshifting, a fact that both allowed Krepta's mother to conceive as well as for Krepta to come into her own powers.
The learned abilities, like her fighting skills were taught to her by her uncle and his friends after her parent's deaths. Draco, Viro, and Sol each had their own piece to add to the puzzle, and though she's fairly rusty by this point, their training still comes in handy sometimes.
Weaknesses: Being a dragon isn't always that good. While they are fairly well protected physically, they have an aversion to telepaths, which can cause a sensation much like claustrophobia if they aren't careful, and most dragons have an innate fear of them, a trait that came about due to a telepathic predator that preyed upon their ancestors. It's akin to how human beings still fear the dark because of what lurked in those shady places during prehistoric times. It can be over come, but not easily.
Because telepaths cause many of them to panic nearly instantly, they are weak against telepathic attacks, as well as astral and empathic. Most have never learned to shield themselves, and for what ever reason, seem to have thinner mental shields naturally. This doesn't not mean they are stupid-- far from it. Merely, emotionally and spiritually, many don't have the control it takes to protect themselves.
Beyond the problem with telepaths, dragons, with as much body heat as they produce, are still reptiles. With enough cold, dragons will fall into a sluggish state, and eventually hibernation. They can survive well enough in the cold, but more than a few hours isn't too good for them, and uses up the vital energy it takes to create their body heat. The longer they're in the cold, the less energy they have to produce the heat it takes to keep warm.
Because of the nature of dragon scales, they act as powerful conductors. Electricity doesn't generally seriously harm a dragon, as it's usually the heat that harms most beings. However, enough of a jolt can cause them to spasm, pass out, or even cause their heart to stop.
These are all physical weakness's, of course. Besides all those and many old injuries that often act up and can be taken advantage of, Krepta has a lot of inner damage and personal demons. Under the right circumstances, Krepta could easily crumble and fall prey to her more feral self, The Beast, in which she is all hind-brain and little else. Krepta's psyche is delicate, for many reasons-- PTSD, phobias ( Fae, Vampires, Small Spaces, Being Restrained ), and some pretty extreme authority issues. Krepta suffers from depressive episodes as well as this, where she may stop eating or drinking for a period of time unless forced to. All in all, she's a bit of a mess.
And then there's the little matter of Krepta's more primal self--- a kind of secondary personality that arose perhaps out of trauma, or perhaps out of her own strange genetics. Either way, it's dangerous, it's wild, and it's hungry. The Beast usually only surfaces when Krepta is in a deep state of panic or badly wounded, perhaps as a last ditch effort at defending herself. When The Beast comes around, though, all hell usually breaks loose, because The Beast is all animal and doesn't have any of the moral misgivings that Krepta does.
Lastly, Krepta cannot sleep in her shifted forms. While she may naturally hibernate in her dragon form, turning off one half of her brain at a time much like dragons do, this will only last her a week or so. Eventually, Krepta must revert back into her human form to truly sleep, and when that happens she's far more vulnerable than when she is shifted. Also, if Krepta is knocked unconscious, she will revert as well. She cannot maintain a shifted form while asleep.
Personalty: Krepta is a complicated creature in many ways, and her personality and reasons why she's the way she is can't be explained all in one paragraph, or likely even one page. She will often contradict herself in many ways, and there are always special situations, of course. However, she has certain habits and traits that are more often than not consistent and will give you the gist of what she's like.
Krepta, in general, is a stubborn beast. If asked to do something respectfully, she will likely honor the request, but if she's told to do something, she will most certainly dig her heels in and hard. The same goes for if she seems to think the person in question is trying to exorcise authority over her; she seems to have some very deep rooted authority issues, most likely stemming from the multitude of betrayals and ill treatment she's received over the course of her life, or maybe she's just a stubborn arse. She'd rather be the leader than the follower if she has to choose, but prefers to be neutral. She doesn't like being responsible for other people, but at the same time seems to fall naturally into the rhythm of taking over a situation if she feels it's needed.
As well, likely for the same reasons, Krepta is hard pressed to put her trust in others, which is likely why she so often seeks to take over from others that she doesn't think know what they're doing. She may be kind or polite to those who treat her the same, and she may even consider others friends, but there are very, very few she trusts on any but a basic level. Don't mistake her being chatty for trust-- if caught in the right mood Krepta will spill her life's story, but then vanish into the background and won't return for weeks. This has led to self isolation and some extreme control issues in many cases. Physical contact, talking about personal emotions, and accepting comfort are all things she has a hard time with. She prefers to stick to the facts, or other people's problems rather than her own. She doesn't like to sleep or take her human for around others if she can help it either.
This self imposed isolation has also led to a deep, often unexpressed sadness, and sadness to anger. She longs to seek company with others, like any other human being, but often doesn't know how, or starts to suffer from extreme self doubt and low self esteem when anyone starts to get close. This, of course, leads to Krepta's typical response to these emotions which is to become surly and sarcastic.
Krepta suffers from many mental ailments that have slowly built up over the years; depression, PTSD, various phobias all plague her. If someone has given her the perception that they are a threat-- a slap, a shove, threatening words or body language, she will likely fly off the handle quickly and violently, and will be slow to calm down. Likewise, fear and anger seem to have no line between them with her. Krepta, for the most part, rarely displays true fear, and often reacts to what she is afraid of with anger, attempting to dispatch the threat as quickly and efficiently as possible. She will also resist displaying anything that she perceives as weakness, for fear of others taking advantage of it.
While Krepta has many faults, she is also a survivor. Her stubborn attitude and willingness to defend herself and what she believes in has helped keep her alive and mostly together ever since that fateful event with Shadeslayer. She is socially awkward, often blunt to a fault, unsure of herself, and quick to anger, but she's also one tough woman. Despite the many strange and often disastrous events that have taken place during her lifetime, if she's knocked down, she'll get back up again. She's quick to find solutions to problems, conventionally or otherwise, and is useful to have along if you ever get lost in the woods. One thing Krepta is good at is surviving.
While you may not win Krepta's trust, if you can win her loyalty, it is almost undying, and she will put her life on the line for someone she believes is her friend or is under her protection. She is also willing to die for her beliefs and has a very strong personal moral code. If she believes she's broken this in any way it will plague her until she fixes her mistake.
Despite all her issues, really, Krepta is one of the good guys-- or at least, she tries. She's done things she's not proud of in her past, like anyone else, though because she's often a ton or two of dragon-flesh, these things tend to snowball quite a bit more. For the most part, though, you can rely on her to try and do the right thing, as long as she believes it's the right thing.
As mentioned, Krepta's a very complex creature, and what's been explained is barely the tip of the iceberg. In order to truly know Krepta for what who she is, you'll have to get to know her.
Background:There is a realm called Faerie, which is a dimension parallel to earth. Long ago, the two were connected to each other, and the residents of each traveled freely between the worlds. However, it came to be that the humans, becoming very superstitious, and increasingly primitive in nature, waged war on the other intelligent races of Earth. This caused a rift in the worlds when, unable to win against the human's seemingly endless numbers, the other races of the world retreated to Faerie, sealing it off from Earth completely.
Years passed, of course, and human beings marginally improved in morals, and greatly improved in technology. Creatures such as dragons were completely forgotten and dismissed as myths and fairy-tales. However, the residents of Faerie had not forgotten the humans. How could they? A law was made that no human should ever set foot on Faerie soil.
As it was, love tends to cross all boundaries, and so it did. Trade routes were still open to Earth, as long as these traders kept what they were a secret. A young dragon King met a human woman and fell in love. He revealed himself to her and took her to his home, only to be caught with her shortly after. It turned out that he had gotten the human woman pregnant, and so, instead of separating the two lovers, the Dragon Council declared that the wayward king be imprisoned in his human shape and banished to Earth. The human woman gave birth to a baby girl, and the two settled down to a happy life. That baby girl was Krepta.
Krepta grew up not knowing of her heritage. That was, up until one day, at the start of one fateful summer vacation during the last years of her high-school career. Her parents were kidnapped by her mad uncle, Shadeslayer, and taken back to Faerie, which he had laid siege on. The was a curse placed on the Draconis family to protect Faerie from him. As long as at least one Draconis remained, the crazed Draconic Umbramancer could not reach his full potential of power. He attempted to take Krepta too, but she was rescued by friends of her father, a half vampire, a were-wolf, and a Hyv-Tewric. They attempted to take her to safety, but the lure of her parents in peril was too much, and she went to their rescue alone, having escaped her protectors.
When she arrived, she found she had bitten off more than she could chew, and was nearly killed by the hulking, shadowy beast. Luckily, or perhaps not so, her father came to the rescue, heavily weakening Shadeslayer before he slew both the parents. The death of her parents was enough stress to activate her abilities, and she destroyed Shadeslayer, or so she thought.
Returning to Earth with Sol, the Hyv-Tewric, and Viro, the Half-vampire, Krepta attempted to start a new life through her grief. Crime fighting gave her an outlet that she accepted with bravado, perhaps a little too much. She was known for her not-so-gentle tactics and devil-may-care attitude, which, when Sladeslayer resurfaced and hired someone to frame her for murder, it was all too easy to do.
She fled, unable to cope with both with the law and the criminals out for her head, and wound up where she is now, seeking refuge and trying to sort out her mess of a life the best she can. Friends have come and friends have gone. She's attempted to start a new life-- perhaps a shadow of the old one, but better than the well of self-pity she was previously living in.
Of course, there are other events of her life that Krepta merely refuses to talk about no matter what, and no doubt she'd forget them herself if she could. All she'll say is that she's not too fond of unicorns or nagas.
Base of Operations: Gotham City ( DC Universe ) Though she's lived for a time in some others as well. This is where it all started.
Criminal Record: Supposedly three counts of murder, though it never went to trail, and she vanished before she could be tried. Breaking and entering, evading arrest, petty theft, destruction of property, theft of livestock, assault and battery.
Cannon or your own: My own.
Civilian Identity: Krepta Eve Draconis
Codename: Spitfire
Nicknames: The Big Red Bat, Your friendly neighborhood fire-breathing monster, Krepta the Big Red Dragon, Dragonface, DC, Dragon-Cop, Godzilla, Spitfire ( Occasional Alias ), "Kid Lizard", Walking Handbag ( courtesy of Lobo. Not her favorite of nicknames. )
Gender: Female
Apparent age: Twenty Years ( Draconic Blood slows the aging process. )
Age: Twenty Seven.
Hair: Krepta doesn't much care for how her hair is styled. However, she does prefer it worn down and long if she can help it, if not, it doesn't really bother her. Her hair is a fairly nice color, a sort of dark copper shade, straight and grown down to her shoulder blades. She keeps it fairly neat when she can, but nothing fancier than quickly brushing it when ever she is able. As it is, because of this, her hair can be fairly messy. While it doesn't seem to slow her down too much, she's considered cutting it off more than once.
Eyes: Dark Green. However, one eye, her left one, is a lighter shade of green than the other, due to a magical attack that left some of her features a little off, and earned that nasty scar across her eye. The eye still works for the most part, but she doesn't see as well in it, and her depth perception is off. Because of this, you'll often see her close the eye when taking aim.
Height and weight: 134 lbs. This is mostly muscle. She's fairly underweight at this point, due to her ordeals, but slowly gaining again. Most of her weight is compact muscle. This is, of course, in human form. She's about the size of a minivan in her dragon form, and likely every bit as heavy. The thinness and muscle definition are much the same in all her forms.
Appearance:
Dragon
Krepta's dragon form is rather stunted in dragon standards, being no bigger than a juvenile, which is the size of a large car, such as a minivan at shoulder height. She's about twice that with the addition of her tail. Her wingspan, is naturally, twice this length in order to enable her to fly. However, her wings are extremely flexible, and don't make much difference in bulk when pulled in.
She has two, light colored horns arching from the back of her head, and a smaller set beneath those, each about a foot long for the largest, and ending in deadly points. One of the top set of horns is cracked and chipped at the point.
She's a fire engine red in scale coloration, while her wing webbings are a darker, wine red and a slightly lighter underbelly. As dragons go, she's also fairly plain looking, with no unique patterning aside from the star in the center of her forehead. Her eyes also remain the same color, a mismatched green, one darker, the other lighter.
Wolf
Krepta's second form is a wolf. This is a average gray wolf, perhaps a little bigger than most of it's kind, but ordinary in every other way. Her fur pattern is mostly varying shades of dark and light grays, while her feet have "boots" of nearly black fur, as does the tip of her muzzle. There is a white patch of fur in the middle of her forehead, and her eyes remain green.
House Cat
Krepta's last form is your average house cat. She's a smaller than average black cat with both a white patch on her chest, and a white patch in the middle of her forehead. Her eyes are again, green, and remain so. In this form, she often wears a blue and silver collar to appear as a pet, with tags to a doctor friend's address.
Human
Krepta, in her human form, is tall for her age and gender, though not for a cross-breed, which are naturally smaller as dragons go, but larger as humans go. Her coppery hair is often left loose and wild, leaving her looking more animal than human. There is a harsh feral look to those mismatched, envy green eyes, and a certain primal wariness to her stance. She's seen and done a lot, and been a lot of places that few others would ever dare to go, and it shows. Scars litter her form, of all shapes and sizes--- some more prominent than others.
Her facial scars are the most noticeable, with one across the silvery, star-shaped patch of skin on her fore-head, another across the bridge of her nose, as well as some across the left side of her lips, and one more across her bad eye. After that, the raised, long ones along her neck come to attention, as well as some similar ones on her arms, legs, and the small of her back. Each scar tells a story, and none of them are pleasant ones.
However, despite the scars, there's a kind of exotic fierceness to her--- a result of her unusual heritage. Her high cheek-bones, pert nose, and lightly pointed ears almost lend a fae-like appearance, only to be marred by stolen and borrowed clothes, both too large and well worn. She's fond of dark colors-- blues, blacks, earth tones, and casual wear, such as jeans, sneakers, and t-shirts, but she'll get what ever she can steal, so her ensemble is usually rather mixed in style.
Abilities:
Natural
Besides being human, Krepta has also gained Shapeshifting abilities from her father's side. All dragons are capable of shapeshifting, but Krepta has a limited range of forms, being half human, which has dulled the magic in her blood. Her shapeshifting, being magic based, allows her to retain her clothing as well, losing them for her non-human shifts, and regaining them when she returns to her human form. It is suspected that the clothing, when she shifts, becomes some other material entirely, probably magic based, as, if she puts a lot of focus and energy into it, she can change their appearance simply by will, this takes a ridiculous amount of energy for such a simple task, and it's easier just to retain what she had on in the first place.
Dragon
Dragons themselves are very hardy creatures, and not much can penetrate their scales. However, there are some weak spots, such as the armpits, some areas of the underbelly, the area just under the jaw, the nostrils, the eyes, the mouth, and the wing webbings. Any area where they must be flexible, the skin must be soft enough to allow them to move, thus making them weak points. At any of these points, a mere knife-stroke with enough force could likely pierce through.
The wing webbings are the most dangerous place for a dragon to be hit. To retain the poorly insulated wing's proper temperature at high altitudes, there is a lot of blood flow to the area, and if hit in the right spot, the dragon may bleed out because of it. They, unlike most of the rest of the dragon, are made of soft, flexible tissue, not unlike tough leather.
Dragons also have unique and powerful lungs. All of a dragon is fire-proof, as they do indeed breath fire, including the lungs, which are very hardy and adaptable. This makes them very good for high or low pressure situations as well, living diving down fairly good distances, or flying to heights that most other animals can't. A dragon can hold it's breath for up to two hours, if undisturbed. As for the fire breath, the older the dragon, the hotter fire they are capable of, and the more control they have over it. In fact, many dragons can superheat their bodies to white hot temperatures, ridding themselves of parasites and pathogens, thusly, dragons don't often get sick. Krepta herself has become particularly good at controlling this. She's had a lot of practice over the years, as the people she fights tend to cling to places they think she can't reach. How wrong they are.
Dragons are mostly diurnal creatures, but they often dwell in dark or poorly lit environments, being fond of underground areas where they feel safest. Because of this, they have both excellent night and day vision, and can see in near total darkness, though they seem to be more comfortable with some sort of light source.
Krepta is also capable of transforming into both a gray wolf and your average house cat, both which have their own uses depending on the situation. It's possible that she could also learn new forms with enough practice and observation, but she's never tried. Krepta's a stubborn beast, and tends to stick to what she already knows.
Learned
While Krepta rarely fights in her human form, she's not untrained. After all, she was an active member of what amounted to a team of superhuman police. While she skipped out on some training, there was some she learned in the field, and some she simply took to. However, she's pretty rusty in all of these things, and tends to be unsure of herself in human form on top of it.
+Unarmed Combat ( Grappling )
+Unarmed Combat ( Kicking )
+Unarmed Combat ( Hands )
+Various Street Fighting Techniques
+Stand Up, Clinch, and Ground Fighting, often known for being used in Mixed Martial Arts Competitions. Stand up is a mixture of boxing, kick boxing, and full contact karate. Clinch comes from a mixture of freestyle, Greco-Roman wrestling, Sambo, and Judo, while Ground combines Brazilian Jiu-Jitsu, Shoot Wrestling, Catch Wrestling, Judo, and Sambo. Ground is used to achieve and prevent submission holds.
Krepta is also trained in fencing and has dabbled in a few other forms of sword play, but really does not like to use swords, or any other weapon for that matter, so unless it's for something formal, you're not likely to see these skills displayed.
Krepta, because of the events of her life, has had only a highschool education, formally, but has learned much more under the guidance of various tutors. She's a smart girl, but usually relies on others to do the more technical stuff while she takes out the bad guys. If she can't break it to fix it, then it's someone else's problem, most of the time.
Krepta can drive, though technically has no driver's license anymore. She can also pilot various other vehicles, including boats and jets, and small planes. She knows how to do simple reprogramming, but isn't much help when things become more complicated. Her answer to disarming bombs, for example, is to fly away with them.
Equipment: Not any, though she occasionally will take 'trophies' from places or battles, or exhibit small signs of hoarding behavior.
Origin of Abilities: Krepta is a half-breed of dragon and human. Her mother was human, and her father dragon. Among other things, Dragons have a unique, inherit knack for shapeshifting, a fact that both allowed Krepta's mother to conceive as well as for Krepta to come into her own powers.
The learned abilities, like her fighting skills were taught to her by her uncle and his friends after her parent's deaths. Draco, Viro, and Sol each had their own piece to add to the puzzle, and though she's fairly rusty by this point, their training still comes in handy sometimes.
Weaknesses: Being a dragon isn't always that good. While they are fairly well protected physically, they have an aversion to telepaths, which can cause a sensation much like claustrophobia if they aren't careful, and most dragons have an innate fear of them, a trait that came about due to a telepathic predator that preyed upon their ancestors. It's akin to how human beings still fear the dark because of what lurked in those shady places during prehistoric times. It can be over come, but not easily.
Because telepaths cause many of them to panic nearly instantly, they are weak against telepathic attacks, as well as astral and empathic. Most have never learned to shield themselves, and for what ever reason, seem to have thinner mental shields naturally. This doesn't not mean they are stupid-- far from it. Merely, emotionally and spiritually, many don't have the control it takes to protect themselves.
Beyond the problem with telepaths, dragons, with as much body heat as they produce, are still reptiles. With enough cold, dragons will fall into a sluggish state, and eventually hibernation. They can survive well enough in the cold, but more than a few hours isn't too good for them, and uses up the vital energy it takes to create their body heat. The longer they're in the cold, the less energy they have to produce the heat it takes to keep warm.
Because of the nature of dragon scales, they act as powerful conductors. Electricity doesn't generally seriously harm a dragon, as it's usually the heat that harms most beings. However, enough of a jolt can cause them to spasm, pass out, or even cause their heart to stop.
These are all physical weakness's, of course. Besides all those and many old injuries that often act up and can be taken advantage of, Krepta has a lot of inner damage and personal demons. Under the right circumstances, Krepta could easily crumble and fall prey to her more feral self, The Beast, in which she is all hind-brain and little else. Krepta's psyche is delicate, for many reasons-- PTSD, phobias ( Fae, Vampires, Small Spaces, Being Restrained ), and some pretty extreme authority issues. Krepta suffers from depressive episodes as well as this, where she may stop eating or drinking for a period of time unless forced to. All in all, she's a bit of a mess.
And then there's the little matter of Krepta's more primal self--- a kind of secondary personality that arose perhaps out of trauma, or perhaps out of her own strange genetics. Either way, it's dangerous, it's wild, and it's hungry. The Beast usually only surfaces when Krepta is in a deep state of panic or badly wounded, perhaps as a last ditch effort at defending herself. When The Beast comes around, though, all hell usually breaks loose, because The Beast is all animal and doesn't have any of the moral misgivings that Krepta does.
Lastly, Krepta cannot sleep in her shifted forms. While she may naturally hibernate in her dragon form, turning off one half of her brain at a time much like dragons do, this will only last her a week or so. Eventually, Krepta must revert back into her human form to truly sleep, and when that happens she's far more vulnerable than when she is shifted. Also, if Krepta is knocked unconscious, she will revert as well. She cannot maintain a shifted form while asleep.
Personalty: Krepta is a complicated creature in many ways, and her personality and reasons why she's the way she is can't be explained all in one paragraph, or likely even one page. She will often contradict herself in many ways, and there are always special situations, of course. However, she has certain habits and traits that are more often than not consistent and will give you the gist of what she's like.
Krepta, in general, is a stubborn beast. If asked to do something respectfully, she will likely honor the request, but if she's told to do something, she will most certainly dig her heels in and hard. The same goes for if she seems to think the person in question is trying to exorcise authority over her; she seems to have some very deep rooted authority issues, most likely stemming from the multitude of betrayals and ill treatment she's received over the course of her life, or maybe she's just a stubborn arse. She'd rather be the leader than the follower if she has to choose, but prefers to be neutral. She doesn't like being responsible for other people, but at the same time seems to fall naturally into the rhythm of taking over a situation if she feels it's needed.
As well, likely for the same reasons, Krepta is hard pressed to put her trust in others, which is likely why she so often seeks to take over from others that she doesn't think know what they're doing. She may be kind or polite to those who treat her the same, and she may even consider others friends, but there are very, very few she trusts on any but a basic level. Don't mistake her being chatty for trust-- if caught in the right mood Krepta will spill her life's story, but then vanish into the background and won't return for weeks. This has led to self isolation and some extreme control issues in many cases. Physical contact, talking about personal emotions, and accepting comfort are all things she has a hard time with. She prefers to stick to the facts, or other people's problems rather than her own. She doesn't like to sleep or take her human for around others if she can help it either.
This self imposed isolation has also led to a deep, often unexpressed sadness, and sadness to anger. She longs to seek company with others, like any other human being, but often doesn't know how, or starts to suffer from extreme self doubt and low self esteem when anyone starts to get close. This, of course, leads to Krepta's typical response to these emotions which is to become surly and sarcastic.
Krepta suffers from many mental ailments that have slowly built up over the years; depression, PTSD, various phobias all plague her. If someone has given her the perception that they are a threat-- a slap, a shove, threatening words or body language, she will likely fly off the handle quickly and violently, and will be slow to calm down. Likewise, fear and anger seem to have no line between them with her. Krepta, for the most part, rarely displays true fear, and often reacts to what she is afraid of with anger, attempting to dispatch the threat as quickly and efficiently as possible. She will also resist displaying anything that she perceives as weakness, for fear of others taking advantage of it.
While Krepta has many faults, she is also a survivor. Her stubborn attitude and willingness to defend herself and what she believes in has helped keep her alive and mostly together ever since that fateful event with Shadeslayer. She is socially awkward, often blunt to a fault, unsure of herself, and quick to anger, but she's also one tough woman. Despite the many strange and often disastrous events that have taken place during her lifetime, if she's knocked down, she'll get back up again. She's quick to find solutions to problems, conventionally or otherwise, and is useful to have along if you ever get lost in the woods. One thing Krepta is good at is surviving.
While you may not win Krepta's trust, if you can win her loyalty, it is almost undying, and she will put her life on the line for someone she believes is her friend or is under her protection. She is also willing to die for her beliefs and has a very strong personal moral code. If she believes she's broken this in any way it will plague her until she fixes her mistake.
Despite all her issues, really, Krepta is one of the good guys-- or at least, she tries. She's done things she's not proud of in her past, like anyone else, though because she's often a ton or two of dragon-flesh, these things tend to snowball quite a bit more. For the most part, though, you can rely on her to try and do the right thing, as long as she believes it's the right thing.
As mentioned, Krepta's a very complex creature, and what's been explained is barely the tip of the iceberg. In order to truly know Krepta for what who she is, you'll have to get to know her.
Background:There is a realm called Faerie, which is a dimension parallel to earth. Long ago, the two were connected to each other, and the residents of each traveled freely between the worlds. However, it came to be that the humans, becoming very superstitious, and increasingly primitive in nature, waged war on the other intelligent races of Earth. This caused a rift in the worlds when, unable to win against the human's seemingly endless numbers, the other races of the world retreated to Faerie, sealing it off from Earth completely.
Years passed, of course, and human beings marginally improved in morals, and greatly improved in technology. Creatures such as dragons were completely forgotten and dismissed as myths and fairy-tales. However, the residents of Faerie had not forgotten the humans. How could they? A law was made that no human should ever set foot on Faerie soil.
As it was, love tends to cross all boundaries, and so it did. Trade routes were still open to Earth, as long as these traders kept what they were a secret. A young dragon King met a human woman and fell in love. He revealed himself to her and took her to his home, only to be caught with her shortly after. It turned out that he had gotten the human woman pregnant, and so, instead of separating the two lovers, the Dragon Council declared that the wayward king be imprisoned in his human shape and banished to Earth. The human woman gave birth to a baby girl, and the two settled down to a happy life. That baby girl was Krepta.
Krepta grew up not knowing of her heritage. That was, up until one day, at the start of one fateful summer vacation during the last years of her high-school career. Her parents were kidnapped by her mad uncle, Shadeslayer, and taken back to Faerie, which he had laid siege on. The was a curse placed on the Draconis family to protect Faerie from him. As long as at least one Draconis remained, the crazed Draconic Umbramancer could not reach his full potential of power. He attempted to take Krepta too, but she was rescued by friends of her father, a half vampire, a were-wolf, and a Hyv-Tewric. They attempted to take her to safety, but the lure of her parents in peril was too much, and she went to their rescue alone, having escaped her protectors.
When she arrived, she found she had bitten off more than she could chew, and was nearly killed by the hulking, shadowy beast. Luckily, or perhaps not so, her father came to the rescue, heavily weakening Shadeslayer before he slew both the parents. The death of her parents was enough stress to activate her abilities, and she destroyed Shadeslayer, or so she thought.
Returning to Earth with Sol, the Hyv-Tewric, and Viro, the Half-vampire, Krepta attempted to start a new life through her grief. Crime fighting gave her an outlet that she accepted with bravado, perhaps a little too much. She was known for her not-so-gentle tactics and devil-may-care attitude, which, when Sladeslayer resurfaced and hired someone to frame her for murder, it was all too easy to do.
She fled, unable to cope with both with the law and the criminals out for her head, and wound up where she is now, seeking refuge and trying to sort out her mess of a life the best she can. Friends have come and friends have gone. She's attempted to start a new life-- perhaps a shadow of the old one, but better than the well of self-pity she was previously living in.
Of course, there are other events of her life that Krepta merely refuses to talk about no matter what, and no doubt she'd forget them herself if she could. All she'll say is that she's not too fond of unicorns or nagas.
Base of Operations: Gotham City ( DC Universe ) Though she's lived for a time in some others as well. This is where it all started.
Criminal Record: Supposedly three counts of murder, though it never went to trail, and she vanished before she could be tried. Breaking and entering, evading arrest, petty theft, destruction of property, theft of livestock, assault and battery.