Post by Krepta on Apr 19, 2011 19:11:37 GMT -5
// logon: please enter pin: XX-XXX-XXX
// accessing c.a.d.m.u.s. databanks: entry raiden
// last updated: 05/06/2011 1:27 AM EST
// accessing c.a.d.m.u.s. databanks: entry raiden
// last updated: 05/06/2011 1:27 AM EST
Image
[Art by Kae]
[Art by Kae]
//Basic Information
Played by: Krepta
Codename: Spit-Fire ( Usually only when she can't give her real name. )
Civilian Identity: Krepta Eve Draconis
Nicknames: The Big Red Bat, Your friendly neighborhood fire-breathing monster, Krepta the Big Red Dragon, Dragonface, DC, Dragon-Cop
Gender: Female
//Description
Age: Twenty-seven years
Apparent age: Twenty Years
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.
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.
Height and weight: 5'9" 134 lbs. This is mostly muscle. She's fairly underweight at this point, due to her ordeals, but slowly gaining again. This is, of course, in human form.
Appearance: Krepta tends to be a little on the thin side, but pretty wiry. She's seen a lot of fighting and can hold her own and looks it too. Her skin, though naturally a light olive color, is more often a light sunburned color than that. She has bright green eyes, an unusual trait that runs in her family, and shoulder length, chestnut colored hair. She wears her hair straight, usually kept down, but often a little messy. As she doesn't often stay put, she doesn't often have time to really primp and preen.
She's also fairly tall, about 5'8"-5'9", and not very shapely. If she wanted to, she could probably pass for a very feminine boy. She isn't unattractive though, at least in the face, but she's not a supermodel either. Thankfully, most of the scars she has on her face are small, and while noticeable, not disfiguring. She has one across her left eye, the same eye that she can't see as well out of. While she wasn't blinded by the blow that caused the scar, she could probably use corrective surgery or glasses. This same eye is a lighter color than the other eye-- a sign of the damage to the actual eye.
However, she does have some rather painful looking scars further down. There are two fairly noticeable ones. One is a silvery, ropey scar going from the front of her shoulder, down to her arm pit on the right side, and mirroring it almost, a scar on her left knee, starting from the top of the kneecap and traveling a little ways up her thigh. While she tends to be more jaded than ashamed of her scars, you still aren't very likely to see her in something like a bathing suit or a mini-skirt. Not that mini-skirts are her thing anyhow.
She prefers the good old jeans, sneakers, and any old t-shirt. She really isn't picky. Maybe she'd clean up nice, but we'll probably never know. She is vocally opposed to dresses and the like. She prefers comfortable clothing and that's that. Her ears aren't pierced either, but you might see her wear the odd bracelet or simple necklace. This is rare though, as she comments that they're, "good for grabbing."
//Abilities: Meta and Natural
Natural Abilities
Hand to Hand Combat
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. However, while she knows these fighting forms, she's about average in skill and not particularly practiced. She could take the average mugger in a hand to hand fight, but unlikely anyone tougher.
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.
Meta Abilities
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. However, this takes a rediculous amount of energy for such a simple task, and it's easier just to retain what she had on in the first place.
Dragon
Krepta's not a very big dragon, strictly speaking. She's only about the size of a mini-van with wings in. Her wingspan itself is about twice that, and thus, is very ungainly on the ground. Her top-scales are a vibrant ruby red color, while her underbelly is much paler, almost cream colored. The webbing between her wings is a darker red, almost the color of a good wine. Other than that, there isn't much color variation.
In stature, she's the commonly depicted six limbed scaly beasty. She has powerful fore-limbs, tipped with sharp claws, but unlike her hind claws, her front claws are more like hands, and have fully functioning ( if sharp ) opposable thumbs. The general build of her body is very horse-like, with a big, barrel chest for taking in lots of oxygen in cold, thin air, as you often find at the kind of heights she's capable of traversing. Her neck is muscular, and vaguely serpentine, but again, more horse-like than the long, thin neck often depicted. Her neck is more flexible than a horse's, but shorter than often seen in story books. Her head is vaguely saurian in shape, with a long, rounded snout, large nostrils, small, but sharp eyes, bony eye ridges, and a double set of thick, bony horns. The top set is longer, sweeping back towards the shoulders in an arch, and the second set, likewise, but shorter, and set closer to the jaw. One of the top horns is chipped. Her tail, again, is less exaggerated than seen in stories, and is more likely used as a rudder during flight than a weapon. However, if she turns her whole body quickly, or swings her hips, she can crack someone pretty soundly with it.
Like in her human form, Krepta's eyes are a vibrant green. She also retains all of the scars seen in her human form.
Dragons themselves are very hardy creatures, and not much can penetrate their scales. However, there are some weak spots, such as the armpits, some ares of the underbelly, the area just under the jaw, the nostrils, the eyes, the mouth, and the wing webbings. 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.
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.
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.
However, 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. They are weak against telepathic attacks, as well as astral and empathic, which means they are also very susceptible to hypnosis, if you can hold a dragon still for long enough. There are ways to do this, of course. Dragons, with as much body heat as they produce, are still reptile. 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.
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.
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.
Equipment: As of right now, nothing.
Origin of Abilities: Krepta's mother was human, however, her father was not. Banished from his home realm for loving a the human enemy, her draconic father was repressed to a human shape and forced to live out his life on Earth. Krepta has no such problems.
//Weaknesses
As far as physical weakness goes, as both human and dragon, Krepta's left knee is a little wonky. Not so much that she limps or it causes her day to day discomfort, but it aches during storms, and if hit hard enough, or landed on wrong, her leg tends to give out. Obviously, this is painful. As for weaknesses when she's human, well, she's human. Krepta doesn't gain any extra perks in her human form from her "infection of scaly", as she likes to put it. She can fight a bit, but not particularly well.
She's quite the bit tougher as a dragon, thankfully.
However, no Superman comes without his Kryptonite, or her, as the case may be. Krepta doesn't see as well in her left eye as she does her right eye, the scar over it speaks for why. This makes it difficult to aim to take shots at things from a distance, so she has to get pretty close up. Also, while the scales over the majority of the top and sides of her keep her pretty safe, once you get past the chests, the scales start to get softer and more vulnerable. Likewise, any joints she might have are the same, including the underside of her jaw and a little ways down the neck. Like anything else that breathes and bleeds, if she gets hurt there, it really, really sucks.
However, the biggest vulnerability is the soft, stretchy webbing between her wings. There are a lot of veins running through this delicate stuff, and thus, a great deal of her blood supply. Even nicks tend to bleed a good deal for little cuts. Because of this, she has to be careful. Something like a knife wound or a gunshot to a wing could quickly put her out of commission.
As for her draconic side, well, that can add a few more problems. Krepta can be forced into a kind of state of hibernation by extreme cold which can eventually lead to death. While electricity cannot harm her in terms of burning her, it can cause her to lose control of her muscles briefly and at the worse cause her heart to stop or for her to seizure.
While she also has a mortal fear of telepaths it goes deeper than just a phobia. Because of their evolution, dragons have little protection against telepathy and are naturally terrified of telepaths. If a telepath is not careful and simply rips into her brain, it can cause lasting damage or even kill her. Beyond this, she has had many unpleasant encounters with telepaths, and not all of them were fellow heroes. It's something she doesn't like to talk about.
As for mental instabilities... Well, that's a whole other can of worms. A lot of bad stuff has happened to Krepta over her short life. She has a lot of scars, inside and out, and it tends to show. For example, Krepta has a ( mild, thankfully ) form of PTSD ( Post Traumatic Stress Syndrome ), gained from multiple events, but mostly from time with her uncle. There are few triggers, but when she loses it, she really loses it. For one, small dark spaces will set her off and trigger panic attacks, as well as if she feels she's being backed into a literal corner. Crowds indoors make her uneasy, but she can handle them better outside.
She's prone to being paranoid and skittish, but doesn't often react with flight. At least, not right away. It's more like, "trash everything and then run," than flight. She tends to black out afterward. Because of this, she's very easy to goad into panic, and beyond that, losing her temper. She can occasionally be very immature.
Krepta also doesn't seem to always realize that she's much, much bigger than a lot of people. If the other person feels bigger and badder, it's much like when you pick up a horse when it's young-- later on, when it's grown, it still thinks you can pick it up. Depending on the situation, this could be an advantage or a disadvantage. If Krepta feels severely threatened, she will lash out, and often dangerously, but if this causes her to respect someone, she will often see them as a leader figure.
Though she may not seem it, Krepta's pretty sensitive. It of course, reflects in different ways. Sometimes she reacts in anger, sometimes in sadness, and more often than not, she just shuts down emotionally and does what she has to do. She cares about what he friends and family think about her, and has a secret fear of them leaving her, for some reason or another. She's often convinced she's not good enough for most people, but has a dual reaction to this feeling. While feeling sad, she also has the reaction when she's convinced someone doesn't like her, to not like them back. It's very much a, "Well, I don't need anybody," response.
//Personalty
Krepta's got issues. Lots of them. She hates to be touched, she's a little paranoid, she's got few social skills, no high school diploma, some PTSD, and she can be just generally all around grouchy. Krepta's scars aren't all on the outside, but a good many of them are just as visible. Growing up she learned that if she trusted very few people, then she was better off, and that hitting is the answer to her problems. She's pretty impulsive on top of a short temper too, so she often gets herself into some sticky situations that she doesn't quite have the finesse to get back out of. That quick temper combined with her abilities has gotten her into some messes that she's STILL running from.
However, she's a good woman at heart, and really does try to do the right thing, even if she's not always sure what that is. She's quick to offer her help, even if she refuses to follow anybody's orders but her own, and she never hesitates to share what little she has with a stranger who might need it more. She wants to be a crime fighter, like in the comic books and cartoons she grew up with, and those same morals her heroes held dear, she tries to as well. Unfortunately, she still seems to be part teen, and can't seem to wrap her head around the fact that rushing head-first into some situations is not always the best idea. She's still trying to work on this.
On the flip side, when caught off guard, Krepta is often skittish and socially awkward. She tends to speak her mind, even when she probably shouldn't, blurt out random facts, ask questions that shouldn't be asked, and in return, often tells more about herself than should be told. Well, at least she's honest, right? However, she realizes that she's socially awkward to a degree, and when those mental sirens go off that tell her she's gone too far, she can become defensive.
Krepta's a hot mess, that much is sure, but she means well. Thankfully, social awkwardness doesn't mean stupidity. Krepta is extremely bright, as often is the case with these types.
The rest, however, is for you to learn.
//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 found herself thrown into yet another tragedy. One moment she was in familiar surroundings and the next in a place that was so similar to her own home, and yet so different. She has her suspicions about who is responsible but cannot return home and dares not approach the heroes of this place.
//Known Enemies
None Here Yet.
//Known Allies
None Here Yet.
//Teams and Past teams
The Elementals
//Base of Operations
An Abandoned Facility in Gotham city.
//Criminal Record
Two Counts of Murder (Framed and not in this dimension), various thefts (Food, clothing, ect.), Breaking and Entering.
//end transmission:logging off...