Want to friend Krepta Eve Walker? You need to log in or join our community, first! It's fast, free and easy.
♢ Courageous
♢ Compassionate ♢ Just ♢ Insightful ♢ Selfless ♢ Loyal ♢ Intelligent ♢ Determined ♢ Adaptable ♢ Open Minded |
☉ Witty ☉ Forthright ☉ Instinctive ☉ Emotional ☉ Outspoken ☉ Independent ☉ Contemplative ☉ Free Spirited |
♦ Mercurial
♦ Moody ♦ Intense ♦ Hot-Blooded ♦ Rowdy ♦ Rebellious ♦ Restless ♦ Nosy ♦ Blunt |
Pronunciation Ker-ep-ta Preferred Hand Right Handed Alignment Chaotic Good Accent Krepta can sound very formal when speaking if she's feeling serious about something, but hang around long enough and you'll see her Wick accent come out. Think old timey mobster lite, though Wick exists closer to modern times despite the accent. |
Body Type Rectangle; Wiry Aura Blindingly Bright. A golden, shifting, sunny yellow, like a river of sunlight. Sometimes shapes can be seen moving within. Duller if she's been using her Walker's abilities a lot. Shines through buildings. Vampires may find themselves more drawn to her energy field, like it's familiar. |
Tarot Card The Star Sounds Like Dessa Scent Human; Cinnamon, and Woodsmoke; Sometimes with a muddy/earthy undertone |
✄ Survival Craft
(food preservation, camping, hunting & fishing, sewing & leather working, rudimentary furniture making, field medicine, navigation) ✄ Combat & Weapons (no particular style, just a tenacious scrapper. bolas, slings, spears, slingshot, knife.) ✄ Piece-Meal Academics (bits and pieces of herb-lore, medical knowledge, myths & folklore, spellwork, & history) |
♢ World Walking
(inter-dimensional gateways, walker safe houses, detection and repair of spatial corruption and rifts, gift of tongues lite) ♢ Shapeshifting (draconic shape, partial shift, connection to element of fire) ♢ Magic (innate connection to liminal spaces, arcane wellspring, soul connection to Ven) |
☠ Biological Weak Points
(wings, joints, body openings unarmored. high caloric intake. old injuries. poor sight in one eye. jaws are stronger closing than opening, can be held shut relatively easily. cannot retain dragon shape when unconscious.) ☠ Walker Limitations (energy signature that’s hard to hide. elementals act as a world’s ‘white blood cells’. memory and ability loss. weirdness magnet.) ☠ Psychic Injury (has particularly ‘loud’ surface thoughts. sensitive to psychic contact. headaches, nosebleeds, seizures. psychic defenses almost non-existent. somewhat of a phobia towards psychics. artificially altered mental landscape. the dragon’s psyche.) ☠ Magical Weak Points (weak against silver, dragonsbane, magic disrupting substances) |
Skills & Abilities
*Any of Krepta's abilities can be temporarily 'turned off' for the sake of a story. It's built into the lore, so feel free to ask if needed. I do prefer not to play her as if she's never had her powers, but there's lore to cause fuzzy or altered memories when universes she visits affect Krepta's mental state as an alternative option. I'm always happy to compromise as long as a plot device doesn't alter my character beyond recognition.
World Walking Krepta is a Walker of Worlds. It's a gift or a curse depending on who you ask. Either way, the ability was given to Krepta's ancestors long enough ago that the original reason for its granting is long lost to history, though there are many different supposed accounts on the matter. World Walkers do exactly what the title implies– they step between worlds, some as easily as stepping through a doorway, and others with much more effort, and wherever they go, so the story goes, they bring change. Or trouble. Again, it depends on who you ask. Krepta is supposedly the last of the World Walkers, though she suspects that the truth is likely much more complicated. Krepta's own particular talent is worked through Doorways, and a blood sacrifice (her own, to be precise). If an intact threshold can be found with the right requirements, Krepta can turn a door into a Door, and open a portal that allows her and others to step through to another world. The mechanics of Walking can be complicated, and if you’d like to read more in depth lore about them you can do so here, but the basic two requirements for any Door are a completed threshold with four intact sides, and a keyhole in said doorway. The Door can open without a specific Key, but the end location may be unpredictable in this case. No Doorway can be opened without the sacrifice of fresh blood from Krepta, or potentially, another Walker. Krepta’s blood also allows her to do things such as enter special family safe houses known as Enclaves (if she can find them), as well as to seal away rifts and corrupted artifacts, and to locate said rifts and artifacts in the first place. Shapeshifting Krepta’s connection to the Dragon allows her to take on its form, which is mostly a fixed shape, but does sometimes change in accordance to her inner self and mental state. This doesn’t make things like scars or injuries go away– she’ll always have that shattered horn, for example. But a Krepta whose mental state is becoming more feral may have eyes that begin to turn a warning yellow; or a happy, healthy Krepta may gain scales with a particularly glossy, gemlike sheen. Some changes may take months, while others may be much quicker. The former is typically more common than the latter outside of extreme mental states. Krepta’s typical shape has four legs, and two large, bat-like wings, and is a deep, vibrant red in color (more in appearance section.) She’s a talented shapeshifter and can shift between shapes quickly as long as her mental state is stable. The Dragon has some say in this, and may resist being kept in or put away if Krepta’s emotional state is high, or it may fight coming out at all sometimes, though Krepta struggles more often with keeping it in than not. Krepta can also partially shapeshift, though as mentioned above, it’s easier to let the dragon out than keep it in, and if her mental state is compromised, Krepta has trouble maintaining partial shifts for more than a few seconds. Because of this, doing things like shifting only hands or feet, or for cosmetic purposes like eyes, is better for low stakes activities like exploring or relaxing. Lastly, the Dragon’s element is fire. As such, Krepta is immune to normal fire while she is shapeshifted (though not always certain kinds of magic based fire), and she hasn’t tested the limits of this ability. Something as hot as magma might still fry her, and she’s not exactly willing to find out for sure. The Dragon’s internal fires also protect Krepta from many infections and diseases while she's shapeshifted by burning off dangerous substances or by simply making her body inhospitable to bacteria. This is probably why she can scavenge like an overgrown raccoon without getting sick. Magic Krepta’s magic is mostly innate and aside from the blood related rituals, the magic isn’t really worked consciously. The origins of Krepta's magic come from her mother’s side of the family. Her father was human. Krepta’s Walker magic allows her to open small portals between worlds, usually enough for one or two people to cross over at a time. It allows her to innately sense rifts, spatial corruption, and other similar problems, and in turn to bind and resist the effects of those corrupted objects and areas, though some larger problems require more than just her blood to seal or mend. Walker blood can also be used as a potent ingredient in spells regarding the cleansing of corruption or anything involving liminal spaces. Krepta’s personal connection to the Dragon, one of four primal forces connected to the Walker Clans, also affords her a deep wellspring of arcane power to draw from instead of her own life-force. While this typically only means that she can open Doorways much more easily than others in her family might be able to, and the benefit of somewhat quickened self healing time, anyone who has the means to tap into that deep energy source would likely find it a serious boon. Blood The source of this wellspring, and the Dragon itself, is a manifestation of and connection to a being known as Ven. The origins of her dual connection to Ven and to Qyuin are both complicated and mostly unknown to Krepta, a blending of their gifts and their curses both. A portion of Ven's power and life force in particular is sealed away in the Dragon, which Krepta is bonded to. He is the source of the magical wellspring that lies within her, which means that her own magics follow many of the rules that he must. One notable effect of this is Krepta's blood. Walker blood is potent to begin with, but the Dragon Clan's abilities are particularly tied to blood. The bearer of any of the four elemental beasts are tied directly to their source elemental, in Krepta’s case, Ven, whose symbolism is heavily connected to fire and the summer months, and the predatory nature of both. Because of this, those who consume the blood of the Dragon may find themselves being changed by it. As Ven had a notable amount of vampiric followers pre Roman Egypt, these effects are most documented within their kind, though very likely many of them would apply to non-vampiric individuals as well. You can read more about the effects, both positive and negative, here. |
Weaknesses & Limits
Soft Spots & Vulnerabilities
Krepta’s dragon shape has some pretty tough armor. It can stop most types of bullets fired at range in its toughest places, and her skin is completely fireproof. That armor isn’t tough all the way round though. Anywhere where Krepta’s body needs to be flexible, like her joints or the webbing of her wings is only about as tough as a good, strong piece of leather. Her eyes, mouth, and other bodily openings are about as vulnerable as anyone else’s. Krepta's weapons, like her formidable jaws, also have their own drawbacks. The muscle structure of the dragon’s jaw is similar to many prehistoric predators in that its bite force is enough to crush steel. Like the modern crocodile though, the muscles that open those jaws up again are relatively weak, and can be held shut with a strong pair of arms or a generous length of duct tape. Old injuries also make for additional vulnerabilities. Krepta is partially blind in her right eye and has trouble tracking swift motion with it. She also has several old injuries that cause her pain if too much pressure is put on them or the weather is particularly bad. The crook at the end of her tail from an old, poorly healed break is the most noticeable one. Rest & Renewal Krepta still has to take care of herself whether she can turn into a giant red monster or not. In fact, she has to take care of herself even more, because that giant red monster sure needs a lot of food, even when Krepta has shapeshifted back. Krepta needs about 7,000 to 10,000 calories per day, and more if she’s working her body hard. If she doesn’t eat, she’ll begin to lose her ability to produce fire first, and her internal temperature will plummet, making her more vulnerable to illness and infection. She’ll get tired and cranky, and eventually the Dragon will take over, and it isn’t particular about what it eats or where it gets its food from. Like most mortal beings, Krepta also needs sleep, and she can't retain her dragon shape while unconscious. For someone used to being fairly hard to hurt, having to return to her more vulnerable human form each night can be a tough pill to swallow. The Walker's Paradox Having the ability to explore other worlds is undoubtedly amazing, but it comes with some notable downsides. For one, the amount of energy it takes to punch a hole between worlds and then sew that hole up again is immense. Because of this, Krepta shines like a spotlight to most arcane senses, and even to some scientific instruments. She can’t turn this off, only temporarily expend that energy, and the only thing capable of hiding her energy signature at full force is an Enclave– a Walker safehouse– which isn’t always available. Naturally, this means that Krepta is a weirdness magnet, not just for the corruption she’s meant to deal with, but for just about everything else too, friendly or otherwise. This sort of effect gets serious when the world she visits decides that she might be a threat. While Walkers are supposed to be a benign force, Krepta is still technically an alien to whatever dimension she’s visiting. Sometimes that world responds by trying to make her more like itself, usually by altering memories or suppressing abilities. But sometimes it reacts more violently, often by sending the cosmic equivalent of white blood cells after Krepta. These primarily take on the shape of Elementals or nature spirits. Krepta tends to steer clear of both of those types of beings as a rule. Just in case. Psychic Injury Note: Krepta currently has in her possession a small, enchanted coin that was gifted to her in order to help the severity of some of these symptoms. Krepta's 'loud' thoughts will be significantly muted while she is wearing it, and it may help to disguise the presence of her injury without close scrutiny. It does not offer any strong protection against deliberate psychic attacks, but it may soften accidental blows. The effects of this coin are removed as soon as it itself is removed from her person. She usually wears it on a string or a chain around her neck. When Krepta was younger she was gravely injured by a rogue telepath. It was this telepath's aim to completely shatter Krepta's mind in order to protect his secrets and to send a message to the others in her community. Krepta was in a coma for months, and she only survived by the grace of her family’s resident telepath and healer, Solus. Before the work to completely heal Krepta's mind could be completed she was forced to flee her world. That psychic injury and other attacks that have followed it since have left Krepta's mind fairly vulnerable. Nearby telepaths may experience Krepta as a very ‘loud’ and unfiltered psychic presence. Experienced telepaths who have dealt with psychic injuries in the past may be able to navigate Krepta’s psyche without too much trouble, as long as they don’t dig too deep. Casual or inexperienced telepathic contact feels like an uncomfortable pressure to Krepta, or may even be painful. Because of Krepta’s thin psychic defenses and her injury, she has little means to protect herself against telepathic attack. Even offhanded rough treatment can result in headaches, nose bleeds, and blurred vision. Worse attacks tend to cause seizures, and there remains the risk of coma or even death. Because of this Krepta has an almost phobic attitude towards psychics. She may tolerate their presence or even be friendly towards them, but she often balks at any suggestion of telepathic contact. It might be possible one day for some of her injuries to be healed, but likely there will always be some ‘scarring’ present within Krepta’s psyche. There is also additional risk to any telepath brave enough to attempt the challenge in that Krepta’s connection to the Dragon and therefore the unpredictable energies of Walker magic are fed through her psyche. The deeper one goes, the stranger things get. The Dragon Krepta’s relationship with the Dragon is tumultuous at best. It’s a part of her, and in a technical sense it is her, in that when the Dragon bonded to her, it formed to Krepta’s own personality and psyche in order to fill the holes in its own. But the Dragon is also its own being, and it has its own instincts and a sort of half sleeping mind that wakes up from time to time. Most of the time it lays inert within Krepta’s own subconscious, but high emotions and certain stimuli can bring it to the forefront to varying degrees. When the Dragon takes over completely, things rarely go well for Krepta. To her knowledge, it's never killed anything smarter than a cow, but the Dragon is all raw, animal instinct, for better or for worse. It was never meant to be that way, but the manner in which Krepta was bonded to the Dragon was traumatic, and the spirit, the last of the four that could be found, was injured long before it even came to her. Further trauma and injury to Krepta’s psyche may have worsened the issue, but her insistence on repressing and actively fighting an entire part of her being likely has not helped either. Krepta has a lot of conflicting emotions around the Dragon. Magical Weak Points Krepta has a lot of magic running through her, and with it the weaknesses of those magics. In particular, silver is a notable hazard. Prolonged physical contact with it for more than an hour or two will result in a rash a lot like poison ivy. Injuries caused by bullets or weapons made from the metal will heal excruciatingly slowly, or not at all if there’s still a piece inside the wound. All in all, silver is bad news for Krepta. In addition, any closed loop of silver larger than a finger ring can prevent Krepta from changing shape. If caught in human shape, this can be an annoyance and leaves her vulnerable, but she’ll be okay for a while. If caught in dragon shape, silver sickness sets in much more quickly, and since she cannot both retain her dragon form and sleep, so does sleep deprivation. Silver sickness is a condition that results in the deterioration of the magic within Krepta under the metal’s influence. Krepta’s internal fires will quickly gutter out under the influence of silver, leaving her sluggish as well vulnerable to illness and infection. After that, flu-like symptoms will set in, and she will become weaker and weaker until the metal is removed. If caught within human shape, Krepta can usually resist silver sickness for about a week. But since the Dragon is primarily a being of elemental magic, if Krepta is caught in dragon shape, silver sickness can set in as soon as within the day. Dracaena Cinnabari, or Dragonsbane can have a similarly unpleasant effect, if not to the same severity. Breathing it in can cause Krepta wheezing and shortness of breath, as well as coughing fits. Ingesting it, however, has the potential to be deadly. For obvious reasons, Krepta is not terribly fond of incense as a result. Theoretically any substance that majorly interferes with magic can have a notable effect on Krepta, but the severity of such effects vary from substance to substance. |