Post by Sonya Chernova on Oct 31, 2020 22:59:38 GMT -5
Ioanna-Sophitia Zvezdovna Chernova
"We are only as strong as our weakest link, never forget that."
Age 26 Gender Female Faction Mistral - Independent Tier Freshman Face Claim Koko Hekmatyar (Jormungand) OOC Name Webster |
Character Traits
Date of Birth: March 14, 0 AV
Species: Human
Romantic Orientation: Homosexual
Aura Color: White
Height: 5'2'' (157 cm)
Weight: 97 lbs (44 kg)
Color Naming Rule: Zvezdonova, Daughter of the Stars, refers to her pale-white coloration.
Species: Human
Romantic Orientation: Homosexual
Aura Color: White
Height: 5'2'' (157 cm)
Weight: 97 lbs (44 kg)
Color Naming Rule: Zvezdonova, Daughter of the Stars, refers to her pale-white coloration.
Combat & Inventory
Pale Dawn
Rank of Semblance: E
Semblance Type: Transformation
One Sentence Summary of Semblance: Sonya has the transformation semblance of Pale Dawn which allows the wielder to cause pain, weakness, and illness in their surroundings or through touch for brief periods.
Description of Semblance: Pale Dawn allows Sonya to produce a pale white, cold, necrotic light from her body for a brief period (three turns with a 3 turn cool down). This light emanates from her body in a circle with a 10-12 meter radius. The light is a pale tint, comparative to moonlight. As a side effect, frost forms on nearby surfaces when Sonya is using her semblance. (This frost effect is entirely aesthetic and cannot be used to influence another character)
Each post a person is exposed to pale dawn's light (as long as their stamina and/or speed is below the rank of Pale Dawn) the victim's Speed and Stamina are reduced by 1 rank. This effect stacks. This effect manifests as nausea, illness, and dizziness. After Pale Dawn ends its effects linger for three turns before steadily recovering at 1 rank per turn.
Once either stat has been reduced to G, their body begins to wither away (taking a small amount of damage each post). If a person’s stat is already G, the damage begins immediately.
Drawbacks of Semblance: Pale Dawn does not have any effect on inorganic matter. This semblance lasts three turns at it's current level. A person with a higher Speed and or Stamina rank than Pale Dawn is not affected by the AOE of pale dawn for that stat.
Death and Decay
Rank of Weapon(s): F
Description of Weapons(s): Death and Decay are a pair of tools that Sonya uses in conjunction to fight.
The weapon is a collapsible ring shaped drone that hangs beneath Sonya’s clothing or inside of a suitcase. When activated the drone unfolds into a large meter-wide ring that floats directly behind Sonya. The drone has seven emitters but may only target one target at a time. Each emitter is set for a different kind of dust and the drone itself has a bladed edge to it though it is not optimized to be used properly. The drone can fire dust-based rays from that position but they must turn to point over her shoulder in order to fire properly. The drone can move to any position within a meter of Sonya.
The control system for is a pair of high tech gloves disguised as white cloth gloves. Sonya makes specific finger gestures in order to control the ring. The glove is also equipped with a dust-release system built into the gloves to produce dust effects on direct physical contact with the gloves. The gloves are also specifically designed to allow Sonya to deliver terrible, necrotic, frostbite like burns through her touch while her semblance is active.
Non-Combat Abilities
Name of Non-Combat Ability: Consultant (Wealth)
Rank of Non-Combat Ability: E
Description of Non-Combat Ability: Sonya prides herself as a consultant and skilled purveyor of products. A businesswoman at her core, Sonya has access to a fairly sizeable amount of money she can put toward her goals.
Combat Abilities
Name of Combat Ability: Ocular Enhancements (Marksmanship)
Rank of Combat Ability: F
Description of Combat Ability: Sonya possesses cybernetic eyes designed to appear as natural human eyes. They provide her with a heads up display. Their primary purpose, however, are to assist her in processing information. Sonya is a savant who was limited by her organic eyes. With these new eyes she can pick up on small details, accumulate, and disseminate data. Her accuracy with ranged weapons is F rank as long as her target is within her line of sight and within the range (5-7) meters.
Name of Combat Ability: Physical Enhancements (Strength)
Rank of Combat Ability: F
Description of Combat Ability: Sonya possess increased physical strength thanks to subdermal cybernetic enhancements. She is capable of delivering blows that can crush stone and lift between 95-105 kg.
Name of Combat Ability: Physical Enhancements (Speed)
Rank of Combat Ability: F
Description of Combat Ability: Sonya possesses increased speed thanks to subdermal cybernetic enhancements. She is capable of moving at speeds of 28km/hr with little effort.
Name of Combat Ability: Physical Enhancements (Stamina)
Rank of Combat Ability: F
Description of Combat Ability: Thanks to Sonya’s subdermal cybernetics, hard work, and regular medical treatments, Sonya was able to overcome her childhood illness and even develop a startlingly healthy body. Sonya can run a 5 km race without stopping.
Name of Combat Ability: Death and Decay (Shield Form)
Rank of Combat Ability: F
Description of Combat Ability: Sonya can position the full ring of her weapon between her and an attack, spinning it and burning dust to produce a barrier between herself and her attacker. This barrier has a durability as hard as wood.
Rank of Semblance: E
Semblance Type: Transformation
One Sentence Summary of Semblance: Sonya has the transformation semblance of Pale Dawn which allows the wielder to cause pain, weakness, and illness in their surroundings or through touch for brief periods.
Description of Semblance: Pale Dawn allows Sonya to produce a pale white, cold, necrotic light from her body for a brief period (three turns with a 3 turn cool down). This light emanates from her body in a circle with a 10-12 meter radius. The light is a pale tint, comparative to moonlight. As a side effect, frost forms on nearby surfaces when Sonya is using her semblance. (This frost effect is entirely aesthetic and cannot be used to influence another character)
Each post a person is exposed to pale dawn's light (as long as their stamina and/or speed is below the rank of Pale Dawn) the victim's Speed and Stamina are reduced by 1 rank. This effect stacks. This effect manifests as nausea, illness, and dizziness. After Pale Dawn ends its effects linger for three turns before steadily recovering at 1 rank per turn.
Once either stat has been reduced to G, their body begins to wither away (taking a small amount of damage each post). If a person’s stat is already G, the damage begins immediately.
Drawbacks of Semblance: Pale Dawn does not have any effect on inorganic matter. This semblance lasts three turns at it's current level. A person with a higher Speed and or Stamina rank than Pale Dawn is not affected by the AOE of pale dawn for that stat.
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Death and Decay
Rank of Weapon(s): F
Description of Weapons(s): Death and Decay are a pair of tools that Sonya uses in conjunction to fight.
The weapon is a collapsible ring shaped drone that hangs beneath Sonya’s clothing or inside of a suitcase. When activated the drone unfolds into a large meter-wide ring that floats directly behind Sonya. The drone has seven emitters but may only target one target at a time. Each emitter is set for a different kind of dust and the drone itself has a bladed edge to it though it is not optimized to be used properly. The drone can fire dust-based rays from that position but they must turn to point over her shoulder in order to fire properly. The drone can move to any position within a meter of Sonya.
The control system for is a pair of high tech gloves disguised as white cloth gloves. Sonya makes specific finger gestures in order to control the ring. The glove is also equipped with a dust-release system built into the gloves to produce dust effects on direct physical contact with the gloves. The gloves are also specifically designed to allow Sonya to deliver terrible, necrotic, frostbite like burns through her touch while her semblance is active.
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Non-Combat Abilities
Name of Non-Combat Ability: Consultant (Wealth)
Rank of Non-Combat Ability: E
Description of Non-Combat Ability: Sonya prides herself as a consultant and skilled purveyor of products. A businesswoman at her core, Sonya has access to a fairly sizeable amount of money she can put toward her goals.
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Combat Abilities
Name of Combat Ability: Ocular Enhancements (Marksmanship)
Rank of Combat Ability: F
Description of Combat Ability: Sonya possesses cybernetic eyes designed to appear as natural human eyes. They provide her with a heads up display. Their primary purpose, however, are to assist her in processing information. Sonya is a savant who was limited by her organic eyes. With these new eyes she can pick up on small details, accumulate, and disseminate data. Her accuracy with ranged weapons is F rank as long as her target is within her line of sight and within the range (5-7) meters.
Name of Combat Ability: Physical Enhancements (Strength)
Rank of Combat Ability: F
Description of Combat Ability: Sonya possess increased physical strength thanks to subdermal cybernetic enhancements. She is capable of delivering blows that can crush stone and lift between 95-105 kg.
Name of Combat Ability: Physical Enhancements (Speed)
Rank of Combat Ability: F
Description of Combat Ability: Sonya possesses increased speed thanks to subdermal cybernetic enhancements. She is capable of moving at speeds of 28km/hr with little effort.
Name of Combat Ability: Physical Enhancements (Stamina)
Rank of Combat Ability: F
Description of Combat Ability: Thanks to Sonya’s subdermal cybernetics, hard work, and regular medical treatments, Sonya was able to overcome her childhood illness and even develop a startlingly healthy body. Sonya can run a 5 km race without stopping.
Name of Combat Ability: Death and Decay (Shield Form)
Rank of Combat Ability: F
Description of Combat Ability: Sonya can position the full ring of her weapon between her and an attack, spinning it and burning dust to produce a barrier between herself and her attacker. This barrier has a durability as hard as wood.
Character Information
Vitals
Primary Drive: Sonya’s entire life has been spent observing the world. She looks at it objectively, trying to understand it. She sees Society and Grimm as a vicious and ultimately endless cycle. There is no way to extinguish Grimm permanently, and therefore there will always be a need for hunters and huntresses. Even so, nations continue to push against one another and push down and even weaken the positions of their hunters and huntresses in favor of their own personal power. All people are motivated by greed, hate, envy, fear, which in turn draw in the Grimm.
So, Sonya has turned herself into a ‘Grimm’ of sorts. She feeds on the corruption in society, using society’s faults to gain power with the ultimate goal of righting an ultimately corrupt system. She firmly believes that hunters and huntresses should have more authority, rights, and the ability to do more in the world and that the governments of the world have done nothing but hamper their ability to protect people. Instead of correcting governments or people immediately, she intends to support Hunters and Huntresses herself. And it all starts with money.
In short. Sonya loves the world so much, she’s willing to twist it, bend it, and kill anyone who gets in her way in order to make it a better place. She is fine with being seen as a villain in the end as long as she leaves the world better when she’s gone.
Fears: Sonya, above all else, fears solitude. As someone who loves deeply, she cannot comprehend a time when she will be completely alone. The very idea shakes her to the core and helps give her focus when she is maintaining her public image. At the same time, Sonya fears deep attachment, she’s lost one love already and warming up to another makes her extremely nervous. She dislikes excessively salty food, stuffy people, and people who don’t own their faults.
Style of Self-Expression: Sonya is a bombastic creature of bright open outward expression. She is loud, happy, and jolly at times. Prone to flirtation and good at it too. She is confident in her appearance and her ego can take quite a beating. Her unwavering charm and personal magnetism are often tempered by a strong sense of introspection. A savant, she is constantly mindful of those around her and actively observing. This can result in miscommunication or sometimes unintended statements when she picks up on something someone is trying to avoid as a topic.
She does not treat herself like a peacock though, she refuses to flounce around in showy ways and instead prefers to use a simple, clean elegance do her talking while she revels in her own delighted persona. Clean and Eccentric, that is Sonya.
Most Important Thing: Sonya takes her word seriously. Extremely seriously. She does not make any promises without the full intention of keeping them and treats herself almost like a ‘genie in a bottle’. Her promises are akin to agreeing to grant a wish. At times she will bend the promise to her own benefit, but she will grant it without question. Sonya cannot and will not go back on her word, she will even defend her own enemies if it means keeping her word. She believes that her integrity is the one thing that keeps her moral while she goes down a path of blood to help fix a broken world and as such, she cannot allow herself to blemish it.
Primary Drive: Sonya’s entire life has been spent observing the world. She looks at it objectively, trying to understand it. She sees Society and Grimm as a vicious and ultimately endless cycle. There is no way to extinguish Grimm permanently, and therefore there will always be a need for hunters and huntresses. Even so, nations continue to push against one another and push down and even weaken the positions of their hunters and huntresses in favor of their own personal power. All people are motivated by greed, hate, envy, fear, which in turn draw in the Grimm.
So, Sonya has turned herself into a ‘Grimm’ of sorts. She feeds on the corruption in society, using society’s faults to gain power with the ultimate goal of righting an ultimately corrupt system. She firmly believes that hunters and huntresses should have more authority, rights, and the ability to do more in the world and that the governments of the world have done nothing but hamper their ability to protect people. Instead of correcting governments or people immediately, she intends to support Hunters and Huntresses herself. And it all starts with money.
In short. Sonya loves the world so much, she’s willing to twist it, bend it, and kill anyone who gets in her way in order to make it a better place. She is fine with being seen as a villain in the end as long as she leaves the world better when she’s gone.
Fears: Sonya, above all else, fears solitude. As someone who loves deeply, she cannot comprehend a time when she will be completely alone. The very idea shakes her to the core and helps give her focus when she is maintaining her public image. At the same time, Sonya fears deep attachment, she’s lost one love already and warming up to another makes her extremely nervous. She dislikes excessively salty food, stuffy people, and people who don’t own their faults.
Style of Self-Expression: Sonya is a bombastic creature of bright open outward expression. She is loud, happy, and jolly at times. Prone to flirtation and good at it too. She is confident in her appearance and her ego can take quite a beating. Her unwavering charm and personal magnetism are often tempered by a strong sense of introspection. A savant, she is constantly mindful of those around her and actively observing. This can result in miscommunication or sometimes unintended statements when she picks up on something someone is trying to avoid as a topic.
She does not treat herself like a peacock though, she refuses to flounce around in showy ways and instead prefers to use a simple, clean elegance do her talking while she revels in her own delighted persona. Clean and Eccentric, that is Sonya.
Most Important Thing: Sonya takes her word seriously. Extremely seriously. She does not make any promises without the full intention of keeping them and treats herself almost like a ‘genie in a bottle’. Her promises are akin to agreeing to grant a wish. At times she will bend the promise to her own benefit, but she will grant it without question. Sonya cannot and will not go back on her word, she will even defend her own enemies if it means keeping her word. She believes that her integrity is the one thing that keeps her moral while she goes down a path of blood to help fix a broken world and as such, she cannot allow herself to blemish it.
History Freeform
Ioanna-Sophitia was born to two loving parents near the end of the end of the Great War. Her father, a soldier, returned home to take up a life as a fisherman in the Kingdom of Mantle. He rose quickly in the small fishing organization that he’d associated with all the while caring for his wife and small daughter who he lovingly called “Sonya”. Little Sonya spent her formative years looking out at the world with eyes that seemed to be too slow to keep with with her own head. She would have dizzy spells and grow sick abruptly.
Her illness grew more intense as she reached adolescence, by the time she was 9 years old and the Kingdom had been renamed to the Kingdom of Atlas, she was bedridden most of the time. Her body was growing weaker and her semblance would flare up randomly, making it difficult for her parents to her approach her without becoming sick. Still young, she spent her days reading when she could. Her father spent every cent he had to make sure that she got the best health care possible and, eventually, they were approached with an offer.
A certain engineer representing a certain group of scientists that would one day support a certain dust company offered to perform tests on Sonya and surgeries on her body to help her recover. Desperate, her father agreed to the procedures. Her mother protested, not trusting the engineer, but what was done was done. Sonya was taken away, subjected to tests, and eventually had her eyes removed and replaced. Following that, subdermal implants were installed to give her strength again. She was sixteen years old when she could finally stand on her own once again.
It was on the day she came home, no longer in pain, that she was able to embrace her parents for the first time without fear of hurting them. Despite their reunion, Sonya told her family that as part of the deal she would be studying under the engineers and working with them on future projects. She studied with the company for almost six years, dedicating most of her time to her education and to recovering her body. All the while, she took in the world with eyes that could handle the information her brain craved. She wasn’t happy with what she saw.
Her ideology slowly developed and twisted in the face of the direction of the company, the kingdom, and the world. She heard stories of tragedies, and of the heroism of the Hunters and Huntresses that were beginning to find their footing in the world despite the best effort of society to hold them back. Eventually, she renounced her position in the company and took her ideas to Mistral to begin working on a way to support Hunters and Huntresses in her own way. Around that time, the first international broadcast took place thanks to the hard work of those same Huntsmen. This was the last push to solidify her goal.
If all the other citizens of the world would just lean on them. If all the world would not support them the way they needed to be supported. There would be at least one person in their corner, and it would be her.
And damn the rest of them to the Grimm.
Ioanna-Sophitia was born to two loving parents near the end of the end of the Great War. Her father, a soldier, returned home to take up a life as a fisherman in the Kingdom of Mantle. He rose quickly in the small fishing organization that he’d associated with all the while caring for his wife and small daughter who he lovingly called “Sonya”. Little Sonya spent her formative years looking out at the world with eyes that seemed to be too slow to keep with with her own head. She would have dizzy spells and grow sick abruptly.
Her illness grew more intense as she reached adolescence, by the time she was 9 years old and the Kingdom had been renamed to the Kingdom of Atlas, she was bedridden most of the time. Her body was growing weaker and her semblance would flare up randomly, making it difficult for her parents to her approach her without becoming sick. Still young, she spent her days reading when she could. Her father spent every cent he had to make sure that she got the best health care possible and, eventually, they were approached with an offer.
A certain engineer representing a certain group of scientists that would one day support a certain dust company offered to perform tests on Sonya and surgeries on her body to help her recover. Desperate, her father agreed to the procedures. Her mother protested, not trusting the engineer, but what was done was done. Sonya was taken away, subjected to tests, and eventually had her eyes removed and replaced. Following that, subdermal implants were installed to give her strength again. She was sixteen years old when she could finally stand on her own once again.
It was on the day she came home, no longer in pain, that she was able to embrace her parents for the first time without fear of hurting them. Despite their reunion, Sonya told her family that as part of the deal she would be studying under the engineers and working with them on future projects. She studied with the company for almost six years, dedicating most of her time to her education and to recovering her body. All the while, she took in the world with eyes that could handle the information her brain craved. She wasn’t happy with what she saw.
Her ideology slowly developed and twisted in the face of the direction of the company, the kingdom, and the world. She heard stories of tragedies, and of the heroism of the Hunters and Huntresses that were beginning to find their footing in the world despite the best effort of society to hold them back. Eventually, she renounced her position in the company and took her ideas to Mistral to begin working on a way to support Hunters and Huntresses in her own way. Around that time, the first international broadcast took place thanks to the hard work of those same Huntsmen. This was the last push to solidify her goal.
If all the other citizens of the world would just lean on them. If all the world would not support them the way they needed to be supported. There would be at least one person in their corner, and it would be her.
And damn the rest of them to the Grimm.