Jan. 14th, 2012

sonniacriid: (Default)
Player Information
Name: Galen
Personal Journal: gaeth
AIM/Email: thanatosgear
Plurk: Gaeth
Age: 22
Current Characters: N/A

Character Information
Name: Sonnia Criid
Canon: Malifaux (Tabletop wargame that also has a coherent story)
Canon Point: End of book one
Age: No official age, but she seems like a 32 to me
Gender: Female
History: Sonnia Criid is the head of the Guild's Witch Hunter's department – the militant arm of the Guild that “deals” with rogue magic-users. The Witch Hunters, much like the Guild itself, are not very beloved by the masses, mostly because the way they operate can be easily likened to that of the KGB during Stalin's time. We first meet Sonnia Criid as she is doing her duties as the head of the Witch Hunter's department in Malifaux. A man named Leviticus has been hired by her to follow a mercenary carrying a magical sword. At the same time, she also has her department on the tail of an ice witch named Rasputina, who escaped captivity. Later, in a joint action with the Death Marshals, headed by Lady Justice, Sonnia captures Rasputina, while Justice captures Seamus, the most wanted necromancer in all of Malifaux. They then learn of a ruin that Seamus was making his way to, Kythera. Since they can apparently end the art of Necromancy by shutting the portal in that ruin, Sonnia and Justice head there, with Rasputina and Seamus in tow. When they arrive, Sonnia deciphers writing on the ruins and forces Rasputina to read an incantation which should close the portal. Rasputina does, but unfortunately things go awry. An ancient and malevolent power reveals itself as the thing that enabled Rasputina's escape in the first place and now, without those dark magical energies which had also been imprisoning it, it is free to wreak havoc. It captures Sonnia, who can do nothing but watch as the fight continues. Eventually, the battle is won, but Seamus has learned of the incantation to open the portal again, this time opening it further than ever before, releasing the essence of death itself upon the world in his madness. Against this terrible entity, Sonnia can do little more than stare and gape in terrified awe, which is more than can be said for weaker-minded Guild officers there, who go mad – many of them killing themselves rather than be faced by the unimaginable entity before them. However, the monstrosity is defeated by a gigantic construct, made by one of Rasputina's allies. This construct, likened to a 'steel god, born of this age' proceeds to destroy Kythera, pushing the entity out of the world and back to where it came from.
Personality: Sonnia Criid is ambitious. She pursues arcane power first and foremost, with everything else second. Her duties as a Witch Hunter allow her to do this quite well, and as such, many people believe that she is fanatically devoted to the Guild. In reality, however, her approach towards magic is much like the Arcanists who she hunts down. Being the head of the most despised branch of the Guild, Sonnia has to be careful. She is very intelligent and shrewd, weighing each action she takes against the political implications it has. She pulls many strings and plots complicated schemes, finding a way to set up a web in which to capture her prey. Nonetheless, she is very draconian, and will often do horrible things to get the job done – the Witchling Ritual being a prime example of this (see canon abilities below).
Sonnia has her softer side, too. It shows most often when dealing with her partner, Samael. She respects Samael, as he appreciates the work she does, and is very competent in his own right. Their relationship, however, seems to be mostly platonic, held together by mutual respect – it is an honor for each to work with the other. Sonnia's relations with her other colleagues, however, are somewhat different. When working with Lady Justice, the head of the Necromancer hunting office of the Guild, the two often butt heads. In book one, this is shown when the two of them are targeting Rasputina and Seamus. Sonnia has set up a trap for Rasputina, but Justice decides that there isn't enough time to waste, and begins her operation against Seamus, tipping Rasputina off to the presence of Guild officials. She clearly has respect for Justice, but their methods do not mesh well.

Abilities Information
Fighter or Sacrifice?: Fighter. In Malifaux, Sonnia is very aggressive and offensive. Her playstyle can be simply be summed up thusly: FIREBALLS, FIREBALLS EVERYWHERE. Bunch of monsters all grouped up? Hit them all in one shot with a fireball! One large, tanky monster making its way over to you? EAT SOME FIREBALL, MOTHERFUCKER. Surrounded by enemies that are wailing on you in close combat? MAKE YOURSELF THE CENTER OF THE FIREBALL AND GET THOSE FUCKERS IN THE BLAST.
Canon abilities:
-FIREBALLS: Sonnia is extremely adept at blasting fire all over the place. Not only that, but she can also project a ring of fire around herself, burning those who get too close. In Gora, this could translate easily to being powerful with fire effects.
-Witchling Ritual: Easily the nastiest of Sonnia's spells, this is the one that people fear having turned upon them the most. With this spell, Sonnia bends a person's inherent magical ability around so that it begins to burn itself away. If her target attempts to use magic to escape or fight back, it only fans the flames, burning their magic potential away even faster. Eventually, they are left with a void in their soul where magic used to be, their bodies becoming twisted, wretched things. They forget who they used to be, only concerned with the gnawing emptiness inside them. They will do anything she tells them to in order to feel whole again – something that will never happen. This could translate into the Loveless world pretty well, albeit as a less powerful version. This would enable her to turn an opponent's own magic against them, or even inflicting psychological damage (since psychological trauma is such a prevalent theme in the series).

Samples
First Person: Right. It is abundantly clear that we have been taken from our worlds and displaced into this one - this is undeniable. What interests me more is that we have clearly come from different worlds. Where I am from, magic is very rarely random and unpredictable as long as you know what you're doing. As such, I have a hard time believing that we were all taken randomly - there must be something that we have in common. Once we figure out that, we can understand the arcane effects that brought us here and unwind them. You will, of course, be cooperative in this effort, won't you?

Third Person: Sonnia paced her room, lost in thought. The metaphysical implications of being taken into another world were not much of a worry to her as they clearly were to the others – After all, Malifaux was a world away from Earth before the Breach was opened, allowing travel between the two. What worried Sonnia was that this time, there was no Breach, at least, not to her knowledge. It worried her, yet at the same time excited her. The implications this had for the arcane arts were particularly fascinating, and she would have to do further investigation into them. This was, however, particularly hampered by the strange way that this world seemed to have stripped her of her magic, leaving her with strange and new magical abilities that she did not know how to use. It was most curious - when passing through the Breach into Malifaux, people would gain magical prowess due to their exposure. The transfer into this world, however, seemed to have completely transformed her magic into another kind. Another kind that she was all to eager to learn, nonetheless, but it was still aggravating. Infuriating, at times - especially when she thought about how simple it would be to escape her captivity with a few well-placed explosions. The people here obviously weren't equipped to deal with a fight of that magnitude, but sadly, it was a moot point.
To top it all off, there were these ears. And this tail. More than simply inconvenient (she had yet to get the hang of sitting down without sitting on the tail), they were absolutely embarrassing. It is hard to be intimidating when you realize that you have fluffy little ears on your head. The fact that they were apparently signs of virginity didn't help, either. Humiliating. Something would have to be done about them. Her blade, while no longer magical, was indeed still sharp. The bleeding caused by removing a body part would be a problem, however, and without a way to cauterize her wounds, or without soulstones to heal herself, such solutions would have to wait.

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sonniacriid

January 2012

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