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Curious Key

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Wanted to make a sorceress! Here she is!


Player Name: Curious Key

Character Name: Raiment
Power Level: 10 (150/50)
Trade-Offs: N/A
Unspent Power Points: 0
In Brief: A scarf-slinging sorceress, imprisoned in the Netherworld for an eon. Newly free, she tries to understand what it means to be a individual.
Alternate Identity: Sanna
Identity: Secret
Birthplace: Dead, Forgotten World/Netherworld
Occupation: Student
Affiliations: Claremont Academy
Family: Unknown
Apparent Age: Late Teens
Age: No One Kept Track. Adolescent.  
Height: 6'3"
Weight: 220 lbs
Eyes: Yellow
Hair: Black/White
In her human form, Sanna resembles an impressively tall and broad-shouldered human girl. She appears fair-skinned with dark hair that hangs about her ears. Her face is rounded, with wide, piercing eyes and a resting expression that can be best described as 'calm.' Sanna's outfits can vary widely, though he favorites tend to reoccur. She doesn't really know what to do with the attention that she tends to get in crowds, so she tends to pick wardrobes that come with jackets and coats that make her form seem bulkier while her bottoms vary from shorts to skirts to jeans to leggings depending on her wishes that day. She tends to wear a scarf as well, when she can.
Her true form is more much more striking. There are several major deviances from the human form which must be noted. Instead of two eyes, Sanna has three; two in the usual places and a third in the center of her forehead. A pair of dark horns that spiral up and backward from her top of her head. A second pair of arms that emerge from her back, just below her shoulders. And she has a long black tail, with a point in the shape of an arrowhead. Aside from that, symmetrical purple 'birthmarks appear as slashes around her normal eyes and her hair is stark white. This unusual appearance can lead people to consider Sanna monstrous or even demonic.
As Raiment, she wears a purple cloak to hide and keep from restraining her four arms, with a hood that she can pull up over her horns. Below that, she wears black and gray, tailored to fit her body, spun in a fashion meant to be sturdy and functional rather than pretty. Her hands end in fingerless gloves that overlap with her sleeves while her feet end in brown combat boots. The biggest break to the theme of purple and black is some sort of deep orange scarf around her neck. In costume Raiment cuts quite a striking figure.
Power Descriptions:


Some aspects of Sanna's powers spring from her inhuman physique. Her extra limbs and disconnection with this reality serve as reminders of her otherworldly origin as a fiend of the Netherworld and her third eye allows her to see magic, which helps to give her an edge which cannot be denied.


However, what most defines her power is her influence as a namer. She can 'speak' in any language, to any creature, object or spirit, allowing her to communicate almost anyone or anything, including humans. In addition to broadening her speech, this adds a certain supernatural weight to her words and actions that makes people of all kinds more pliant and eager to please. 


However, the most the most obvious expression of her power is how she speaks with and Names most of her possessions. Her Named possessions shapeshift according to Sanna's will, allowing her to turn he coat into wings to carry her, unfold her sleeves into great fists, sharpened blades in her hands and much, much more. 


Once upon a time, there was a world that bravely resisted Una, who rules the Netherworlds. Whose heroes were many and brave. Again and again they cast her forces down and forced her back, creating a bulwark she could not surpass.
Until she did surpass it, like she always does. Eventually.
Una chained their souls into many-eyed towers that forever witness their ultimate failure and in spite seized every person that they had ever known. And before the towers she ripped these people from their bodies, burning their memories, names and selves until all that remained was a writhing, spiritual core, barely aware enough to feel the pain. And these souls she shaped into feral creatures, imps who would fight and die, living as vermin in the world their heroes' had sought to protect them from. Satisfied, Una moved on to her next prize and forgot these remnants of her vengeance.
One such remnant, clinging to the aching echo of memory fought amongst the creatures of the Netherworld to preserve the bitter flame of its life, surviving. The creature that she became was scarcely capable of personhood and had no name. But her shell belied the soul inside her, which burned with a brightness that her body could not quite cage. Though true language was beyond her, she could 'speak' to the world, and the world spoke back. In time, the little fiend learned to befriend her surroundings. With a gentle variant of Naming, she set herself above her peers, building herself allies into the walls of her warren and the tattered scraps of cloth across her body.
After some time, during a purge of magical vermin, the fiend proved herself to be a particularly resilient creature. Her nascent magery intrigued one of Una's agents, Dankava the Antiquarian, who obtained her, bound her and enthralled her. Intrigued by the fiend's curious magic and bright soul, Dakava carried her with him across the worlds that Una would collapse into the Netherworld.  The fiend had no concept of time, but as universe after universe collapsed, her magic matured. Eventually, she grew powerful and self-aware enough to Name herself. She called herself 'Sanna,' and the shell that had imprisoned her soul blossomed into a vessel which suited her. 
Dankava was delighted by her evolution but he did not understand how much her Naming had weakened his enchantment over her. She continued to work under his thrall but her self-awareness tugged constantly at his spell, chafing under the weight of a heavy-handed compulsion designed for a far weaker-willed creature. In the name of Una's conquest, Sanna worked at Dankava's side on rituals--always thwarted--meant to undermine Prime and deepen Una's foothold. 
The last one should have worked; Dankava had done everything as he should have. He made his speech, threw open his arms and welcomed the armies of the Netherworld to storm Prime . . . And nothing happened.
Eventually, the heroes found out why. Miles away, by the sea, where the sun had begun to set, Sanna had dropped her pieces of the ritual into the sand, stood by the water, feeling the tide wash over her feet and staring longingly toward the horizon. She was taken into custody, where there was some debate over how exactly she should be punished for her crimes against Prime. Ultimately, a mind control clause spared her heavy incarceration, but all the same, it wouldn't do to let an ancient, adolescent netherworlder out onto the world no strings attached.
Ultimately, she was deemed an orphan child, which allowed her to be legally established as an orphan child. Claremont Academy was quick to offer a place for her to stay, and the establishment at Freedom found that in a matter of hours she was already being escorted, confused, out the door and into a car. In Claremont, she could have space to learn to be her own person. And in Claremont . . . She could be carefully watched, just in case she was not what she seemed.
Personality & Motivation:

The work Sanna does with her magic has done a lot to shape her personality. At the heart of it, her magic comes from empathy, from negotiation, from compromise and mutual respect. While she's generally more used to talking to objects and animals than peers, these skills translate well into Sanna's interactions with her peers. She listens intently and with absolute earnestness, which can make her easy to talk to . . . If her predisposition toward quiet doesn't put you off. 


Ultimately, her worldview revolves deeply around names. She has spent a long time listening to the worlds. Its stones. Its beasts. Its spirits. Each of them with a unique voice, something thorough, vivid, deeply and thoroughly their own. Their own personalities, boiled into the essence of who and what they were. A unique and precious thing, worth respecting. But, as Una conquered worlds, she seized these unique things, paved over their unique names, their unique selves and burned her own into its place. Just as she had once burned Sanna.


That is the one thing that raises Sanna's ire. The theft of agency, the erasing of a name. Much crime can be boiled down to that, and she feels it is her obligation to stop it wherever she finds it.


Powers & Tactics:
Ultimately, it is Raiment's first instinct to negotiate. To talk before a fight breaks out. She will often move into confrontations with an intent to deescalate and hopefully end the combat before it starts and she will leverage every nuance of her supernatural charm to make it happen.
If that fails, Raiment prefers to proceed in a supporting role. Restricting her targets, pushing to force them to reveal openings. snaring and inhibiting their movements to try to make it a little easier for anyone she is working with to pick them off. On her lonesome, all her clever tactics of support go out the window, and instead she becomes intensely focused on finishing the fight as quickly as possible with as much force as possible as she reverts back to her original mode of fighting; with fierce focus and brutality.

New Cloak Who Dis? — Raiment's magic only works with clothes which she has had time to get acquainted with. It can take a few days for her to become familiar enough with a new garment to properly name and manipulate it. This can cause problems.
Verbal Magic  Sanna's magic relies heavily on her ability to speak. If she can't speak, she can't give instructions to her clothes, which greatly inhibits her ability to use active powers. 
Netherfiend — Sanna's nature as a magical creature of the Netherworlds comes with many downsides. Many barriers designed to repel supernal intrusion will recognize her as a magical beast to keep out and spells which compel magical creatures into service affect her even if they would normally not affect humanoid creatures. As if that weren't enough, her true form is considered by many to be deeply sinister, which often leads to immediate distrust by those who are predisposed to judge her. 
Illiterate — Sanna cannot read any of earth's languages reliably. In a society like Freedom's which relies on literacy to navigate, this can cause some problems.
The Antiquarian   One of Una's lesser lieutenants, Dankava, is a collector of exotic magical creatures and artifacts. Her ongoing independence galls him, as he considers her to be a fascinating specimen that must be enthralled in his service. Given the opportunity, he will try to snare her again. What's more, others on earth have run into her before, when she was under the Antiquarian's thrall. And not all of them have forgiven Sanna for the things she did . . .
Abilities: 8 + 0 + 14 + 0 + 8 + 4 = 26PP
Strength: 18 (+4)
Dexterity: 10 (+0)
Constitution: 24 (+7)
Intelligence: 10 (+0)
Wisdom: 18 (+4)
Charisma: 14/22 (+2/6)
Combat: 8 + 10 = 18PP
Initiative: +0
Attack: +4 Base, (+10 Ensemble) 
Grapple: +8
Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed
Knockback: -5
Saving Throws:  0 + 7 + 4 = 11PP
Toughness: +10 (+7 Con, +3 Protection)
Fortitude: +7 (+7 Con, +0)
Reflex: +7 (+0 Dex, +7)
Will: +8 (+4 Wis, +4)
Skills: 36R = 9PP
Knowledge (Arcane Lore) 10 (+10)
Sense Motive 4 (+8)
Notice 6  (+10)
Diplomacy 10 (+12/16)
Bluff 6 (+8/12)
Disguise 0 (+32/36 Morph)
Feats: 15PP
Fascinate (Diplomacy)
Distract (Bluff)
Power Attack
Accurate Attack
Dodge Focus 5
Uncanny Dodge (Auditory)
Equipment: 0PP = 0EP
Powers: 3 + 28 + 1 + 1 + 18 + 8 + 3 + 3 + 6 = 71
Protection 3 [3PP] Enchanted Garb
Ensemble (25PP Array, Alternate Power 3) 28PP (Descriptor: Magic)
BP: Move Object 10 (Feats: Affects Insubstantial, Accurate 3, Subtle) 25/25PP (Ensemble Hand)
AP: Snare 10 (Feats: Affects Insubstantial, Accurate 3, Tether) [25/25PP] (Ensemble Snare)
AP: Damage 6 (Extras: Autofire 10; Feats: Affects Insubstantial 2, Extended Range 2 (10 Feet), Improved Crit, Mighty, Accurate 3) [25/25PP] (Ensemble Lashes) 
AP: Flight 5 (250 MPH, 25000 ft per round) [10/25PP] (Ensemble Wings)

Feature 1 (Ontological Inertia) [1PP] (Dimensional Vagabond)

Immunity (Aging) [1PP] (Netherfiend)


Comprehend 9 (Understand Languages, Speak One Language at a Time, Speak To Objects, Speak to Spirits, Speak to and Understand Beasts) [18PP] (Namer's Speech)

Enhanced Charisma 8 [8PP] (Namer's Charm)


Additional Limbs 2 (Two Arms; Feat: Innate) [3PP] (Armed And Dangerous)

Super Senses 3 (Magic Awareness [Visual]) [3PP] (Third Eye)


Morph 6 (“Human Sanna”, +30 Disguise Check) [6PP] (“Sanna”)

Drawbacks: 0 + 0 = 0



DC Block

ATTACK              RANGE      SAVE                       EFFECT

Unarmed             Touch      18DC Toughness             Damage (Physical)

Ensemble Lashes     Touch      25+ Autofire DC Toughness  Damage (Physical)

Ensemble Snare      Ranged     20 DC Reflex               Entangled/Helpless (Physical)


Totals: Abilities (26) + Combat (18) + Saving Throws (11) + Skills (9) + Feats (15) + Powers (71) - Drawbacks (0) = 150/150 Power Points

Edited by Curious Key
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In a lot of ways, the way that she does her thing, and how she can speak with objects, is meant to be an extension of her ability to speak to and be understood by all. 


The enhanced Charisma is meant to be an extension of the same power which allow her to use comprehend, to the point where others who hear her speak or communicate may find it more convincing than otherwise.


As for why I did it, I mostly found the idea of having someone who has 22 charisma naturally to be kind of weird? I felt better about connecting it to her magic than leaving it as a default.

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