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#On Sona's Telepathic Abilities
chimkin-samich · 1 year
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Our pokemon sonas! My mewtwo and ferals Zoroark!
Just some soft boops ✨
A some lore of the two under the cut!
Mewtwo was created in a lab using the first mewtwo’s dna, although he came out smaller than anticipated, the power was still on the same level
He was forced to fight other captured pokemon to study both him and the other pokemon
If he refused to fight, he would be beat with a baton or electrocuted or forced because the other pokemon was triggered into a hostile mode and attacked him
Zoroark was captured to study her psychic abilities and to see how those abilities fared against mewtwos own psychic abilities
She was extremely hostile and wary of him the moment they were placed in the arena again but hesitated the moment she noticed his own fear and refusal to want to fight
Mewtwos holder proceed to shock him to get him to fight, noticing how even then he still refused she spoke to him telepathically, telling him to fight, make it a game
After his initial shock he followed along until they were finally placed back in their cages
She had noticed how he was unaccustomed he was to positive attention he was (proceeds to go “this one is mine now) and slowly begins socializing with him
The two proceed to “play” their game in the arena for the time
It all comes to an end one day
Mewtwos handler is particularly nasty and cruel that day, drawing blood in his corrective beatings
Zoroark sees red, tearing into the arm with the baton with her teeth and throwing him away, she placed herself over mewtwo protecting him and snarling at the others
Mewtwo takes this as an opportunity to escaping knowing if they stayed she would be killed, using their collective psychic abilities to escape and free the other captive Pokémon
In the wild Zoroark slowly helps mewtwo adapt, teaching him how to survive and how to socialize with other friendly pokemon
Over time they establish themselves as partners until that evolves into them being mates, proceeding to live their lives peacefully in the wild together 🥺
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this post go’s with batch 5 of my art of Benjamin
so here’s a quick explanation of the different races in my fantasy world first off there are three races,
humans,
gifted,
and Neo humans usually referred to has Neos
So humans are well humans obviously not much is changed in this world as far as having regular human beings work the biggest difference is that some of them can have unnatural eye colors like purple gray, or maybe even red. This is usually a sign that at some point in their lineage they are related to a gifted or neo human
Gifted's they’re basically like X-Men mutant type characters, but they’re split into 3 classes
class 1 being humans who are carriers for the gene who can sometimes have an unusual eye or a hair color but they don’t have powers
then you have class 2 which basically look like humans they can have a natural or unnatural hair/ eyecolor, but they also have a power like the ability to turn invisible or faze through walls.
Then you have class 3 class 3 is where Benjamin falls on the scale that being a gift that physically affects the way you look to a drastic extent that meaning that your powers are literally tied into your looks
Then you have your neo humans as far has appearances go think pointy ears unnatural hair and eye colors, and usually quite beautiful
now neo’s are separated into two types, light Neos, and dark Neos this distinction, mostly lies within where they live one belonging to one kingdom and one belonging to the other.
The biggest difference between lights and darks is that dark Neos have a small sect within them called dragon neo‘s, which are basically like your regular neos, but they have physical attributes of dragons like horns, wings occasionally tails, lizard like eyes, sharper teeth, and small patches of scales, or fur depending on whether they are an eastern or western dragon no one knows why this occurs although there are some speculations the biggest one being simply that dark neos are more likely to intermingle with gifted than light Neos. As a result, they have more gifted like traits.
Neos have telekinetic like powers there are three classifications of neo powers.
Class 1 is being incredibly empathetic being able to feel others emotions, and even manipulate them to an extent they can communicate telepathically and are more in touch with their own emotions than most and are actually really good at helping others to comb down and process their emotions
class 2 Have more physical powers being able to move objects with their mind much more the telekinetic powers then class 1 who tend to be more Telepathic particularly strong class twos can even levitate themselves i.e. flying more or less
And then you have class 3, who have an even distribution of both powers, and wheeled them equally
It’s important to note that both class one and class two have access to both powers, but are gifted/are more adept at using one over the other
Neos powers actually come from being able to tap in to the life force of the universe and themselves when they use their powers I refer to there life force has aura.
Neos also believe that every being is tied to a gem, and that Neos can use gems to help harness and focus their auras/energy. so every neo character, you see is tied to a gem you can actually see this in jades original design, which I will be posting. As soon as I finish her doll she appears to have jades in bedded in her hand. Now this is a phenomenon known as being a Gemling, it is when a neos powers are so strong that a gem literally forms on their skin it’s considered rare, but far from unheard of
all beings are tied to a a gem as far as Neos are concerned, so even the human and gifted characters I’ve created I have picked out a gem for even though it isn’t really necessary for instance, although in his gem Sona version he’s an orange type of quartz Benjamin’s gem is coral Jade is a jade infinity is a bi-colored sapphire, and Paige and Logan are alexandrite
also, some Neo’s can physically see auras, which are usually the same color has a beings gem this is mostly recorded in Neos, who are half gifted has it appears that when the two races mix their powers often times have unexpected extras, whether they end up being gifted or neo
For example, Benjamin is half gifted half dark neo, and it could be speculated that his lizard like appearance has a possible tie to dragon Neos sect of the dark neos
Also, fun fact about neo society last names don’t follow the male bloodline instead you take the last name of which ever person has the higher social status. This means that you can end up with your dad‘s or your mom‘s last name depending on the social status, if the social statuses are equal then, you take the guys last name or hyphenat it and thus is tradition 
also Neos tend to have much less gendered fashion. Everyone wears skirts dresses and pants equally and dress in long beautiful dresses for important occasions.  it’s common for Neos, who live in particularly hot or sunny areas to wear, head dresses/hoods to protect themselves from the sun especially those with fair skin neos shoes of choice tend to be slip on’s or sandals, and they have the most distinctive fashion out of the three races
humans basically dress like humans do now and gifted similarly since they’re technically part of the humans although, as I’ve mentioned, some gifted’s are part Neo or live in Neo cities and would has such dress like Neos 
I almost forgot the way I draw eyes for each race is different so when I draw eyes for humans, they look like classic human eyes colored irises, black pupil standard, when I draw gifted like Benjamin their eyes are all one color in varying shades to make it look pretty from the pupil to the iris to the highlights when I do Neos, typically the pupil and highlights will be one color and the iris another however, occasionally all three parts will have a different color if the gem has a lot of colors in it and if they’re an opal, which has lots a little spots of colors in it, I will do what I call a fireworks effect on the iris. Which is  basically just a little splotches of colors everywhere 
 I’ll try to rustle up a picture comparing them to stick here 
Note, I am aware the names are not very original. In fact, it is a never ending point of annoyance for me. I just haven’t been able to come up with anything better so if you guys have any ideas, please please comment I have been trying to come with a better name for the Neos for years, and I have come up with nothing 
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withperfecttempo · 4 years
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 Headcanon - On Sona's Telepathy
***Please do not reblog/steal***
// I’ve been mauling over this since the start of this blog and I just haven’t really been able to put it into words. But the new content from Riot does help significantly.
Besides using sign language and writing, I’ve been slipping into portraying her telepathic “speech” without describing how “voice” may sound like when relaying her thoughts. The main reference for this is her line, “My music is my voice.” I believe Riot gave her a literal voice in-game because it is difficult to conceptualize her relayed thoughts as simply text. Other than that, I don’t think she actually has one. It would be some sort of slim feat to even conceptualize a distinct sound for herself as every voice is unique to each individual who is able to vocalize. So with that, I tend to leave it up to the readers to decide how her tone is like as well as hints with body language and atmosphere.
The range of it is within their vicinity, breathing the same air in the same space; roughly when able to hear someone speak. The way her telepathy is perceived is akin to simply sensing that certain trains of thoughts and/or words aren’t their own. Her efforts for telepathic communication are generally non-intrusive. The general impression of it is a prod in the mind that’s akin to a light but noticeable tap to someone’s person to get their attention. In fact, some may even describe her telepathic transference to be refreshing and calming like a breeze or steady ebb and flow of waves; an impression of being washed or brushed upon that soothes and awakens the senses. This can possibly be the effects of the magic from her aura. Sona can definitely get a feeling of how guarded the mind is and may even feel a degree of pain if she tries to establish some sort of channel with them. In the event the individual has a weaker affinity to magic, they may be able to still pick up parts of a phrase or words if Sona attempts to reach out to them like how a message is broken due to radio interference. 
In regards to how she communicates with the etwahl, it’s more of an intuitive thing. I’ve written about it briefly in this post linked here. As mentioned, the way Sona and the etwahl communicate is more of a visceral connection; a shared “will” so to speak, as if they share an entity or vessel.
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tigerkirby215 · 3 years
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5e Sona, the Maven of the Strings build (League of Legends)
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(Artwork by Shilin Huang. Made for Riot Games.)
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(Shit meme by yours truly.)
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Revealing my Champion Mastery just to say that I play a lot of Sona. Don’t flame me for playing Seraphine and Yuumi I swear to god, and I have no idea why Teemo is in my top 10 highest mastery champs ngl.
Anyways you have no idea how happy I am as a Sona main that my girl is now top tier. I came to League of Legends from Overwatch (yes really) and I used to main Lucio in OW along with some of the more “techy” characters like Symmetra and Torbjorn. (Came to OW from TF2 where I mained Engineer and Medic.) Sona was a natural fit for me as a champion who was both easy to play and very similar to Lucio. It also helps that I joined the Rift during the single most engaging meta to ever grace this game. I was kinda too shit to play Janna but the Ardent Censer meta is also why I have such a high mastery on Lulu tbh.
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But enough about my history with League: Sona! Honestly when I think of an archetypical support Sona pops into my head a lot sooner than Soraka: a champion based on empowering their teammates in as many ways as possible with heals, shields, movement speed, and CC to hold the enemy team down. I’ve always loved playing her because she feels like much more of a macro oriented character than other supports, with team-wide support as opposed to keeping one person alive like Soraka or Yuumi or focusing on CC like Morgana and Nami.
I’m going to build most if not all the champions eventually but man I am happy to tackle Sona now. She’s always been on my mind as my main but it was pretty difficult to think of how to make her. I think this build is good enough though!
Wow that was much longer of an intro than I’m used to. You can really tell which champions I’m excited for lol.
GOALS
Everything in harmony - Sona boosts everyone on her team with her songs as they fill the air.
Triple time! - Sona’s ability to boost her whole team into a good position is always beneficial.
Crescendo! - Fun fact: Sona’s ultimate is canonically extremely painful as she forces you to contort your limbs against your will. Why is Sona needlessly macabre? Well remember that Riot also wrote Volibear as an Eldritch old god.
RACE
Sona is Human but if you want to be cool you can make her a Kalashtar for resistance to Psychic damage and advantage on Wisdom saves. Regardless we’re going to be making what’s known as a dollar store Kalashtar with Variant Human. Increase your Charisma by 1 as well as your Constitution because we kinda don’t need much else. You also get proficiency in one skill of your choice which will of course be Performance, and a language which you can pick as you fancy: you won’t be speaking it anyways lmfao.
That’s because “Only you can hear me summoner; what masterpiece shall we play today?” Grab the Telepathic feat to complete this dollar store Kalashtar package. Increase your Charisma score by 1 and get a 60 foot telepathy to speak while being mute. You also learn the Detect Thoughts spell and can cast it once without using a spell slot. "Did he want... four autographs? I don't understand."
ABILITY SCORES
15; CHARISMA - Charisma is tied to performance and all the other stuff a Demacian noblewoman is expected to be good at.
14; DEXTERITY - Something something medium armor; even if you wear a dress there’s no reason you can’t have some padding beneath it!
13; STRENGTH - Hey this isn’t something something medium armor!
12; CONSTITUTION - Sona may be squishy in League but I value not dying more than good skill checks honestly.
10; WISDOM - Speaking of not dying: Wisdom saves are more common, and Insight is more useful than most Intelligence skills.
8; INTELLIGENCE - We had to dump something so unfortunately Intelligence gets the short end of the stick. You may have studied under the illustrious Buvelle family but most of those lessons were music classes.
If you want a better stat array going 13 / 14 / 12 / 10 / 10 / 14 with Point Buy is perfectly viable, and if your DM is cool enough to let you multiclass without Strength then you’re more than welcome to dump it.
BACKGROUND
There’s two obvious backgrounds that fit Sona: the first is Entertainer for proficiency with Acrobatics and a skill of your choice (since we already took Performance lol.) You also get proficiency with Disguise Kits and your Etwahl! (That’s what Sona’s instrument is called btw.) Your background feature By Popular Demand allows you to play any stage once. "Some, just the once.” You can perform in exchange for a place to stay, and when you do so the local people will remember your wonderful performance!
But making an Entertainer Bard is kinda cliché, no? If you want to lean into Sona’s Demacian heritage go for the Noble background. This gives you proficiency with Persuasion and History as well as a gaming set of your choice: unfortunately Tellstones isn’t an option (unless your DM decides otherwise!) so a Dragonchess Set will do well enough. Oh and you get another language that you won’t speak: fun! Your Position of Privilege makes it easy for you to arrange meetings with other important people, and the commonfolk will be kind and cordial with you.
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(Screenshot from the Tellstones: King’s Gambit trailer by Riot Games.)
I personally opted to go for Noble when making this build, but if you want to choose Entertainer go right ahead! Backgrounds don’t affect too much overall and it’s up to you (and your DM) to make your own Sona!
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(Artwork from League of Legends Wild Rift. Made for Riot Games. RIOT PLEASE UPDATE MUSE SONA ON PC I’M BEGGING YOU!)
THE BUILD
LEVEL 1 - BARD 1
I mean what else did you expect? Bards get proficiency in three musical instruments of their choice: a Lyre is the closest you’ll get to Sona’s Etwahl, though a Dulcimer is also pretty close. I’d also recommend grabbing a Lute since most magical instruments come in Lute variety.
You also get proficiency in 3 skills of your choice like Perception to watch wards, Insight to watch people, and Athletics for a bit of Tenacity to break out of grapples. (As well as potentially grab some people yourself! Although Acrobatics is also perfectly fine for escaping grapples.)
As a Bard you can boost your ADC with Bardic Inspiration, letting them add a d6 to attack rolls, ability checks, and saving throws. You have a number of these equal to your Charisma modifier and they come back after a Long Rest.
But of course the main reason to play a Bard is to do Demacian-banned Spellcasting! You learn two cantrips from the Bard list like Vicious Mockery for some diminuendo, making it harder for the enemy to hurt your allies while also cutting them down to size. (I don’t know if your DM will let you slap your Etwahl angrily and then point at them judgingly, but you may have to break your vow of silence every now and then.) You can also learn Prestidigitation for all sorts of general magic stuff that you really shouldn’t do in front of anyone important.
You of course also learn 4 Bard spells like Cure Wounds and Healing Word for the atypical healing spells, Dissonant Whispers for some Hymn of Valor damage, and Detect Magic which you’ll likely be expected to cast as the designated support. *Sigh* Always gotta buy wards.
LEVEL 2 - BARD 2
Second level Bards could be called a Jack of All Trades, as you get to add half your proficiency bonus to any skill you aren’t proficient in. This means even if your ability scores are bad the skills you don’t have proficiency in are still good enough! You also get Song of Rest, letting your allies recover an extra d6 of health during Short Rests. And if you have Tasha’s Cauldron of Everything  Magical Inspiration will let your allies add their Bardic Inspiration to the damage or healing of a spell they cast!
And finally you can learn another spell: against as the designated support you’re expected to take Identify.
LEVEL 3 - BARD 3
Third level Bards get Expertise in two skills: Performance is an obvious must and Persuasion would probably be good as well.
But more importantly you get to choose your Bardic College and if you want to both shield your allies and speed them up look no further than the College of Glamour! That’s because Mantle of Inspiration grants 5 temporary hitpoints to a number of creatures within 60 feet of you equal to your Charisma modifier (which can include yourself by the way!) Additionally those creatures can move up to their movement speed as a reaction without provoking opportunity attacks, making this a great tool to reposition an ally who’s caught in a dangerous position!
You’re also capable of creating an Enthralling Performance: if you perform for at least 1 minute, you can attempt to inspire wonder in your audience. At the end of the performance you can choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a maximum equal to your Charisma modifier. Each target must succeed on a Wisdom saving throw or be charmed by you.
While charmed in this way, the target idolizes you, and speaks glowingly of you to anyone who talks to them. They also hinder anyone who opposes you, although they avoid violence unless it was already inclined to fight for you. This effect ends on a target after 1 hour unless they take any damage, you attack it, or it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw the target has no hint that you tried to charm it, and you can use this ability once per Short or Long Rest.
Finally you can learn second level spells like Hold Person, for a one-man version of your ultimate.
LEVEL 4 - BARD 4
Ah the first of many Ability Score Improvements. You may have noticed our deliberately uneven Charisma modifier: that’s because I’m going to be taking the Fey Touched feat for +1 to your Charisma, the Misty Step spell (for Flash, of course), and the Gift of Alacrity spell from Explorer’s Guide to Wildemount for a Song of Celerity! Accelerated movement? I concur.
You can also learn another spell as well as another cantrip! For your cantrip take Mage Hand for help warding those hard-to-reach areas, and for your spell take Lesser Restoration, because yeah it’s also your job to buy Mikael’s. *Sigh.*
LEVEL 5 - BARD 5
5th level Bards get a Font of Inspiration that lets their Bardic Inspiration come back after a Short Rest as well as a Long Rest. That’s good because your Bardic Inspiration increases to a d8, which also boosts your Mantle of Inspiration to grant 8 temporary hitpoints!
You can also learn another spell like Hypnotic Pattern: while it won’t do any damage and your allies can’t hit the dancing enemies it’ll still be the best recreation of your ultimate for now.
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(Artwork by Katie “TeaTime” De Sousa. Made for Riot Games.)
LEVEL 6 - PALADIN 1
I hope you weren’t expecting this to be a pure Bard build, because then I’d just be building Seraphine again! Grab your something something Medium Armor as well as a shield (well technically you need both hands free to play a musical instrument) it’s Paladin time, master of auras! 
Paladins get a Lay on Hands pool equal to 5 times their Paladin level for some more healing. You can touch a creature to give them any amount of health from your Lay on Hands, or use 5 hitpoints from your Lay on Hands pool to neutralize a poison or disease affecting them. You also get Divine Sense to locate any Celestial, Fiend, or Undead as long as they’re within 60 feet of you and not behind total cover. Don’t worry it gets a lot more exciting later.
LEVEL 7 - PALADIN 2
Second level Paladins can choose their Fighting Style and you’re still more of a mage than a warrior, so Blessed Warrior will give you two cantrips from the Cleric list that use your Charisma! Guidance is an obvious must for a support and Toll the Dead is a great option if you want to go full AP.
Should you have options for attacks to target enemies who have high Wisdom? Yeah probably: Sacred Flame might be a good choice.
Of course cantrips also imply more Spellcasting! You can prepare a number of spells equal to your Charisma modifier plus half your Paladin level (rounded down) which is currently a freaking lot of spells. Let’s just go down the list, shall we?
Bless is great to buff your team and make them harder, better, faster, and stronger.
Command is a mostly harmless Enchantment spell that will force your foes to do as you, well, command. I’d argue “dance” is a reasonable Command.
Protection from Evil and Good is never bad to have in your back pocket in case you’re fighting either Kayle or Fiddlesticks.
And Shield of Faith will let you boost your ADC’s survivability with Ardent Censer!
I know you can prepare more spells but there isn’t much I want from first level of Paladin. I am contractually obligated to mention that you can also turn your spell slots into a Divine Smite if you hit an enemy with a melee weapon, but you aren’t really going to be using weapons in this build. That’s right boys hop aboard the caster Paladin train!
LEVEL 8 - PALADIN 3
Third level Paladins get to choose their Sacred Oath and Oath of the Watchers may seem weird but it’s really good at defending your allies. That’s because you get two different Channel Divinity options: Abjure the Extraplanar works similarly to the Cleric’s Turn Undead feature except it affects Aberrations, Celestials, Elementals, Fey, and Fiends.
Watcher’s Will meanwhile lets you choose a number of creatures you can see within 30 feet of you, up to your Charisma modifier. For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws. This means that in a party of 6 this ability can give your whole party advantage on all mental saves, which is huge for keeping everyone alive against nasty casters! See? Demacia can use your magic!
Speaking of magic you get Alarm and Detect Magic as Oath spells. (Might want to swap Detect Magic from your Bard list with Mass Healing Word ty Tasha’s.) You can also use Harness Divine Power to regain a spell slot equal to half your proficiency bonus a number of times per Long Rest. And you get Divine Health, because you don’t take a sick day to stop complaining about Seraphine.
LEVEL 9 - PALADIN 4
4th level Paladins get another Ability Score Improvement: cap off that Charisma for maximum AP scaling!
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(Artwork by Kelly Aleshire & Esben Lash Rasmussen. Made for Riot Games.)
LEVEL 10 - PALADIN 5
5th level Paladins can finally prepare second level spells! As a Watchers Paladin you get access to Moonbeam as well as See Invisibility, both of which are very good for dealing with incoming gankers.
You can also prepare spells like Aid to boost your allies’ HP, Prayer of Healing (ty Tasha’s) for some out-of-combat healing, and Warding Bond for a Knight’s Vow.
Oh and you get an Extra Attack, which sure would matter if you were actually using weapons.
LEVEL 11 - PALADIN 6
6th level reasons get the main reason Sona’s a Paladin: Aura of Protection! All your saving throws are increased by an amount equal to your Charisma modifier, which is a full +5 currently! But what’s special about this ability is that it also applies to your allies within 10 feet of you, letting you give out auras a plenty to keep your allies safe!
You can also prepare another spell but again: not much I really want. So we’re going to be waiting a little while longer once again.
LEVEL 12 - PALADIN 7
7th level Watchers Paladins get Aura of the Sentinel, or as I like to call it: Song of Celerity. When you or any creature of your choice within 10 feet of you roll for initiative, they gain a bonus to initiative equal to your proficiency bonus. While this may make positioning a little difficult (everyone’s going to have to huddle around you) this ability guarantees that you can speed up all your important allies to make sure they get their powerful abilities off!
LEVEL 13 - PALADIN 8
8th level Paladins get another Ability Score Improvement or a Feat. You may have noticed your uneven Constitution score: grab good ol’ Resilient Constitution for a boost to your health and even more insurance on your Concentration checks. With your Paladin aura and proficiency you’d have a +12 total to your Constitution checks currently, meaning that if you take 24 damage or less you won’t even have to roll for Concentration!
LEVEL 14 - PALADIN 9
You are probably the only Paladin who cares about spells, so it’s nice that you get 3rd level spells now! Watchers Paladins get two very strong third level spells: Nondetection will help you deward and keep your allies safe from enemies that may try to sneak a peak at you, but Counterspell is the true best choice to stop danger from befalling your allies. What’s very good about Counterspell is that as a Bard you get to add Jack of All Trades to the skill check, meaning it’s far easier for you to deny an incomming spell than any other spellcaster! “Mages have enough problems without you.”
Of course you can prepare some more spells like Aura of Vitality for Aria of Perseverance, and Revivify for an ADC’s Guardian Angel. But having access to spells like Remove Curse, Dispel Magic, Crusader’s Mantle, and even Daylight on the Paladin spell list are all extremely useful to be able to prepare. Remember that you are doing yourself a disservice by not taking time to think about what the best spells to prepare would be for your current quest. "Every note is important."
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(Artwork by Kelly Aleshire & Esben Lash Rasmussen. Made for Riot Games.)
LEVEL 15 - BARD 6
Now that we’ve got all our auras it’s time to go back to Bard for Mantle of Majesty! As a bonus action, you cast Command without expending a spell slot as you take on an appearance of unearthly beauty for 1 minute. During that minute you can cast Command as a bonus action on each of your turns without expending a spell slot. Additionally any creature charmed by you automatically fails its saving throw against the command you cast with this feature. You do have to concentrate on this feature (like a spell), and once you use it you can’t do so again until you finish a long rest.
You can also learn another spell but there isn’t much I want from the third level of Bard, really. Oh and you get Countercharm which is awful and I hate it, but since you didn’t take a 10th level in Paladin I suppose you have to use it. Spend an action to give allies advantage on their saving throws against charms and fears, I guess.
LEVEL 16 - BARD 7
7th level Bard; 4th level spells. Freedom of Movement will let you help either yourself or an ally with Mikael’s Crucible, and Dimension Door is great to get into lane fast, or back to base fast!
LEVEL 17 - BARD 8
8th level Bards get another Ability Score Improvement, and if you don’t like the look of something something Medium Armor then the Eldritch Adept feat might be able to help. Take the Mask of Many Faces invocation to be able to cast Disguise Self at will to change your skins as you please.
Could you have taken this earlier? Absolutely. Are there better invocations? Yeah probably, but by level 17 you can make some of your own choices. Build your own Sona: this is merely a guide and you can make your own choices.
Speaking of own choices: take whichever spell you want at this level. There’s plenty of great ones for a 4th level Bard and I can’t recommend anything in particular to you. Every musician has their own style, and it’s up to you to find your own!
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(Artwork by Yan Li. Made for Riot Games.)
LEVEL 18 - BARD 9
9th level Bards get to pretend that increasing Song of Rest from a d6 to a d8 by total level 18 is helpful.
You do get access to 5th level spells like Mass Cure Wounds, which is like Mass Healing Word but better! "Harmoniously."
LEVEL 19 - BARD 10
10th level Bards get Expertise in two more skills: Perception is an obvious must to watch over your wards but beyond that? Honestly pick your poison with whatever skill you want since by level 19 you can make your own choices. (Though my personal choice would be Athletics to hopefully give some more safety against grapples.)
But of course the main boon of reaching level 10 in Bard is the Magical Secrets! ...I’m afraid I’m going to have to disappoint you again: there honestly aren’t any spells in particular I want as Magical Secrets. Sure I could recommend spells like Haste or whatever but are they really going to be that great by total level 20? To be honest even the spells on the Bard list like Animate Objects, Greater Restoration, Hold Monster, Rary's Telepathic Bond, Scrying, and Synaptic Static are very good (although I’d sooner replace some of your old spells with them.)
Again I know this is supposed to be a “guide” but most people won’t hit level 19 anyways, so I don’t think it’s that bad for me to recommend you take your own steps to make your own Sona. Hell, build some AP if you want! I know I would!
LEVEL 20 - BARD 11
Our final level is the 11th level of Bard and I’ll be honest: it’s just to add Otto's Irresistible Dance to your spell list. It can only affect one person but it’s still your ultimate by total level 20.
Oh and you were supposed to get a cantrip last level. Uhhhhh I dunno take Mending lol.
FINAL BUILD
PROS
The rhythm connects us all - You have dozens of spells to keep your team alive and active during a fight, not to mention that all your Paladin auras and abilities really help them give 110%. It’s worth mentioning that Gift of Alacrity combined with Aura of the Sentinel is a d8 + 6 to an Initiative roll, which will almost always guarantee that whoever you want to go first will be going first!
A true masterpiece should celebrate living - Despite your somewhat weird level split you maxed out the only stat which matters for you: Charisma. And woah holy shit turns out Paladins are really good with maxed out Charisma! +5 to all saves means even your lowest save is a +4, and the saves your proficient in vary between +13 for Dexterity and Constitution (both very common!) and a whopping +16 save on Charisma!
Curtains up; I'm ready - Jack of All Trades also does quite nicely to help your middling skills. Even though I dumped most of your mental skills you’re still proficient enough that you won’t be completely helpless when caught off guard. And when you’re in the zone with Persuasion or Performance you are easily the best girl around!
CONS
Don't make me get off stage - It was my intention to recreate Sona’s positional gameplay with this build but it does present some gameplay issues when trying to maximize your effectiveness. Where do you position yourself as a character who’s still primarily a squishy caster despite your good saving throws and AC? Can you give everyone in your party support, or are they too spread out to get value out of your 10 foot range auras?
Quiet, please! - You have a damn good concentration check, but what do you concentrate on? Not only do you have a ton of spells but they all scale very good with levels and you have spell slots that go far higher than your maximum level spell. It can be hard to choose what to do with those 7th and 8th level slots.
The world is cruel... Until that changes, I'll never stop playing - One of many “meta” problems with this build was my choice to focus almost entirely on support. Sure Toll the Dead is a great damaging cantrip but your only two damaging spells are Moonbeam and Dissonant Whispers. Again: you don’t have to follow my build point-for-point and while you’ll be flamed in League for building Sona full AP I don’t think your friends will mind if you take some damaging spells.
But if you can’t tell it was really hard for me to come up with those downsides. With the exception of the positional requirements a Bardadin is a very strong build and Sona is a very strong support. Boost your teammates with your own amazing power and make sure everyone’s alive and jamming! Your power may have been forgotten over the years but no one’s ever upset to have a great support at their side. And remember: Seraphine may be in K/DA but you’re in Pentakill, and you have your own label! No one can replace DJ Sona!
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pinkiepiebones · 3 years
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prompt: the ghouls discovering stim toys
I have no earthly idea how long this has been in my inbox but I found it so~ -
Like most things, it was Special’s fault.
Special had always been the odd ghoul out. He was the only ghoul in recorded church history to choose a gender. He was the only ghoul to posess the ability to telepathically communicate in a way that did not instill dread and terror in the humans nearby. He was the only ghoul to use his Satan-given glamour magic to construct an eerily decent human guise (“My human-sona,” he calls it). He was the only ghoul to openly and obnoxiously fall in love with a human, who loudly and obnoxiously reciprocated. And he was the only ghoul that adored human culture.
So one evening, in the band room, he sat with his siblings as they waited for Copia to arrive for rehearsals.
And he fidgeted with his bracelet.
Swiss‘ long ears perked up. They carefully set their guitar aside and crept to the edge of the stage, turning their head owlishly, looking at the thing on their brother’s human-glamour’s wrist.
’WHAT ARE YOU DOING?’
Special looked up at his sibling. “Oh, hej, sorry, I’m-“ Special made a noise of frustration (the ‘I can’t begin to explain this adequately’ noise, specifically) and removed his bracelet, holding it up for Swiss to see. “Is called a fidget! See, it’s a zipper, but it’s, I just pull it up an’ down, it keeps me kinda, uh, focused…”
Swiss carefully plucked the bracelet from their sibling’s fingers. They glamoured their talons away and used human fingers to pull the zipper down the length of the bracelet and pull it back up. Their eyes went wide.
’IT SERVES NO FUNCTION BUT IT IS SOMEHOW PLEASANT.’
”I know, right?” Special slipped off the stage, tail wagging, and went to fetch his bag. “You can keep that one, I got a ton of different ones…”
Cirrus and Cumulus floated down from the ceiling. ‘CAN WE HAVE ONE?’
Special considered his Air siblings and then tossed each of them a colourful cube. “Those work together, like you two! Is Velcro cubes, good sound and feel.”
Special’s Fire and Water siblings jumped off the stage, each demanding to have whatever the others were getting.
”Ah, you guys play with your picks a lot, maybe… Let’s see if you like these wavy sticks?” He handed them flat small boards with strange wavy lines engraved in them. “Drag your picks down the waves, make good noise!”
Aether gave Mountain back their drumsticks and said ‘I MISSED THIS, WHAT ARE WE GETTING FROM SPECIAL TODAY?’
Swiss jerked away as Aether moved to look at the bracelet. ‘GO RECIEVE YOUR OWN FIDGET DEVICE, THIS ONE HAS BEEN ENTRUSTED TO ME.’
Aether approched Special and held put their talons. Special plopped a necklace with a round soft purple Bead into Aether’s scaly palm. “There ya go, big guy. It’s a chewy fidget, so you’re gonna have t’practice your jaw shapeshifting, arright?”
Mountain slipped out from behind their drum kit and approached Special. ‘HOW IS IT YOU HAVE AQUIFED SO MANY OF THESE FIDGET OBJECTS, AND DO YOU HAVE ONE FOR ME?’
Special shurgged his human-guised shoulder. “Ehh, I been collecting them a while. Copia likes to fidget witg somethin’ when he’s nervous, an’ I just like how many types there is. Like this one.” He tossed his sibling a colourful cube. “That one’s got a li’l ball you can roll around, and you can press it down, too. I mean, I have a little tappy-tap pad too, but I’m like, eh, you’re probably sick of drumming all the time.”
Mountain shapeshifted their talons into a human hand and carefully tested the small metal ball inside the plastic cube. It rolled smoothly, and made a gentle clicking sound when they pressed on it.
’HUMANS CONJURE UP SUCH CURIOUS OBJECTS,’ Mountain mused as they watched their thumb roll the ball. ‘IT IS NICE THAT THEY HAVE DEVELOPED THESE OUTLETS FOR THE, WHAT DID YOU SAY, ANXIETY.’
Special nodded, sliding a spinner ring onto his finger. “Anxiety, focus, there’s lotsa used for these things, it’s preeetty cool.” He spun his ring a few times and grinned.
”Just be sure to put them in yo- er, shapeshift a pocket and put your fidget in there when you’re doing band stuff, yeah? Good, good.”
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ace-of-none · 3 years
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Y’know, I have nothing better to do right now so I guess I’m gonna drop my oc here. I personally am... in a mood so I may as well ramble about Paris. If anyone , honestly, takes a minute to read this I’ll be suprised but I’ve been stewing on making this since I saw @britishsass do this with Loren, so here goes. I’m the guy who made the tall lanky guy, aka Paris Cardwell. 
Save for this first one, any outlined and colored digital art is some of my sketches finished by @britishsass​ because they are a godsend.
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He’s the tallest of the quad, but not the oldest nor the most mature. He’s tooooootally not a sona, hah. Anyway, sorry for my rambling style of writing. I take a very stream-of-consciousness  approach. His special little ability is Pathokinesis: the ability to manipulate emotions, though he doesn’t fully know how to use it yet. He also is an empath and telepathic, making his day to day very problematic as he has a hard time shutting it off. Another note about his psionic power set is that he can’t levitate, instead opting to use his telekinetic abilities to life a deconstructed skateboard for a hoverboard. 
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Other fun little facts include that he has a smiley mask which he employs pretty much any time he’s feeling less than stellar. He’s very emotional and blames himself for a lot of things, even if it’s not his fault.
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However, he’s at his most powerful when he’s sad, in a cruel twist of fate.
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Additionally, he can get nosebleeds from using his abilities for extended periods of time, which can get bad fast. But, still through all that, he loves taking notes about psionic powers and does so often, though it can be very inopportune, hah. He’ll be taking notes in the middle of a fight. Also, he’s very much a joker, enjoying what he does.
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Now for the fun part: His mental world, called ‘Paris’s Patchwork’
It’s very much a Super Mario Galaxy-esque affair, filled with many, many places to go and very weird gravity, but it’s almost all made from sewing supplies, with some places filled with spacey flora. Some obstacles that come from this come in the form of scissors, that cut things at random, representing his very spotty memory, and perhaps more could be read into that. 
Now, the inhabitants. Paris has a very detailed archetype known as smoky, who will act as a guide and take his place. Paris hides away most of the time when others enter his head and allows Smoky to do all the work.
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His name is Smoky due to being made out of Smoky quartz. He can fall apart, but worry not, he can be put back together.
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And then there’s Fear and Halo, his well, fear and negative thoughs, and his coping mechanisms. Unfortunately, Halo ends up asleep a ton.
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Anyway, I think that’s enough. I really didn’t expect to go on this long, hah
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kda-chat · 4 years
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Did irelia or the girls learn sign language?
Irelia - Is relearning sign language, she took a class on it in college.
Kai'sa - Is not fluent but knows enough to hold a small conversation.
Akali, Ahri, and Evelynn - They are not fluent but know one or two signs.
Sona - Does not actually use sign language a lot, she uses it to convey complicated thoughts or speaking to others that use sign language predominantly. [Her secret telepathy ability is still unknown to the other girls except Irelia, it will be mentioned soon in the chat fic] Sona isn't a "talkative" person per say. She can communicate with simple gestures, writing, or making a face [disgust, angry, sad, annoyed]. Those close to Sona tend to figure out what she says without having to use sign language or write it out. Is it because she is using her telepathic abilities to sway you? Who knows.
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virtuosin · 4 years
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Headcanon:  Regarding Sona’s abilities in Odyssey
Sona’s abilities in Odyssey differ a fair amount from her abilities in mainverse. The biggest converging point is that in her mainverse, she’s a sorceress--a magic user born with these magical qualities, whereas in Odyssey the source of her powers comes not from magic, but Ora. You could say that Ora is the magic of the Odyssey verse, but it really isn’t. Or rather, it’s much more than that. Ora is a coveted source of energy--it is THE source of energy. Any living organism in Odyssey has Ora with it. Ora is essentially the life essence to all things which linger in all living things. HOWEVER, Sona is quite unique in regards to her Ora. She was born with an ASTRONOMICAL amount of it, to the point that she can control it innately in many different forms (which I’ll entail below) whereas most people cannot do. It’s rare to find those born with so much Ora, let alone those capable of exerting it in a way that can be applied to the world around them. It’s why Ora enhancements/prostethics and Ora-fueled weapons and vehicles are so popular. Ora is the universal energy to the world and--unfortunately--is being harvested for all the wrong reasons. With that said, let’s tap into Sona and her control over Ora. Firstly, Sona is able to commune with Ora. This is something that hasn’t been seen in 100+ years. She can speak with Ora and have conversations with it. The Ora itself (as I write it) is more or less a sort of hive for all the Ora which returns to the natural cycle of life/death/rebirth. They speak very formally and sterilely, going by ‘they/them/we’, for it’s not a singular identity. But this curious connection allows Sona the ability to ask advice, to vent some of her frustrations, as well as gives her another set of eyes watching her back while things get heated on the battlefield. The Ora is like a companion orb which can ease into and out of her body like water, though it has enough sense to hide itself most of the time. This connection also burdens Sona with the ability of ‘future sight’, something which haunts her greatly. Sometimes when she goes to sleep, she instead is spirited away to a future timeline and bears witness to horrific scenes--of a universe culled of all life by the hands of a monster wielding a scythe. Sadly, this ability cannot be controlled and it always rotates around the same event; the Ora Gate. It is almost always a traumatic scenario forced upon her that she must experience all the way through, always ending with a painful death that she 100% feels and is incredibly jarring to her when she wakes. These visions are not incredibly commonplace, however when they happen she always hides away for the day, not wanting any to see such raw pain from her. As far as combative abilities go, Sona is capable of a great deal. She fights using her own Ora, which she has a vast amount of. Moreover, she also regenerates her Ora, making it a useful tool in her arsenal. She can use it much like she uses her abilities in mainverse; gift of alacrity, healing, shielding, bolts of energy to pierce enemies. She also has the capability to sunder her enemies, stunning them momentarily by seizing the Ora in their bodies which causes them to stagger briefly. She also can ‘scan’ an area; taking time, she can focus on the natural flow of Ora around her and sift out certain sources of Ora. This can be a bit ambiguous depending on distance and familiarity to the signature of Ora, as all Ora in an individual is unique in its own right. However, it should be noted that she has to be mindful. While she has an untapped wellspring of Ora to use, she doesn’t exactly have combat experience and can easily burn through too much Ora at once without realizing this. In threads, she has done this, to the point where she’s on a recovery period of 1-3 days depending on the severity, leaving her without the use of her abilities in that timeframe. This can become inconvenient at best and horrific at worst, for it leaves her body weaker and leaves her unable to assist those near her with healing/fighting. Branching off this point, Sona has the ability to levitate (not fly) and speak--by that I mean she can create a telepathic connection and she can also ‘project’ her voice aloud with her Ora, though she cannot physically speak on her own due to a disorder in her throat. These are things that require such a miniscule amount of Ora that they are done without thought or without much impact on her Ora supply. However, if in dire straits, she will avoid all Ora consumption at all costs, perhaps save for her ability to speak. Even if in the company of others who can comprehend sign language, she hates not having a ‘voice’--and despite being physically mute, she wants to be heard in some manner. As an aside to that notion, she can sing and absolutely loves to. The Ora companion also has the ability to house itself into her zither, creating beautiful masterpieces with her which act as a creative outlook and a means to decompress after stressful situations, such as enduring the visions. They’re quite a wonderful pair and weave harmonious melodies, to the same heights as mainverse Sona. Sadly, living a sheltered life, she would never have the chance to become a maven in Odyssey. And finally, she can ‘disguise’ herself by masking her Ora abilities. By doing so, her markings disappear and her eyes become duller, less vibrant. In this way, it keeps discerning eyes off her. Yes, yellow eyes are still strange, but in this setting EVERYONE is decorated in outrageous colors, so she blends in quite well. Far better than sporting her ethereal golden glow that makes her stick out like a sore thumb, eh?
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displacedentities · 5 years
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IT IS DONE
Took me a long while to finish the art, but here’s my Dynamorph AU Trainersona! Naturally I had to go with Victini, they’ve been my partner Pokemon and my personal sona online across pretty much all platforms for over 9 years. The two color schemes are Canon and the Personalized version, respectively. I’ll put more details under the cut, but for those not interested in the lore and minutia (aka Mystic put way too much thought into this), enjoy the doodles!
Background: Victini was my first ever defined favorite Pokemon, after I was introduced to the very first Victini ever made available - the one you rescue in-game from the lighthouse basement. For those who aren’t aware, the very first Victini you could ever acquire was available only during the first launch weeks of Black/White, with codes from the game box allowing you to access the lighthouse island. The lore is that the Victini was cared for from hatching by the old lighthouse keepers, who passed away, leaving it alone and locked away in the basement bedroom. When you first find it, Victini is level 15. For a supposed ‘Legendary’, it’s very low-level and weak. In the context of the game, it has never battled before, or so much as left that room. It’s still a baby, and you get to experience how it grows with you as you journey - as a result, it never felt like an invincible godlike Legendary to me. Victini joined my team and never left. The movie that featured Victini broke my heart and sealed the deal.
Battle Move Sets:
(Fire/Psychic+TMs) -Flame Burst -Searing Shot -Psychic -V-Create (Signature)
Additional Features: -Flight -Invisibility (yes this is actually canon) -Can communicate images through the mind, but CAN’T speak telepathically -Infinite energy source within the heart that can be shared through contact
Resulting Mess: Combined with a small-time Legendary that possesses a bottomless wellspring of energy, fire powers, and the ability to turn invisible, the result is an absolute mess of a human being. The energy manifests in a lowkey constant state of hyperactivity and desire to be doing something or sharing that energy with other people who need it. However the crippling shyness inherent in Victini was amplified in the trainer, so they tend to lean heavily on the invisibility power to go about their day and not attract attention. It’s also an enabler for their worst habit - sneaking sweets and snacks incognito, with a sweet tooth ALSO magnified by fusing with a Pokemon whose favorite foods are cookies and cakes. The invisibility only works on herself and anything she’s wearing, but doesn’t extend to objects she carries, which frequently leads to her getting caught mid-snack. Due to being a partial Fire-type, my Trainer’s hot temper is more easily stoked, quicker to irritate and just as quick to burn itself out. She’s not good at the whole ‘flying’ thing yet, especially with a debilitating fear of heights. As a consequence of growing wings, my trainer was forced to cut holes in all her favorite shirts, and cried while doing so. She can often be found refusing to climb down trees she definitely didn’t crash into.
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dog-teeth · 5 years
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i've been rewatching a bunch of the original star trek (my favorite show as a kid) so i decided to redraw my old star trek sona i used to write about as a kid, aka me if i was on a starship!
his name is ezra quetzal (that's what i named him when i was like 9) he's 1/4 vulcan and the first officer of the starship Venture (can you tell spock is my favorite character?), eventually taking the position of captain when the former captain dies on a mission. he has worked on starships his whole life as an alien biologist because he has a knack for communicating with alien life forms, largely due to his low-level telepathic abilities from his vulcan heritage. the starship venture's mission is to collect information about alien languages and customs, with the hope of returning with enough to develop a translator that can be used to communicate with different species as well as enough knowledge to make peace with them. he is adamantly against killing any creature, especially ones he can't communicate with. but after his captain is murdered by an alien creature as a result of quetzal's refusal to kill it, he is forever changed and decides he will kill a creature to save his crew.
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enderpearlgurl13 · 5 years
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Yes, I made another sona. But this time, it's a species I've created myself- the nixuden! (If you want to know more about them go ahead and ask! I'd love to tell you more about them!!)
Klikh (pronounced "click") is an artisan that currently resides on Earth. Ze are an adept technician and work full-time at a server station, managing the routers and switches for an intergalactic network. In hir free time, ze enjoy making visual art in various media. 
More info about the nixuden species under the cut
[Please do not tag as kin/me/id, as this is a character personal to me; also, please do not repost or use as your own! Thank you!]
To keep it short: Nixuden are an extraterrestrial species that exist on a planet similar to our own, except the oxygen concentration is much higher and there are massive mountain ranges that cover about 80% of the terrain. Being technologically advanced compared to humans, their economy relies on a bartering system and is shown to be more stable than the primarily capitalist approach on Earth. Each nixuden has an identification ring on their tail, with a symbol that is specific to that entity; most nixuden are permitted to design their own symbol. They have limited vocalization abilities, only being able to chirp, warble, snarl, and purr, but they possess telepathic powers that allow them to communicate with other beings. All specimens are hermaphroditic (having both "male" and "female" reproductive organs), and do not align with the gender binary humans have presented to them; some use human terms that they feel best describes them, while others do not. There are two subspecies of nixuden, the common variant (shown here) and the alpine variant (coming soon).
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This was from 6-29-19
Aubreyanna’s bday was quite a thing. Real boring till my gals showed up and then the party started; or at least it was better. Lessons were learned by me about relationships and I know more now because of this get together, so I’m thankful for that opportunity at least.
It’s a post worthy event tho because of the fire pictures we took by some lavender, ^ much thanks sona
Honestly tho, remebering this time just makes me appreciate these girls so much. This day would have been so boring w/o them. Plus we have no need for words thanks to our three-way telepathic ability to have a group chat with our thoughts. Im the luckiest duck 🦆💕
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etwahlian · 6 years
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sona’s telepathy did not immediately accompany her magic. initially, sona could not communicate at all, and often that contributed to her frustration as very little people knew or understood sign language, despite her tutor’s best efforts to open the language up to her. as her grasp over her powers grew, sona became able to transmit her general feelings, like her aura swelling to overflow the vessel in which she exists. vagueness followed, of course, and sona still felt irritation at the lack of understanding. she carried the reputation of a quiet, shy, polite woman thanks to the mere inability to convey her opinions, her personality, and therefore many thought of her as dull / stupid. sona, too, fell victim to the idea that because she couldn’t speak her thoughts, she had nothing of value to offer - and began to stop trying and focused instead on the mastering of her craft: music.
little did she know that etwahl’s magic was what enhanced her own, linked, and therefore as she harnessed its melodies and wielded its magic, her own amplified in her growth. sona began to be able to lift objects with a lighter form of telekinesis, as well as form smaller bursts of telepathic communication. fragments of sentences, echoing, weak if the target turned away or left her proximity - but it became her lifeline that she, in fact, had a voice after all. excited, sona poured herself into practicing, and though the action often drained her, left her with aching temples and a tired body, she was able to fulfill her wish to properly communicate. at the beginning of her adulthood, sona was able to communicate with a handful of people facing her in a quiet room, and she built herself up until a year later her range covered the grand theaters in which she performed. the entire audience could not only hear her beautiful melodies, but also the voice behind the instrumental art.
sona still, to this day, will however struggle to communicate magically with persons wearing iron or otherwise heavy armor, someone that leaves her proximity via magical intervention ( a teleportation ability or otherwise abrupt exiting that has her momentarily struggling to once again pinpoint their mind’s location ) and will have trouble communicating when her mind is distracted, she is flustered / embarrassed by something that has her train of thought derail, and otherwise typical tactics that throw off the concentration of someone in need of a peaceful mind in order to speak. she will still be struck with fatigue in any case of overexertion - including prolonged proximity with demacia’s anti-magic stone wall perimeter around the city in which she resides. 
when sona communicates at full strength, the female voice the targets hear will always sound the same, however the language in which it speaks will adjust according to the person’s native tongue. accompanying it, in whispers beyond the forefront of their minds, will be multiple whispers, tones dropping or heightened in an enchanting yet somehow vaguely eerie incoherent tongue, several different languages ( and some will be recognizable to the target, some will not ) as she speaks. sona doesn’t know that this is what others hear. she can’t hear herself. all she knows is that her ‘voice’ must sound something similar to what her own inner thoughts sound like, and is otherwise unaware of the hushed additions.
when drained, her ‘speech’ becomes a little less coherent, like a tired mind skipping certain words or the word going unspoken altogether in favor of a similar emotion filling its place. emotions will always be present alongside her telepathic words, but a fatigued sona is more likely to emphasize on her feelings as they flow easily from her aura. here, in her tired state, she is more likely to completely lose her filter. because of the nature of her communication, sona very nearly practices life with no filter - save for a few topics, she openly conveys herself. when tired, though, she will not be as polite and proper with her speech, and may even be incapable of withholding certain thoughts from traveling to a target when questioned. impulsive answers betray her.
when enlightened and united with etwahl’s inner powers locked within the divine instrument’s golden hide, she can go so far as to even persuade other targets to do as she wishes with a form of manipulative telepathy, a subtle version of mind-control; though sona does not ever wish to do this, or even realize it is within her ability to do so, she may involuntarily perform the act when she feels strongly on a matter. for example; an enemy attacking her, and she’s frightened. sona will wish them to leave her be, to spare her, and the target’s lack of opposing will may cave in light of her power. they will spare her, and then leave. the remaining abilities of sona when reunited with her missing power is beyond her reach - she may never know, even of this, what she is capable of.
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withperfecttempo · 4 years
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{𝓑𝓪𝓼𝓲𝓬𝓼}
Name: Sona Buvelle
Alias: Maven of the Strings
Gender: Female
Age: Mid-late twenties
Species: Human (magic born)
Zodiac: aquarius / aries / cancer / capricorn / gemini / leo / libra / pisces / sagittarius / scorpio / taurus / virgo / unknown
Abilities/Talents:  
Telepathic communication with any magic folk. More info is linked here.
 Having an ancient instrument being attached to her since birth. It is implied that there is a possibility there is a spirit that possesses it and has attached itself to the last of the fabled etwahls that chose Sona to be its owner and wielder. No one can play it but her. 
Emitting an aura when playing the etwahl that can charm listeners within the vicinity.
Healing and empowering spells casted through music with specific songs: Song of Celerity, Aria of Perseverance, and Hymn of Valor. 
Can materialize music into magic that can slice objects.
Ultimate spell, Crescendo, is made accumulated magic and strong emotions. When under immense stress such as being cornered, she strikes a chord that stuns targets and forces them to dance.
As a music prodigy, she is adept with improvisation along with composition. 
{𝓟𝓮𝓻𝓼𝓸𝓷𝓪𝓵}
Alignment: lawful / neutral / chaotic / good / neutral / evil / true
Religion: Indifferent
Sins: envy / greed / gluttony / lust / pride / sloth / wrath
Virtues: charity / chastity / diligence / humility / justice / kindness / patience
Languages: Galrin village sign, Buvelle family curated sign, Runeterra common
Family: Barrett Buvelle (Adoptive father; deceased), Lestara Buvelle (Adoptive mother, alive), Kahina Buvelle (Adoptive sister, alive)
Friends: Lux Crownguard, Ryze, Taric, Xin Zhao
Sexual Orientation: heterosexual / bisexual / pansexual / homosexual / demisexual  / asexual / unsure / other
Relationship status: single / dating / married / widowed / open relationship / other
Libido: sex god / very high / high / average / low / very low / non-existent
{𝓟𝓱𝔂𝓼𝓲𝓬𝓪𝓵}
Build: twig / bony / slender / average / athletic / curvy / chubby / obese
Hair: white / blonde / brunette / red / black / other - blue that fades into yellow at the tips
Eyes: brown / blue / green / black / other
Skin: pale / fair / olive / light brown / brown / very brown / other
Height: under 3 foot / 3-4 foot / 4-5 foot / 5-6 foot / 6-7 foot / above 7 foot
Weight: under 100 pounds / 100-150 pounds / 150-200 pounds / 200-250 pounds / above 250 pounds
Scars: None.
Facial Features: N/A?
Tattoos: None.
{𝓒𝓱𝓸𝓸𝓼𝓮}
Dogs or Cats?
Birds or Hamsters?
Snakes or Spiders?
Red or Blue?
Yellow or Green?
Black or White?
Coffee or Tea?
Ice Cream or Cake?
Fruits or Vegetables?
Sandwich or Soup?
Magic or Melee?
Sword or Bow?
Summer or Winter?
Spring or Autumn?
The Past or The Future?
tagged by: @ryukishini // Thank you for the tag! :) tagging: @vilestblood, @goldenornstein,  @dangerize, @obliviorum, @siniste, @dcvorakk, @teluminum, @quartlet, and anyone else who wants to do it. 
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I have 21 grubs and I made a list of all of them
Which is here. In alphabetical order. 
Arreis. (yeah this one's a straight-out 'sona, sorry) Their most obvious feature is their ridiculous mane of hair. There's so fucking much of it, this little grub has enough hair for two full-grown trolls and it gets in EVERYTHING. You can barely tell that they even have horns, much less that one's hooked and one's blunt-ended. It doesn't take that long for Dave to work out that the reason that a cobalt-blood was on the cull list is that they're so fucking nearsighted they might as well be blind. They're one of the grubs that tends to hide when it's time to meet someone new, and it takes a good deal of coaxing and reassuring to get them to come out. They're still sweet once you get past that stage, though. BLUE
Bowie. (Dave named them. There were words between him and Karkat over this choice, since it doesn't have enough letters.) They're very visually striking, a periwinkle-blood with some mutation that tints their hair almost metallic copper and makes it a lot straighter than is normal for trolls, so that it lays almost perfectly in line with their swept-back horns. In addition to the red hair they have patches of the same color on their skin, almost like abstract curling tattoos. They're amazingly friendly with the other grubs and with adults. They also like it when Dave plays music, and very quickly figured out how to work the CD player even though they can't change discs because of their lack of gripping digits. Dave's had to start unplugging it at night after the first few times that Bowie turned it on full blast and woke everyone up. BLUE
Corvid. Their blood color is confusing, to Karkat at least, because it's the deepest possible shade of purple, a little bit too blue to be maroon and only a few shades lighter than black. Logically, with purple blood they should be a seadweller, but they aren't. They have short, feathery hair, and  their horns are flattened and spreading—Dave says they look like wings, John says they look like moose antlers. This leads to much argument and an attempt to alchemize a live moose. The results are disturbing. Jake discovers the moosbomination and immediately adopts it. Corvid doesn't actually notice the moosbomination at all because they're too busy finding every small item that's not secured and hiding it for future entertainment. PURPLE
Delphi. They're somewhere between cerulean and royal blue, a bit bigger than average. They've been very badly scarred, one of their hooked horns cracked almost to the point of snapping off and both eyes damaged, although they can still see at least a little. Probably because of whatever happened to them, they're very timid, tending to try to squirm under the nearest piece of furniture at the sound of anyone shouting or most loud animal noises. They don't have quite as much problems with other loud noises, oddly enough; it's mostly just for ones made by living things. Maybe surprisingly, they're very unlikely to choose the normal troll reaction of attacking what they're afraid of, mostly just trying to hide from it instead. Once they recognize which people aren't going to hurt them, they'll also go to said people and squeak to be protected when they're terrified. Which, for awhile, is almost all the time. BLUE
Enigma. They appear to be a blueblood, almost precisely the same color as Equius, but with wide bovine horns. They're very sweet and non-confrontational, and don't show any of the traits Karkat actually expects out of a blueblood or any defects that he can find, which confuses the hell out of him for a good week until they get in a scuffle with one of the other grubs over who gets to get bathed first and Enigma ends up with a very small cut on their forehead. Karkat scolds the other grub, of course, and might have scolded Enigma if they hadn't been curled in a ball, shivering and trying to hide the injury. It takes a good ten minutes and Dave coming in and talking to them to get them to uncurl, and when they do it's pretty apparent why they're upset: Enigma's blood is bright orange, not blue. Even though they're probably still too young to understand, Karkat spends half an hour explaining how blood color doesn't mean anything anymore and that no one can hurt them for it. ORANGE
Fenrir. Karkat swears that their blood is exactly the same color as Gamzee's; Dave thinks it's closer to navy than indigo, but at some point he just quits arguing. Their horns are too big for them, going straight up for the first half before taking an abrupt zigzag outwards. They don't seem to have anything physically wrong with them, but it's hard to tell; anything other than the most careful touches sends them into either an angry, squealing fit or a withdrawn ball of upset grub, so as long as they don't seem to be hurt Dave and Karkat just let it be. Even though they don't like to be touched, Fenrir loves to be have conversations, even if no one can understand their chittering and squeaking yet. BLUE
Ferrus. Medium sized and dark rusty orange, about as far down the hemospectrum as you can get and willing to pick a fight with anything, which might be what landed them in the culling caverns. They're fiercely protective of Nonomi, ready to take a bite out of anything and everything that tries to mess with the greenblood, up to and including Dave and Karkat. Luckily grub jaws aren't quite as strong as they could be, so they don't always draw blood. It's also lucky that Ferrus has short, curved horns instead of longer, more fragile ones or sharply pointed ones, because they also headbutt when they're upset. Even when they don't bite or butt they're very vocal about any displeasure. Dave thinks it's adorable. ORANGE
Fletch. A light-turquoise-blood with a fascination for all things avian. One of the first things they did was tear a pillow open and make a nest out of the feathers inside. It takes a lot of gentle scolding and Dave coaxing a crow inside to visit them to convince them not to do that again. They have one long, straight horn and one horn that splits into three prongs a little way from the tip, like an upside-down peace sign. There's pretty much always a few feathers stuck in their fluffy hair. BLUE/GREEN
Gaudiu. Karkat's slightly amazed that they were going to be culled at all; it's not really usual for a physically-normal lavender-blooded grub to get marked for culling. On the other hand, they do seem to have a mindset that'd make them trouble in alternian society. The fact they have what Karkat puts down as a morail-level bond with three or four of the lowblooded grubs (Dave thinks they act like normal, close siblings, but explaining that to Karkat is Difficult) might be another factor. They also lick people that they like and bite people they don't. Or bite when they're mad. Or, and this is the most likely reason, bite to defend any threat against their family. Thankfully none of those other than anger come up that often, because they're very good at biting, and it's pretty easy to calm them down by petting their weirdly-smooth-for-a-troll hair and sharp-tipped, wavy horns. PURPLE
Grafii. Limeblood! They have a tendency to find anything that could be said to resemble paint and just. Use it. Since their little legs aren't all that good for painting with, this tends to mean rolling in whatever they found, faceplanting in it and smearing it around with their short, messy hair, or dipping the ends of their small, sharp horns in it and drawing designs with them. Dave has a setup with actual paint and big pieces of paper that they can roll around on. He saves the originals and takes the highest-quality pics he can of the paintings to put on the fridge. GREEN
Jazehn. A mahogany-blood who has the mildly worrying ability of pyrokinesis. Thankfully they don't try to use it very often; the worst incident they've caused is setting a bagel on fire after watching Dave use the toaster. They seem to be pretty much fireproof, at least. Both their hair and their horns resemble flames, the former having a tendency to clump into spiky waves and the latter being asymmetric, gently wavy points. RED
Lielin. A small, pale-yellow blooded troll with spiral horns and long hair that was carefully and neatly braided when Dave first brought them home. Although there are some lusii who'd have the ability to do that, Karkat thinks Lielin was, before they ended up in the culling caves, being cared for by an adult troll. They're absolutely terrified of anyone wearing blue, which could be a pointer towards something bad involving highbloods having happened to them. They have some kind of very weak psychic ability that manifests as making anyone near them nervous when they're scared, or happy when they are. They want to be held as often as possible. YELLOW
Lutien. They're an albino, with mossy-colored blood that tints their skin pale green instead of grey and fills their eyes. Their hair's white, though, and it's so long and fluffy that it tangles with their branching horns and almost hides them most of the time. Calliope squeals so loudly all the grubs scramble for cover the first time she sees Lutien; other than the difference in horns they're pretty damn close to being the grub form of her trollsona. They like her, too, which is saying something; Lutien isn't exactly unfriendly, they won't protest at being fussed over, but given a choice they're more diffident than most of the grubs, more likely to go investigate any low drawers they can get  or work out a way to dig through Dave or Karkat's closets than seek out company and attention. GREEN
Myrmyr. Smallish goldenrod-blooded grub. It takes awhile for Karkat and Dave to figure out that they're deaf, mostly because they're a receive-only telepath and they can pick up most aural cues from the minds of anyone around them. They also have a weak version of psiionics, although the tiny sparks they throw off while using it are white instead of the red and blue that Karkat half-expects. He won't admit to Dave that in spite of the slight difference in blood color and the fact that Myrmyr's horns are long and take an almost 90-degree turn near the tips instead of being short and doubled, he's still reminded of Sollux by them. Dave catches Karkat showing Myrmyr bees, just in case, but they're more interested in the ants that keep ending up hanging out on the counter. YELLOW
Nonomi. They're an extremely small, dark-green grub with tiny rounded horns and entirely too much hair for one so small—most of the time their head looks like a tiny black puffball. Their legs on one side are malformed, not enough to make it impossible for them to get around but definitely enough to get them noticed and marked for culling. Nonomi's still a sweetie, although they're quite shy. They actually got their name when Karkat refused to name any of the grubs, picking Nonomi up as an example and announcing that they were "No-name Vantas." Dave promptly came up with a nice pseudo-Latin variation on that. It stuck. GREEN
Novvem. Dave insists that they're pumpkin-spice-blooded and Karkat keeps telling him he's a fucking idiot and that color is orange, dammit, orange! Novvem seems to be happy with either description. They have very curly but also fairly short hair and horns that're somewhat longer but just as curly. They can't resist burrowing into every blanket/sweater/unattended items of clothing they see. This is sometimes a problem, because those horns will get tangled up and they'll be be stuck until they make enough noise for someone to come get them undone. ORANGE
Raccon. A maroon-blood. Dave's more likely to call them Disaster than their actual name; everyone is pretty sure that they have some extremely unhelpful version of Vriska's luck powers. As in, the exact opposite. They're maybe the only grub with short hair...mostly because they managed to find a bottle of glue, tip it over, and get a variety of items stuck in it. It's the only haircut that Dave actually did himself, and for awhile they look both completely ridiculous and extremely cute. At least their short, mismatched horns look good with a choppy almost-buzzcut. They're the cause of a long string of broken items and messes, but it's rarely (if ever) actually their fault. Everyone hopes they grow out of the bad luck. Or at least learn to control it a little. Raccon doesn't actually seem to care, though; they may be apologetic about the results but they're happy for any kind of attention. RED
Rahnza. One of the few grubs that Dave wasn't sure was going to survive—they're what Kanaya says is average size for a troll grub, a shade of teal that's the same as Terezi's but somewhat deeper, with the tiny half-formed gills and the finned ears of a seadweller, and mismatched horns—one curving to the side in an almost moon-shaped crescent, the other much shorter, sticking straight up. They can definitely breathe water as well or better than air, too; they actually need to sleep submerged rather than spending nights on the bed with the rest. They get enough love and cuddling in the daytime to make up for it, though, which balances out just fine. BLUE/GREEN
Taphri. They're an olive-blood with long horns that widen into almost-spade-shapes just before the tips and hair that more or less qualifies as an afro; it's thick enough to cover most of their face and hide the light green splotches there. Karkat and Dave aren't sure whether the marks are some kind of birthmark or scars, not that it really matters. They're stubborn and more likely to get in fights with other grubs, but said fights tend to consist more of shrieking at each other than anything actually physical. GREEN
Xiophi. A nice shade of orange that almost matches Novvem's, with ram-like horns that curl the opposite way from normal and hair that's weirdly spiky. They absolutely love sugar. They should not be given sugar under any circumstances. ORANGE
Zandyr. A candy-pink-blooded grub with seadweller traits but no ability to breath underwater for more than ten minutes at a time. They have zigzag horns that go out to either side instead of back like the Amporas' do and short, wavy hair. They also have a problem with chewing everything they can find as a comfort mechanism. Dave had to ask Jade for the alchemizer codes for some chewy stim toys for them. PINK
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ladybuvelle · 7 years
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Headcanons + voice (how she compels with being mute, how did she learn to talk with the mind...)
Headcanons! | Accepting 
// Sona was born physically mute, meaning there is something physically preventing her from speaking (another kind of mutism has to do with anxiety, where the person can still physically produce sounds but is unable to speak properly and form words).
Her primary form of communication is writing. She was taught to read and write at a very young age and took to it very quickly. Additionally she was taught sign language by a special teacher, though most people don’t know sign (much to her dismay). Sona carries around a writing pad and pencil at all times in order to communicate with people, though it can still be difficult when approaching someone who doesn’t know how to read (ex. young children, illiterate adults, foreigners unfamiliar with the written language).
Sona’s ability to ‘talk’ to people telepathically is a side effect of her mental connection with the Etwahl. She can call to it and tell it commands. Because of its magical and specific nature, some people who are also magically inclined or mentally adept can also pick up on her ‘voice’. She was totally unaware of this as a child, since A) the Etwahl had been kept away from her until Lestara adopted her, so she didn’t even know anything about it or to try and communicate with it, and B) no one around her at the time was a mage of any capacity. So even if her thoughts were out in the open there was no one able to pick up on them.
Ironically, it was only after coming to Demacia that she began learning about her magical abilities - though she still didn’t learn about her telepathy until much later (since again, Demacia doesn’t exactly cater to mages).
By all accounts it’s still a relatively new ability to her, and it’s difficult to tell who would be able to ‘hear’ her or not. She at least understands someone has to be in tune with magic in some way, or at the very least (as I said) being mentally adept or have some sort of extrasensory perception. Sometimes she’ll make an attempt to talk to someone if she thinks they can ‘hear’ her. Other times it happens purely by accident. Sona’s telepathy is, really, just her thinking. So sometimes she thinks ‘out loud’.
It’s also worth saying that it may be possible for her to practice and ‘flex’ this specific sort of magical muscle in order to perhaps reach more people, but being that it’s still all so new to her she wouldn’t even know how to do that.
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