Sp
arrow ♀ Current Stats Learned Moves Type: Psychic/ Flying
Ability: Synchronize
Level: 30
Nature: Curious, friendly
Peck [FLY]
Leer [NRM]
Night Shade [GHST]
Teleport [PSY]
Lucky Chant [NRM]
Miracle Eye [PSY]
Me First [NRM]
Confuse Ray [PSY]
Tailwind [FLY]
Wish [NRM]
→ Despite being roughly the size of your average softball and half the weight of one, Sparrow seems to be completely unaware of danger. At least to the extent where her own self interest is at stake. Bold, curious, overly friendly and LOUD, Sparrow goes completely against the grain of a typical natu in almost every sense of the word. Her outgoing, quirky sort of demeanor is familiar to Theresa, so she named her after the young hero of Albion back at home. Sparrow also seems to have taken up the position of a seeing eye animal, and can do her self appointed job quite well from atop Theresa's head. A tiny little ball of fascination and amusement for her trainer.
Sock ♂ Current Stats Learned Moves Type: Ghost
Ability: Levitate
Level: 8
Nature: earnest, kind of... stupid
Hypnosis [PSY]
Lick [GHST]
Spite [GHST]
Mean Look [NRM]
→ Poor Sock. Pooooor poor Sock. Named after a miserable failure of a satirical writer in Albion, Sock was met on Route 31 after trying (and failing) to troll Theresa. It was not by Theresa's own intense patience and chill factor that he failed. Sock is just... well, Sock is kind of slow. Bursting out of the bushes in an attempt to spook the blind woman, the poor undersized gastly was instead startled by, of all things, a bellsprout. Sock is already somewhat attached to Theresa, despite her attempts originally to shake him out of her hood. He tries very, very hard to be a good troll, but he's just too dim and too sweet to actually be any good at that. One more weirdo the group.
BADGES
None yet!
CR
THE GOOD:
Dib: An odd child. Seems pretty set on following her around, so she isn't going to tell him to buzz off. She actually seems to be a little fond of the kid, and listens to his incredible stories about aliens and ghosts and whatnot without even batting an eye. She also seems to be playing the part of a mentor for the time being.
THE BAD:
lol no
THE meh:
Meh.
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INFO
The first thing one should know about Theresa is that she has not had what one would call an idyllic life. It is this that actually shapes almost everything about her, from how she views the world to how she treats the people that assist or hinder her. At first glance she appears to be a calm, collected entity, coolly telling the hero where to go and how to go about doing it, offering her advice, and being the voice of reason. She seems to be somewhat distant, never seeming to be distraught or even a little sad about the countless deaths that occur in the spire and in the game itself.
It is in the very first game that we really get a first look at how Theresa really operates. She effectively abandoned The Bandit King after he fell, having no love of her job in the bandit camp. She saw her brothers arrival, his battle in the arena, and even the choice he would have to make at the end of the game, all before he even set foot in the camp. She had merely been waiting for his arrival, using The Bandit King and the rumors of a seeress as a lure to bring her sibling back to her.
This behavior continues into the unseen sections of the first game. The Oracle in Snowspire says that she met a mage called Palgan, and traveled with him for a time. Up until she found he was trying to steal her prophetic dreams. So she killed him, and exhibiting her usual self-serving mannerisms, steals the amulet he wore and used it to teleport herself to the east.
In fable 2, she is highly manipulative, using all the heroes, and even the villain himself, to get what she wanted at the end of the game. It took years to set it all up, even raising the forth hero in the gypsy camp, so it is clear that she is an exceedingly patient woman. She cares in an odd way about Albion, aware that there are people worth saving, but more than willing to let a few thousand die if it means the salvation of the rest of the country. She seems to dislike being near people as a whole, for as soon as the Hero discovers the innermost chambers of Hero Hill, she immediately relocates herself there, and only leaves to collect the other three heroes in the game. At the end of the game, she holes herself up in the spire, and sends the other heroes away promptly after the last wish is made.
When forced to deal with people, she uses primarily logic, making sure that she has bargaining chips in every single occasion. With the Hero, she used the death of their sister to spur them to action. Hammer, it was the murder of her father, for Garth, it was to stop a madman and for Reaver, it was merely to keep the population up enough to satisfy the Shadow Court. She’s not charismatic, inasmuch as she is reasonable. Soft spoken and quietly manipulative, she voices everything as if the other person has a choice, when in reality there is no choice at all. With this in mind, she feels she does not have to necessarily be ‘nice’ or sugar coat anything. While her tone is quiet and calm, she speaks quite bluntly when the matter calls for it, telling one of the heroes, to her face, that the woman was unfit for a mission due to her lack of tact and delicacy. She’s a lover of sarcasm too, ‘thanking’ Hammer for alienating the two owners and commentators of the Crucible.
Theresa has more or less learned over time that most people will want to screw you over at every turn, so it is best to screw them over first. She is not an evil woman, as she does prompt the hero towards the morally righteous quests, and uses the spire itself for the good of Albion. She will do anything to ensure a future where the hero and the Hero’s child will inherit the throne… because it is only through this action that Albion will be saved. However, she sees no problems with using people in any way she sees fit, abandoning those that don’t work, and even orchestrating the deaths of others in some fashion in order to get them to do what she needs.
Overall, the woman is enigmatic and aloof, using the people around her as pawns so that she might put together the best possible ending for the good of the country, even if it comes at the cost of the lives of others. She is highly manipulative and clever, though it does need to be mentioned that she never actually lies. Merely omits the parts that do not weave the story she wants to portray. She has little love of people, despite wishing to defend them, and would prefer to be left alone. Not ever truly evil, but self-serving, all in the knowledge that she is doing only what is best for Albion.
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PERMISSIONS
4th walling: Hell, if your character might be aware of her beyond this world, go for it. Just warn me about what you want to do
Backtagging: Yesssssssssssssssssssssssssssssssssssssssssssss x like, infinity.
Thread hopping: I love it. Just make sure it makes sense before you jump in!
Objectionable/Offensive Imagery: .... I picked up Theresa from a game that allows you to use the sub-targeting system to shoot a man in the balls with a repeat rifle before shooting his head off in one shot as he mourns the loss of his manhood. There is very little that can offend me, roll with it.
Flirting: AH HA HA. HA HA HA HA HAAAAAA HA HA HA HA HA *sniff*.... I won't tell you NOT to.
Hugging: It'll be like lovingly embracing a brick wall. Again, go for it,
Kissing: Not unless you want your characters definition of agony to be carefully redefined.
Fighting With: GO FOR IT.
Injuring: Just make sure all her arms and legs still work. As in: No major removal of any body parts or organs unless you ask permission first. Same goes for bone breaking.
Telepathy/Mind Control: Contact first. Though we wouldn't suggest trying to mind control the spooky old lady here.
Warnings; Creepy, cares very little for your tender little feelings.