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Old 10-01-2017, 01:30 PM
DarkAngel DarkAngel is offline

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Join Date: Sep 2010
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Shadow Orb Sombra Ideas

IMPORTANT NOTE: I wrote this months ago, long before Olivia Colomar was an item. I therefore had to create my own given name for Sombra. "Carmen" was taken from the treacherous title character of an opera, and "Lopez Hernandez" was the most Mexican name I could think of. It is, like its predecessors, far more detailed than Blizzard like to be, but that was kind of the point.

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Name: Carmen Lopez Hernandez
Alias: Sombra
Sex: Female
Age: 30
Year of Birth: 2046
Country of Origin: Mexico

Role
Villain, but with some sympathetic qualities. You hate her for the evil things she does; yet also pity her for her warped worldview and inability to trust. Sombra is similar to WarCraft’s Illidan Stormrage in that she is ostensibly fighting the good fight, but her insistence on doing it alone forces her to make one moral compromise after another. If only she could trust someone to help.

Why this character is fun
Sombra is a cunning trickster who isn’t above messing with her allies in the middle of an op. You never know who’s side she’s on, nor when her backstabbing moment is coming. Fans will be shouting at the screen: “Don’t trust her, you idiot!”

Appearance
Look of character is well-established. Sombra must keep all but the top of her head shaved to accommodate her cybernetic ports. She’s incorporated this into her sense of style to create an aggressive—yet feminine—look. She wears a long coat with a high collar to conceal the wires running from her head down to the gloves that interface with machines. This system is such a part of her that she feels “naked” without it.

Personality
Sombra is a very smart cookie—but not nearly as smart as she thinks she is. The smug hacker imagines herself to be invincible, kept untouchable by superior knowledge and a sprawling web of contingency plans. She dominates every room she enters, exuding confidence and complete control of the situation.

Yet, under that cool exterior, Sombra is intensely paranoid—to the point that she views every relationship in her life as a Betrayal Race that she must win if she is to survive. The only people she trusts are those over whom she holds leverage, and even they are to be disposed of when their usefulness is ended.

Sombra lives for the power trip of controlling people, yet likes to imagine herself as a freedom-fighter. The interplay between those ideas is the key to controlling her. Her time on your side can be greatly extended by playing on her old gangster value system as well. Rail against corrupt authority, show some loyalty, and Sombra will reciprocate.

Kit/Fighting style
Sombra’s chief weapons are information and her ability to control machines with her mind. She prefers for her targets to meet old enemies or arranged accidents, rather than killing them directly.

In battle, she avoids direct confrontation and tries to create as much confusion about her location and direction as possible, made possible by two primary “weapons.” First, Sombra’s wearable holo-projection system is capable not only of displaying data where others can see it, but also of concealing Sombra herself from watching eyes. She also carries a translocator beacon to which she can teleport herself. By leaving the translocator in out-of-the-way places and making judicious use of her cloak, Sombra can appear to be attacking from everywhere.

Once her enemies are sufficiently confused and/or separated, Sombra delights in sneaking among them and to disable—or seize control of—their technological aids before vanishing once again. If cornered, Sombra will detonate a powerful EMP shockwave that instantly disables all electronics save her own. In combination with her stealth field, this allows her to vanish and cripple her enemies in one stroke—or allies who have outlived their use.

Lastly, Sombra carries an automatic pistol. It isn’t the most accurate weapon, but it doesn’t need to be. She uses it mainly to lay down cover while making an exit and to provide a little physical intimidation where needed.

Relations
Sombra does not have friends. She has tools—or more precisely, toys. She views people as another kind of machine, something that can be bent to your purpose once you know what buttons to push. She often sets those around her against each other—just to prove her power to herself.

However, she takes a particular liking to Tracer. Sombra sees something of herself in Tracer’s playful demeanor; but more importantly, the pilot’s desire to believe the best about people makes her the most vulnerable and easily-manipulated member of the group. When Sombra wants to make her presence known, she prefers to contact Tracer first.

Sombra never knew her parents. She knows their names, but little else. Most records of them were destroyed in the Crisis. There was a time when she cherished every detail she could find, but those days are long gone. She’s despaired of ever knowing them—and no longer cares. They’re just one more piece of the girl she left behind. Besides, how can she even be certain that she is who the aid workers told her she was?

Sombra still holds some residual loyalty to Los Muertos. She even tosses them a bone now and then, or makes evidence disappear. That courtesy, however, is strictly one-way. Loyalty is everything in gang culture, and they view her departure as a betrayal. They wouldn’t hesitate to kill her—if they knew she was still alive.

Greatest Fear
Sombra regards herself as a master puppeteer. Unsurprisingly, she fears that someone might be pulling her own strings. Her single-minded focus on controlling others is in part an effort to prevent anyone from controlling her.

Education
Sombra has no formal education beyond the Fourth Grade—but is astonishingly adept at teaching herself whatever she needs to know. She taught herself about computers, the world financial system, and almost everything else she needs to operate. Allies will find she enjoys assignments to research and fact-check for no other reason than the thrill of knowing something they don’t—if only for a time. Yet, as much as Sombra presents herself as an all-knowing adversary, she is occasionally blindsided by information she didn’t think she needed to know.

Biography
Carmen Lopez Hernandez was born to Ricardo Lopez Garcia and Luisa Hernandez de Lopez in the spring of 2046. Her mother suffered complications during birth; but thanks to the power of telemedicine, their location in a tiny fishing village wasn't a problem. Or so they thought. 2046 was the year of Omnic Crisis, and Mexico was soon plunged into a prolonged, nationwide blackout that would come to be called ‘La Medianoche.’ Ricardo had no choice but strike out for the city of Veracruz to find medical care for his wife and child. What happened next is unknown. Relief workers found Ricardo and Luisa dead; but their daughter—just a few days old—was still alive. It was the first of many times that Carmen would cheat death.

The baby girl was taken to a refugee center, which soon overflowed with lost and orphaned children. She was one of many, and often treated as little more than a number. Carmen yearned for more. She quickly grew bored with her lessons, often preferring to cause trouble for attention. Finally, her guardians had enough. At the age of nine, Carmen was thrown out into the street. Though the intent had been merely to scare her straight, she was gone when the gate reopened. No one cared enough to look for her.

Fortunately, Carmen had new friends before sundown. The chaos during and after the Omnic Crisis had turned had turned Mexico into a fertile environment for criminal enterprises of all kinds. Among these were a gang called ‘Los Muertos.’ In the decade since the Crisis, Los Muertos had become well-established—aided in no small part by spreading revolutionary propaganda. It was their policy to pay street-rats with food to act as the gang’s eyes and ears throughout the city. Carmen fit the bill. She quickly distinguished herself with a talent for noticing things and the initiative to investigate further.

It was only a matter of time before the gang leadership noticed. In 2058, Carmen got a surprise visit from the neighborhood boss. If she would put her investigative talents to use for the gang, he told her, he would put her on the fast-track to membership—and money. It was an offer she couldn’t refuse.

Soon, Carmen was trolling through records and stolen data. She loved every minute of it. What’s more, her teachers were astonished by her extraordinary aptitude with computers. She became the unofficial IT girl, and then began programming the gang’s toolkit. At the same time, she became a fervent believer in the group’s populist cause. Jumping in at age fifteen was really just a formality.

As a full member, Carmen went to work. She proved herself in scams, phishing, and other forms of cybercrime, but felt called to the gang’s extortion rackets. In her mind, it was a way to hit back against the corrupt officials who made life hard for the poor. She knew firsthand that the rebuilt Mexico was far from equitable, and she was going to fix that. Cash rolled in at her command—both for herself and her adopted family. The power was intoxicating.

But it was not to last. While scrutinizing the activities of a big-city mayor in 2065, Carmen uncovered evidence he was taking orders from someone else. She kept digging. Over the next two years, she painstakingly followed the trail deeper and deeper, ensnaring many other notable people in the web. The conclusion, when it came, was as astonishing as it was terrifying. Virtually every aspect of the world was being controlled by an invisible conspiracy—a conspiracy that was aware of her and already closing in.

Carmen ran. To stay anywhere near Los Muertos would only put them in danger. In fact, the only way to end the chase was for Carmen to die. So she did. She altered some documents to confuse her identity with that of a murder-victim while using her skills to drop off the grid.

She vowed this wasn’t over. Since anyone could be a spy, she could never again trust anyone. Since she stood alone, she needed a far heavier armament. She enlisted outlaw medicine for radical surgery, implanting contacts that would allow her to control any machine with her mind. Adopting the handle “Sombra” as a complete persona, she set out to bring down the conspiracy by using its own methods against it.

Over the next year, Sombra methodically hunted down and erased all record that Carmen Lopez Hernandez had ever existed at all. As far as the world was concerned, she simply appeared on the internet in 2068, a cyber-vigilante who might not be a single person. Yet if Sombra was to overthrow the conspiracy and right the many wrongs of the world, she had to survive—and to do that, she needed to become as powerful as possible. She therefore allowed some of her targets to buy her silence by using their positions to grant favors. She used these favors to gain compromising information on some yet more powerful person. And so on.

Once again, Sombra’s talents did not go unnoticed. Her increasingly audacious acts of blackmail and terrorism attracted the attention of the organization known as Talon—exactly as she intended. Talon’s ideology wasn't so different from Los Muertos’, but on a far grander scale. Why liberate Mexico when a worldwide golden age of anarchy was possible? After a brief courtship, Sombra joined its ranks in 2074.

Yet Sombra also continued her extortion climbing on the side. After eight years, she now commands lawmakers and corporate CEOs. Soon, whole nations will lie at her mercy.

How to use this character
As someone whose chief motivation is to bring down the world-controlling conspiracy, Sombra can be recruited by either side through threats or offers of getting closer. However, she’s just as likely to recruit others for her own nefarious purposes. Her skills are a devastating force multiplier—until her inevitable betrayal, of course.

Sombra is only mentioned in Season One. The most she gets is a handful of lines to the effect of “Tell Sombra to find out X!” Season Two reveals her as Talon’s ace in the hole, the secret weapon that allows them to operate in such an all-knowing way. As the season progresses, though, it becomes more and more apparent that she’s pursuing her own agenda behind their backs. Finally, she makes an unpleasant discovery: Talon is in fact the enforcement arm of the very conspiracy she’s been trying to take down. They know full well who she is (her attempt to erase herself wasn’t as thorough as she convinced herself it was) and have been feeding her crumbs for years to keep her as their tool. Even worse, her breach has triggered alarms and left her at the heart of a Talon fortress that now has orders to kill her.

After her daring escape, Sombra tracks down New Overwatch and recruits them as muscle to get back inside. They want to know what’s going on as much as she does, and it starts to look like she’s about to pull a Heel-Face Turn. Unfortunately, Talon expected this move, and the team walks right into a trap. As things go south, Sombra abandons them to their fate.

In subsequent seasons, Sombra pops up periodically—and never with good results. Whether tantalized into helping New Overwatch (before betraying them), browbeaten into helping New Overwatch (before betraying them), intimidated into helping Talon (before betraying them), or blackmailing New Overwatch into helping her (before betraying them), Sombra injects an extra level of unpredictability into any episode. Given her Chronic Backstabbing Disorder, someone will likely need to Trick The Trickster to get out alive.

What if:
  • There is no conspiracy. Sombra is simply a paranoiac.
  • Sombra is a fan of Lúcio’s music.
  • Sombra carries a small keepsake that supposedly belonged to her mother. Sometimes, showing vulnerability is the best tool of manipulation.
  • After the Omnic Crisis, the Omnics were allowed to continue existing, but the creation of new self-aware machines was banned worldwide. Efi Odele is technically a felon.
* * * * * * *
Addendum:This opens so many Sombra shenanigans.
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