Welcome Guest [Log In] [Register]
Nevada Ayers; The Justicar
Topic Started: Jun 3 2014, 05:41 PM (692 Views)
Eponine
Member Avatar
Administrator
Justicar

Name: Nevada Ayers
Alias: The Justicar
Age: 26
Gender: Female
Race: Earthlander
Guild: Seelie Court


Nevada

Appearance: Nevada is a young woman in her mid-twenties, though she is often mistaken for a teenager or child due to her short hair and small stature. She dislikes sunlike due to growing up mostly indoors, so she maintains a pale complexion. As a result, she sunburns easily and usually wears a strange-looking veil when she must brave the sun. Her guild tattoo is located on her back.

Nevada’s eyes are a soft shade of pink, but they’re typically hidden behind a blindfold, so very few people have seen them. Her features are usually set in a frown, giving her a stern appearance. Despite her blindfold, Nevada moves with a cautious grace, carrying herself in a somewhat arrogant manner that commands respect from those around her. She usually wears drab or dark colors and her clothes are in the style of her hometown, making them somewhat unique, but they don’t attract too much attention because there are many other mages wearing considerably odder clothing.


Personality: From a young age, Nevada was indoctrinated was taught to think of herself as the Justicar, a living vessel for the spirit of justice. In recent years her beliefs have been severely shaken, but nonetheless much of her personality is shaped by her experiences as a judge.

She’s driven by a strong sense of justice, and dreams of a world in which people can live in equality, without fear of rampant crime or corruption. She understands that a utopia without wrongdoers is a foolish delusion, but she maintains hope in a system in which criminals are fairly and properly punished for their transgressions.

Nevada hates government corruption above all else, and the events of her teenage years have left her irrevocably jaded. Always wary of deception and manipulation, she has learned to trust nobody’s judgment but her own, She can cooperate with others without issue, but is adamant about making her own decisions and will not follow any conflicting orders. Because she grew up used to being in a position of power, Nevada tends to be very bossy regardless of who she is addressing. She is irritated and even occasionally surprised when someone defies her, because she assumes she will get her way.

Despite realizing that her Justicar status was only a hoax, Nevada retains something of a god complex. She does not literally believe that she is a goddess, but she is convinced that she has a more legitimate right to pronounce judgment than anybody else. She respects only her own code of justice, which she terms “True Justice”. However, even she is uncertain as to what that means, and she is traveling the world partly in order to define “true justice”.

She tries hard to be objective at all times, so as to prevent her personal biases from clouding her sense of justice. She isn’t perfect in keeping her emotions and preferences in check, but is hard on herself when she slips up, because she believes that she she owes her family a debt—to become the pure, righteous Justicar that she once thought herself to be. To this end, Nevada is not a kind person. She inhibits her sense of empathy in order to remain impartial.

The young woman within the Justicar’s robes is more human. As a child she was very curious about faraway lands and anything she could not understand, and that aspect of her character has not disappeared despite her efforts to stifle it. Though she decided to travel to Fairyland primarily in order to impose law on a lawless world, she is secretly eager to explore.

Due to the strange circumstances of her upbringing, Nevada possesses an extremely skewed understanding of the world, wise in some ways, but shockingly naive in many others. She is extremely knowledgeable regarding philosophy of law, government, and morals but at the same time she’s clueless about many everyday objects and occurrences.


History


Rank: D

Magic: Nevada’s magic, Arcane Law, operates via a system of conditions and punishments. She establishes rules within her area of influence and penalizes rulebreakers in various ways. Her wrath is swift and merciless, but her abilities are limited to targeting only those who are “guilty” within the eyes of her court, and she cannot directly attack anyone who is considered “innocent”. Offenders’ crimes empower Nevada to strike them down with severe punishments.

Nevada’s rules generally fall under one of two classifications—laws and contracts. Laws affect everyone within Nevada’s jurisdiction regardless of their consent, and either prohibit or demand the performance of certain actions. In order to enact a law, Nevada must announce its terms and conditions clearly, and she must exert magical energy in order to maintain laws until she decides to repeal them. Her laws be fair, meaning they must be physically possible to obey, but shrewd manipulation of circumstances can leave others with no choice but to violate them. Contradictory laws cannot be active at the same time.

Contracts are much more flexible than laws and are applied to only those who give their consent. For this reason, contracts are rarely useful to Nevada personally, and are usually only relevant when she acts as the third party to a conflict. For example, two mages could agree to a contract stipulating that neither of them use a certain type of magic. The consequences of breaking a contract are more varied and frequently milder than those of breaking laws.

Development of Nevada’s abilities involves learning new laws as well as new methods of manipulating her magic, such as pardoning those who have violated laws.


Combat: Due to Nevada’s personality and the nature of her magic, she is ill-suited to direct combat and prefers to take on a more passive role as a spectator and “judge”. She is often called upon to oversee duels in order to ensure that the combatants respect the rules that they establish beforehand. She is very weak physically but compensates with dangerously high raw magical potential. Her attuned magical sense somewhat compensates for the darkness imposed by her blindfold, but nonetheless she’s at a considerable disadvantage while wearing it and knows to remove it if necessary.

She is not particularly dexterous or skilled at defending herself, so Nevada must rely on her laws in order to discourage her opponents from harming her. Unless a law is broken, she lacks offensive potential, meaning that unless her enemy is able to circumvent her rules, fighting her quickly devolves into either a stalemate or a war of attrition in which she attempts to endure hostile spells and overwhelm her enemy with her retaliation.

A quick thinker and a formidable tactician, Nevada’s area of expertise lies in neither offense nor defense, but in dictating the flow of battle and limiting her opponents’ options, frequently rendering even their best choices awkward and undesirable. With her “chessmaster” style of establishing control, Nevada aims to disorient enemies with her laws and force them into making lose-lose decisions—to either submit to her rules or face justice’s retribution. Nevada generally fares better in larger-scale conflicts because the more chaotic the battlefield, and the more combatants there are within her “jurisdiction”, the more “guilt” is generated, allowing her to grow more powerful. As an ally she is a double-edged sword, because she fulfills a supportive and disruptive role, but requires coordination to cooperate with due to the restrictions imposed by her laws.

Vessel—Nevada's magic, Arcane Law, is a complex system that theoretically grants her immeasurable power, but is limited by a number of limitations that heavily restrict its usage. In order to access her magic, Nevada signed a Justicar contract, which allows her to call forth a portion of her power in specific situations. She has some degree of freedom in determining those situations, mostly by enacting laws, but currently she is bound by her internal rules. However, later, in times of crises she may gain the potential to violate her own contract in order to briefly unlock her full potential. In doing so she would transcend the law for a short while, but this would then revoke her status as a legitimate judge, and leave her entirely without magic for an extended period lasting several days, if not longer.

Legislator—The basic tenet of Arcane Law is Nevada's ability to make Laws, or rules that all within her jurisdiction must obey. Anyone who violates these laws is considered a criminal and susceptible to punishments. Generally Nevada’s laws impose certain conditions that must be maintained, either forbidding or forcing the performance of certain actions or effects. Laws are versatile in their scope, and can outlaw a certain action in general, or for a certain action to be taken against a single individual. Her laws can encompass virtually anything, but contradictory laws may not be active at once, and her laws must be “fair”, meaning that obeying them must be realistically possible.

Executioner—Whenever one of Nevada's laws is broken within her jurisdiction, she instantly reacts by inflicting Punishments on offenders. By default, her punishment takes the form of a pillar of pure aether, but in some cases laws may be tied to specific punishments. In addition to simply harming criminals, Nevada's punishments may restrict their freedom in various ways or have other effects befitting of their crimes, putting them under arrest or forcing them to pay fines.

Judge—In addition to punishments, Nevada is also able to deliver Verdicts, which require her to consciously cast. Some verdicts are similar to punishments, while others are more like laws with the exception that they are personal and slightly more complicated. Essentially, a verdict is equivalent to sentencing a criminal, imposing certain penalties and also conditions which they must follow unless they wish to face harsher penalties. For example, if Nevada placed an offender on magical parole, subsequent offenses would entail drastically more severe punishments. One special characteristic of verdicts is that if they are used to punish "criminals" who have broken the law in Nevada's eyes, then the verdicts are exempt from directly breaking her own laws due to their place in her judicial system. However, if there is no justification behind them, verdicts must respect the law.

Mediator—In a more abstract extension of Nevada's magic, she is also able to create Contracts that grant either herself or others an increased portion of her arcane power provided that certain conditions are satisfied. These contracts work similarly to the Justicar contract that allows Nevada's magic to begin with, and their terms generally fall within certain themes. For example, a contract that establishes an entity as a witness might provide judicial protection, so long as that entity does not violate the terms of the contract.

Supreme Justice—Ultimately, all those within Nevada's court must follow her rules, herself included, but her judge status allows her many privileges and benefits that others do not have access to. Most importantly, her legal system is structured to avoid inefficiency and contradiction, so that her punishments and verdicts cannot directly violate her own laws. Her other Privileges include granting warrants to allow individuals to ignore certain laws, overturning or reversing certain laws and decisions, and pardoning certain restrictions or limitations that she inflicts.

Possessions:
A gavel.

Stat Area
Stats:

Nevada Ayers
HP: 150/150
Mana:130/130
Strength: 13
Magic: 40
Speed: 25
Defense: 15

Traits

Sheltered: Nevada deals 20% more damage with Aether, but takes 20% more damage from Light.

Composed: Nevada takes 20% less damage from Fire, but 20% more from Space.

Arbiter: Nevada takes 10% less damage, but deals 10% less damage.

Justiciar: Nevada can create global non-weather effects called Laws. Laws cost 1 mana per turn to maintain for each one active, but Nevada can choose to end her Laws at no cost, without costing a turn. Anyone may choose to break a law, but each time they do, Nevada casts Judgment on them without costing a turn. Judgment cast this way is unaffected by Laws. Nevada can have multiple Laws active, but only 1 of each type.

Techniques

R0 - (T) Struggle (P | Melee) 0.6xStr, 0.8xSpd, No Cost
(No Specials.) [Blunt]

R1 - (T) Judgment (M | Range) 0.7xMag, 0.7xSpd, -3 Mana
(Cannot be upgraded.) [Aether]

R1 - (N) Flutter (P | Dodge) 0.8xSpd, -2 Mana
(No specials.) [None]

R1 - (N) Order of Restraint (M | Block) 0.8xDef, -2 Mana
(Opponent cannot attack with the same technique next turn.) [Space]

R2 - (T) Hostility (M | Range) No EF, -9 Mana
(Choose one: Law - Noone can regain either effective Speed or Defense.) [Space]

R2 - (T) Carthasis (M | Range) No EF, -8 Mana
(Law - Noone can inflict status effects, unless they are negative self-inflicted.) [Space]

R2 - (T) Embargo (M | Range) No EF, -8 Mana
(Choose one: Law - Noone can use consumable items or benefit from Equipment bonuses and effects.) [Space]

R3 - (T) Purge (M | Ranged) No EF, -14 Mana
(Law - Everyone must attack. Cancels Martial Law.) [Space]

R3 - (T) Imprison (M | Ranged) No EF, 0.5xSpd, -14 Mana
(Inflict Stun. This technique is treated as Judgment. If used in place of Judgment upon breaking a Law, this technique must be used for every time a Law has been broken in the same round. When used this way, for each reapplication of Stun on the same target, increase the duration by 1 turn and the immunity by 1 round.) [Aether]

R3 - (T) Martial Law (M | Ranged) No EF, -14 Mana
(Law - Noone can attack. Cancels Purge.) [Space]

R3 - (T) Parole (M | Ranged) No EF, -12 Mana
(Only usable if the target has broken a Law and Judgment successfully hit. Inflicts Shackled. If the same Law has been broken three times by the same target, inflict Bound or Chained instead. This technique may only be used once for each time the same Law has been broken by the target and is unaffected by Laws.) [Aether]

(5) Status – Shackled: You Block and Dodge at -5. Your Melee techniques deal 15% less damage.

(5) Status – Bound: You Block and Dodge at -5. Your Melee techniques deal 25% less damage.

(5) Status – Chained: You Block and Dodge at -5. Your Melee techniques are at +5 to Block and Dodge.

R3 - (N/T) Pardon (M | Ranged) No EF, -10 Mana
(If N, applies two stack of Reprieve. If T, applies five stacks of Repieve.) [Aether]

Stack - Reprieve [X]: You may consume a stack to make your next technique become unaffected to one of Nevada's Laws. Existing stacks must be consumed before new ones can be applied to a target.[/spoiler]

Equipment

Titania's Veil: Every time Nevada takes damage from an opponents technique, roll a d100. On a roll of 86-100, prevent that damage and all effects associated with it. If Nevada reaches critical (25% and below) HP, upon a successful die roll, she may gain a stack of Fairy King's Blessing instead.

Stack - Fairy King's Blessing: You may consume this stack to prevent the damage and/or all effects associated with one technique targeting you this turn.

Items
Jewels: 800
Edited by Eponine, Sep 7 2014, 10:57 AM.
Posted Image
Offline Profile Quote Top
 
Hainen
Member Avatar

claimed
Character Information
Posted Image [Muol's Profile] [Muol's Changelog]
| Name: Muol Rynell | Age: 28 | Rank: D | Alias: Soldier | Gender: ♂ | Race: Fairylander | Guild: N/A |


Stats
AP Earned6Jewels70
HP100Mana80
Strength20Magic15
Speed20Defense15
Offline Profile Quote Top
 
Hainen
Member Avatar

Nevada Ayers
HP: 75/75
Mana:120/120
Strength: 13
Magic: 19
Speed: 16
Defense: 13

Traits

Sheltered: Nevada deals 20% more damage with Aether, but takes 20% more damage from Light.

Composed: Nevada takes 20% less damage from Fire, but 20% more from Space.

Arbiter: Nevada takes 10% less damage, but deals 10% less damage.

Justiciar: Nevada can create global non-weather effects called Laws. Laws cost 1 mana per turn to maintain for each one active, but Nevada can choose to end her Laws at no cost, without costing a turn. Anyone may choose to break a law, but each time they do, Nevada casts Judgment on them without costing a turn. Judgment cast this way is unaffected by Laws. Nevada can have multiple Laws active, but only 1 of each type.

Techniques

R0 - (T) Struggle (P | Melee) 0.6xStr, 0.8xSpd, No Cost
(No Specials.) [Blunt]

R1 - (T) Judgment (M | Range) 0.7xMag, 0.7xSpd, -3 Mana
(Cannot be upgraded.) [Aether]

R1 - (N) Flutter (P | Dodge) 0.8xSpd, -2 Mana
(No specials.) [None]

R1 - (N) Order of Restraint (M | Block) 0.8xDef, -2 Mana
(Opponent cannot attack with the same technique next turn.) [Space]

R2 - (T) Hostility (M | Range) No EF, -9 Mana
(Choose one: Law - Noone can regain either effective Speed or Defense.) [Space]

R2 - (T) Carthasis (M | Range) No EF, -8 Mana
(Law - Noone can inflict status effects, unless they are negative self-inflicted.) [Space]

R3 - (T) Martial Law (M | Range) No EF, -14 Mana
(Law - Noone can attack.) [Space]

Equipment

Items
Jewels: 0




R2 - (T) Embargo (M | Range) No EF, -8 Mana
(Choose one: Law - Noone can use consumable items or benefit from Equipment bonuses and effects.) [Space]

R3 - (T) Parole (M | Ranged) No EF, -12 Mana
(Only usable if the target has broken a Law and Judgment successfully hit. Inflicts Shackled. If the same Law has been broken three times by the same target, inflict Bound or Chained instead. This technique may only be used once for each time the same Law has been broken by the target and is unaffected by Laws.) [Aether]

(5) Status – Shackled: You Block and Dodge at -5. Your Melee techniques deal 15% less damage.

(5) Status – Bound: You Block and Dodge at -5. Your Melee techniques deal 25% less damage.

(5) Status – Chained: You Block and Dodge at -5. Your Melee techniques are at +5 to Block and Dodge.

Titania's Veil: Every time Nevada takes damage from an opponents technique, roll a d6. On a 6, prevent that damage and all effects associated with it. If Titania's Veil has not triggered yet, and Nevada reaches critical (25% and below) HP, roll a d2 instead. On a 1, Nevada gains 1 stack of Fairy King's Blessing. Titania's Veil can only trigger once per combat.

Stack - Fairy King's Blessing: You may consume this stack to prevent the damage and all effects associated with 1 attack targetting you this turn.
Edited by Celestro, Aug 3 2014, 07:16 PM.
Character Information
Posted Image [Muol's Profile] [Muol's Changelog]
| Name: Muol Rynell | Age: 28 | Rank: D | Alias: Soldier | Gender: ♂ | Race: Fairylander | Guild: N/A |


Stats
AP Earned6Jewels70
HP100Mana80
Strength20Magic15
Speed20Defense15
Offline Profile Quote Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Archives · Next Topic »