COMPANION

AP: 34

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Strength:  9

Speed:  6

Defense:  13

Energy:  6

Information

Name:  Justice

Age:  24

Species:  Human

Height:  5'11

Appearance:  The quintessential blonde, blue-eyed, and fair-skinned maiden. Her hair is tied into a ponytail with a purple ribbon.

Apparel:  Blue suede shin-length robes, long leather boots with slightly raised heels, and a steel pin bearing the crest of House Farner.

Hometown:  Stoneridge

Character Skills

Resorbent Soul / Vanguard Revenant  

Justice recharges 1 defense per post instead of energy, and she starts each fight at 0 energy.
At 6 energy, she enters the Vanguard Revenant state, gaining 6 speed and superhuman strength, becoming as strong as 3 people combined. Each point of energy she gains or loses from that threshold will increase or decrease her speed respectively, down to a minimum of 6 speed. The Vanguard Revenant state drains 1 energy/post, and will end once her energy reaches 0 again. All of her abilities are derived from the durability of her soul, and thus, their power magnitudes scale on her defense, not her energy.

Dew 

A golden honey-like shard of energy, the size of a large buckler, that orbits around Justice. It maintains a maximum distance of 3 feet from her at all times, and is freely telekinetically controlled by her, as it is technically a part of her soul. Its durability corresponds with Justice’s defense stat, and if damaged or destroyed, it takes 3 uninterrupted posts to recover.

Respite 

Only has a 1 post cooldown. Justice relocates Dew to another character of her choosing, allowing Dew to orbit them. Justice retains control over Dew.

Battering Ram 

Costs 1 defense. Dew glows before smashing forward up to 10 feet away. Anyone hit will get knocked back by 15 feet. This ability can be charged for a few seconds, increasing its cost to 2 defense and in exchange for being able to break open regular magic barriers and heavily damage stronger ones.

Restitution 

Costs 2 defense. Justice summons a 20 foot wide pillar of light down onto a location even without line of sight, slowing everyone inside by 4 speed, regenerating their energy by 2, and decreasing their cooldowns by 2 posts. Justice will not be slowed down by this ability, and her Dew will not regenerate any faster.

Trial by Fire 

Costs 3 defense. Justice’s Dew transforms into a long spear before hurling itself towards a target location. Upon impact, any surrounding allies and enemies within 5 feet of it will absorb its energy, encasing their body in a thick and translucent honey-like coat. Those affected will be fully healed and have their defense set to 20, but they cannot cast abilities for 3 posts. Items with special functions will still work as long as they do not contain a soul. If Justice is affected, she receives only a major heal instead. Dew is destroyed by this ability and regenerates after 4 posts.

(Don’t Fear) the Reaper 

Reduces energy to 0, and temporarily reduces movement speed to 1 for 2 posts. Only usable when the Vanguard Revenant state is active. 6 wings temporarily materialize on Justice’s back before she rapidly floats up and backwards in the air. She then dives forward, swinging her weapon with extremely wide arcs of light energy. She dives up to 300 feet away, creating a sonic boom shortly after the start of her descent. This is a counterattack move - the first part is easily reactable otherwise.

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Special Items

The Judicator 

A 2.5 feet wide, and 6 feet tall pillar made of pure purple cryptite with tessar bands and chains attached to its body. It magically functions as a spell and weapon storage unit. When it is wielded as a weapon, it reduces the user’s speed by 3. This debuff will not affect Justice if she is in the Vanguard Revenant state. Spells cast from the Judicator requires the user to be in physical contact with the pillar. The Judicator can also be commanded to bind itself to a surface, preventing itself from being moved.
Contains the following:
- Weapon: a 9 feet long spear with a hardwood shaft.
- Spell: Soulspitter: Costs 1 defense, withdraws a portion of the user’s soul energy in liquid form, allowing them to shoot it from their fingers. The element of this basic spell is most closely related to the user’s soul energy.

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Backstory
For anyone without the appropriate clearance that is reading this: Justice was born to two proud parents of House Farner. She was decent in school, but her magical and physical abilities led her to become a knight. She is known among the ranks for her sanguine attitude and contemporary light magic.



In reality, the details of Justice’s birth and childhood are quite bizarre. They remain unknown to the general public, although many noble family members remain privy to them. During her noble mother’s pregnancy, an old attending wizard sensed and proclaimed that there was a child in her belly that held the latent magical capacity of two people.

Indeed, Justice was born as two dark-haired young boys, Eustace and Julius, who were fused together by the hip and all the way up to the shoulder. It was a miracle that they survived beyond birth to begin with. Julius was the stronger of the two, and often seemed to get upset when Eustace cried, sometimes beating him over the head with his small fist. Eustace became weaker with each passing day, but this foreboded that if Eustace died, so would Julius. A secretive ritual was scheduled for the two boys to be split apart by a distant necromancer, as someone quite adept in the manipulation of the dead would be familiar with complicated healing rituals. Their cries blurred into soft yelps, and on the day of the ritual, the two were found dead in their crib.

Grieving parents set a date for their children's funeral and sent the corpse away to be prepared. As the embalmer put on his gloves before entering his work room, he was surprised to discover not the corpse of two fused brothers, but a young girl with bright blonde hair and equally bright blue eyes sitting up on the examination table.

Immediately, he demanded to know who she was and what she did with the corpse. The tinted windows were still locked from the inside, and the staff on site did not report any intruder or necromancer entering the grounds.

The child steadily locked eyes with the embalmer before declaring that her name is Justice, and that she ate the two sons.

The only thing that House Farner knows for certain is that the girl carries mostly identical magical energy as the two brothers before her.