Name: Mervion
"I can't die. I'm under contract."
Body: 4
Mind: 6
Soul: 4
Derived Values:
Attack: 4 (8) (includes +4 from Combat Mastery)
Defense: 2 (8) (+4 from Combat Mastery, +2 Maneuverability Bonus)
Health: 40
Shock: 8
Energy: 50
Abilities:
Reincarnation Level 2 (Next dawn, easily preventable) 6 points
Owns Enchanted Suit of Armor Level 5 (100 `mecha' points) 20 points
Defects:
Attack Restriction -2 (Cannot harm innocents or prisoners)
Owned by Entity -1 (Under contract)
Conditional Ownership -1 (Under contract)
Awkward -1 (long-time favorite phrases: "Oops", and, "Ow! Where did THAT come from?")
Diminished Sight -1 (nearsighted)
Skills:
Business Management (1) 2 points
Law (4) 8 points
Linguistics (2) 6 points
Police Sciences (1) 2 points
Social Sciences (2) 2 points
Enchanted Suit of Armor:
Summoning Object (amulet) -1
Combat Mastery 4 (8 points)
Environmental Control (light; it can glow brightly enough to light up a small room) (1 point)
Accessories (temperature controlled, very smooth movement, quiet) (2 points)
Force Field (Self Only, Level 1 (blocks 15 damage) (3 points)
Heavy Armor Level 4 (blocks 40 damage) (16 points)
Heightened Vision (Corrects her Nearsightedness, like wearing glasses) (1 point)
Highly Skilled (+Melee Attack 1, +Melee Defense 1) (1 point)
Jumping Level 1 (1 point)
Kensei Level 3 (Fast Draw, Precise Stroke, Two Weapons) 3 points
Life Support Level 2 (2 points)
Mind Shield Level 5 (+10 to Mind or Soul vs mental attacks) (5 points)
Sixth Sense Level 1 (Spirits) (1 point)
Special Movement Level 2 (Balance, Light Footed) (2 points)
Speed Level 1 (30 kph) (1 point)
Spirit Ward Level 2 (10 damage, +2 to Soul check to pass) (2 points)
Super Strength Level 3 (lift about 10 tons, +30 close-combat damage) (9 points)
Weapon Attack Level 3 (Sword of Justice: 45 damage; Concealable, Muscle Powered, -Melee Attack X 2) 12 points
+Weapon Attack Level 3 (Daggers of Law: 15 damage; Concealable, Muscle Powered, Accurate, -Short Range) 2 points
+Weapon Attack Level 3 (Sword of Spirit: 30 damage; Concealable, Muscle Powered, Affects Incorporeal, -Melee Attack X 2) 2 pts
+Weapon Attack Level 3 (Staff of Obediance: 4 Soul Points; Concealable, Drain Soul, -Melee Attack X 2, -No Damage) 2 pts
Extra Endurance Level 1 (Can be on for a full day before she has to have it off for a while) (1 point)
Maneuverability Bonus Level 4 (+2 Initiative, +2 Defense Value) (4 points)
Mecha Regeneration Level 3 (can heal 2 Health every 5 minutes when off) (12 points)
Summonable Level 2 (8 points) (Takes 1 round to summon)
Mervion has been a Travelling Judge for a long time. She's empowered to pass judgement in at least three kingdoms, though in practice this varies by locality...in the cities, she can set up shop. In a more rural area, people may come to her for mediation, but it's pretty much up to them if they want to listen. In a town that's not a major city but still big enough to have established law enforcement, they may not want some outsider interpreting the law.
Anyway, she knows the law inside and out, even in the places where there are laws passed by the King, his Barons, their Lords, the local Sheriff...some rules laid down by the head of a household may have escaped her here and there, but that's about it.
Probably her biggest problem has always been in getting people to take her seriously. She's the mousy type, with a tendancy to stumble or knock things over, and her big entrances are too often marked by walking into the door or tripping on the hem of her robes. Combine this with squinting to see things better, and all too many of her judgements were just ignored, even by people who asked for them.
She pretty quickly got very annoyed with that.
So she sold her soul for something to do about it.
Mind you, she KNOWS law. She turned down the first three entities that came by to take up her offer. The fourth had a contract she could deal with. It's about an inch thick, in small print, but the Entity didn't mind her taking the time to read it. It even threw in correcting her vision, when it saw how close she came to setting her hair on fire trying to hold both the candle and the contract close enough to her face to make out the words.
This Entity is devoted to protecting the weak. Stipulations in the contract forbid her from harming the innocent, or anyone who's surrendered. She can't violate the Rules of Hospitality - if someone is her guest (and this includes prisoners), they're protected unless they break it. If she's someone else's guest, she can't harm them unless they do something egregious first. She can't ignore a cry for help, and she has to make at least some effort to help the needy when she can. (E.g. if there's a group of beggars just inside the gate of a city she's going into, she doesn't have to give them all her money, but she has to do SOMETHING, if she has the means. She can give them some money, or buy them some food, or point them to the nearest employment office. She can't just ignore them.)
In return, she gets the Armor of Enlightenment. Along with correcting her vision, it *vastly* increases her combat abilities. It defends her against physical attacks, spirits, mind control, even dangerous environments.
The amulet is difficult to steal without killing her first, at least. It has a solid iron chain, only barely long enough to fit over her head. The pendant is a simple iron disc with a shield engraved on the front. The armor, when it's summoned, looks like a suit of very finely crafted armor. The metal is certainly of no normal type: it's silvery, but has depth, and shimmers.
Primarily, it greatly enhances her fighting abilities. It boosts her strength, speed, and reflexes well beyond anything natural...it has no autonomy, but it often feels to her as if it acts before she knows what's going on. She's found that wearing it, she can pick up almost anything and know how to use it as a weapon.
Generally, however, she uses the weapons it can manifest on its own. The Sword of Justice is a long sword - she knows she couldn't even lift something like it normally, but with the Armor's strength, she has no trouble holding it one-handed. It looks to be of one piece with the Armor - hilt and blade are both of the same strange metal. It is the primary weapon, manifesting in the right hand.
She can also manifest the Sword of Spirit, a shorter blade seemingly made of obsidian. It's smaller, but as its name suggests, capable of affecting spirits.
Alternately, she can form the Staff of Obediance - this is a two handed weapon, that rather than doing physical damage to the subject, breaks their will.
Finally, there are the Daggers of Law - small blades seemingly made of glass, that she can throw with deadly accuracy. All of these can manifest in mid-swing if they haven't already (as represented by the Kensei Fast Draw ability). Generally, in close combat, she uses the two Swords together; the armor helps coordinate them, keeping her from tripping them up together.
From a protective standpoint, the Armor is pretty formidable. It has a low-level force field effect - that's the shimmer. The metal itself can absorb a considerable amount of punishment before taking any actual damage. What's more, it protects her against hostile environments, and shields her against spirits and mental invasion. If it DOES get damaged, it will repair fairly quickly, but only when she takes it off. Otherwise, she can wear it for up to a full day before having to go without for a time.
Along with those advantages, the Armor has a couple other perks. It can glow, for one. It's uncommonly quiet for armor (handled both in Accessories and by not taking the Noisy Defect), and it's not only quite comfortable to wear, but keeps her comfortable even in extreme heat or cold. She can also see Spirits through the visor...she doesn't sense them around her, but if she looks towards one, she can see them quite clearly through the visor.
Plus, between the boots and the helmet, she gains a good four inches. She gets a *lot* more respect with it, though she's finding it draws her into a lot more adventure than she'd expected.
There are two odd stipulations to the contract. It's a 50-year Contract with an option to renew. For that time, not even death will get her out of it. Even if she gets killed, she wakes up at the next sunrise...
...provided no one else has taken the amulet and signed the Contract in the meantime. It's the Transportation Clause. If she ever wants to get out of it, she can pass the contract on to someone else, and if they sign, they get it, and she loses it. If someone steals the amulet, then instead of the armor, the contract will manifest for them...they're welcome to read through it at their leisure, or not, but if they sign it before the next sunrise, it and the armor become theirs.
Of course, so do all the strictures in the contract about helping the weak and whatnot, which may be more restrictive for many than it was for her.
There's one other way to keep her from reviving. She wakes up with the amulet around her neck. Where her neck might have been left the night before is immaterial. If the amulet is put into, say, a small box, without enough room for her to appear, she won't. However, provided no one else accepts the Contract in the meantime, if the amulet is out of the box at sunrise, say, a month later, she'll reincarnate.
Time spent dead doesn't count towards the duration of the contract.
Note that in addition to the likelihood of anyone who steals the amulet doing at least one of those things inadvertently (either signing the contract without reading it, or putting it in a box just as somewhere to keep it), once you have the amulet and the Contract manifests, anyone with the Law Skill can read it through and find the clause that describes all this...
She signed the Contract relatively recently, so it's still new to her, and she's still pretty excited about it. She hasn't died yet - she knows about that, because she read the contract quite carefully, but it hasn't really sunk in.