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This character belongs to Nat25


Themis by GENZOMAN
This user's character is a child of Themis.



Personality

Andra is a sweet down to earth type girl. She is able to think quickly on her feet. She loves to talk and is often annoying her brother. She likes to be right in every argument she has.

History

Born April 03, 2001 in Birmingham, Alabama. When they were growing up, they loved hearing about Williams cases, as he was a lawyer. They had a lot of fun playing games with their father. He treated them nicely as a father should. They always went to the park and played one of their favorite games, find daddy. William would hide and the kids would try to find him in the big park.

The three lived in a small house just out side the big city of Birmingham. They owned a small dog named Luna. The kids had named her after the Spanish word for moon. They played with some of the other kids in the neighborhood. In the summer they would cram into anyone's pool that happened to be home.

Around the age of four, they remember talking about their mother, but only when they were younger. William had met Their mother through a court case. She was also a lawyer. They fell in love and eventually She was pregnant. After the twins were born, She left them. William never knew who she really was.

When they were about five, their father once put a serial killer in jail. He got out six years later and killed their father. He was after the twins, and probably still is. They manage to stay alive by stealing the little they need, and any money they find, they save to buy things like clothes.

They were attacked by a flock of Stymphalian Birds on their way to Iowa shortly after. They manged to escape by running into a crowded music festival. They did not know that loud noise scared off the birds. They just got lucky. That was when they were eleven. They were on the run for a couple more weeks before they started worrying about their persuer and went to the police. They were put in foster care, where they spent the next two years. Neither were particularly social with their rebellious foster siblings, who viewed Andra as argumentative and Tim as a snob. This reflected poorly on them and were never put up for adoption.

They were left alone and never taken anywhere the other kids went. If the twins wanted to play a game with the other kids, the other kids suddenly wanted to play a different game. There was one kid named, Brian. He loved to make fun of the twins. Andra always got into an argument and Timoria always walked away. Eventually Andra would too.

A favorite past time while in foster care was making up codes. They loved to talk in code so the other kids wouldn't know what they were talking about. Usually though, they were talking about the times they missed the most and what they were going to do when they were old enough to get out of foster care.

About a year into the foster care, they were confronted by a laistrygonian disguised as an 16 year old. They were walking home behind the other kids from school. They had to pass by a forest and the laistrygonian walked up to them. The other foster kids kept walking on noticing nothing. The laistrygonian told the kids to follow it into the forest, it had a surprise for them. The kids were cautious when following the laistrygonian. When they were into the forest a good way, the laistrygonian lunged at them. The twins scattered and fled to the street and into many alley ways. They managed to lose the monster, but got in trouble for getting back to the foster home.

Another time they were lured into a back alley way by the call of a small child. They found out a little too late that it was a cyclops that had called. The monster attacked the twins. Andra ran behind the monster and called to it. Tim, picked up the only thing he could find. A rock. He chucked it at the cyclops's head and got it's attention.

Andra found a piece of sharpened metal and found it to be a sword. She ran the cyclops through with it while he was focused on Tim. The monster disintegrated.

They were found by a satyr when they were thirteen. He told them who they really were and led them to camp.

Powers

Offensive

  1. Children of Themis can cause someone to forget their current morals and act savagely for a short time, leaving them vulnerable to attack.
  2. Children of Themis, after receiving a wound, are able to use the justice of vengeance to power their next attack. This empowerment results in the attack having enhanced speed and strength.

Defensive

  1. Children of Themis are capable of forcing everyone near them for a short time into a state of lawful peace, where no one can fight. After the effects subside, it cannot be used again for the rest of the fight. The user is also unable to fight due to the lawful peace.
  2. Whenever a child of Themis takes part in a fight, a law automatically comes into existence, and its' purpose is to forbid enemies from attacking them. After this law is broken substantially, the user can create a field of energy that would imprison the opponent for a short time. The energy field would serve as a punishment for breaking the law. The target cannot escape in anyway, but also cannot be attacked while the imprisonment field is active. This power can only be used twice during a fight.

Passive

  1. Children of Themis can see a few seconds into the future; allowing them to possibly predict the actions of others, but also hindering their sight at times.
  2. Children of Themis are able to detect any lie and know if someone's telling the truth or not, though it doesn’t always work. This works much better if the lie is directly related to a law or rule being broken
  3. Whenever someone is around a child of Themis, they’d feel at least slightly guilty for their wrongdoings. They can shut off this ability for a long time if they wish to do so.
  4. Children of Themis can sense whenever a crime is occurring in a 10-meter distance, whether it’s illegal or just morally wrong. The user cannot sense crimes being committed against themselves.

Supplementary

  1. Children of Themis can create a rule and can make someone follow that rule for a short period of time, as long as the rule does no harm and doesn’t completely stop an opponent from fighting, as well as a suitable punishment if the rule is broken. Possible punishments are substantial pain inducement, banishment (via instant teleportation) from the surrounding area, power/weapon negation (only one weapon or power) for a short time. All punishments subside after a short time; only one rule may be enforced at a time.
  2. If an ally is wounded, Children of Themis are temporarily empowered to achieve justice for them towards the one who wounded them; this effect greatly increases the strength and speed of their attacks until justice is achieved.
  3. Children of Themis are able to turn even the most un-ordered situations into well organized and properly structured systems. An example would be a chaotic battle, where movements and emotions are wild and erratic: the user would cause the battle to stop or organize it to become more calm, precise and well thought out.

3 Months After Character is Made

  1. Children of Themis have the ability to lawfully force another person to follow their will for a few minutes, forcing them to follow their commands as long as they are not going to be forced harm themselves. The person will remain under the control of the law forcing for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made

  1. Children of Themis can create paradoxical laws that allows the user to affect reality in illogical ways. For example, they can splash water on an opponent and cause severe burns and get hit with a hammer and it will just tickle. Only one reality-warping law can be implemented at a time and it will only be in effect for a short time. Afterwards, the user will be substantially drained. The power cannot be used to implement a law that would cause severe damage, such as breathing or blinking would cause their brains to explode.

9 Months After Character is Made

  1. Children of Themis can become an embodiment of order for a short time, giving them the power to immediately judge a person according to their intentions. They are immune to all attacks. The user can implement up to 5 laws at once in this state, but not those that bend reality. (The laws should be similar to ones created and possess penalties like Supplementary 1) The user emits an aura of duty and respect for authority, so the person will be more likely to follow the laws created. This ability only lasts for a short amount of time. Once the child of Themis exits this form they are drained for a moderate time and cannot move until they are rested. Additionally, the more they do in this state, the greater they are drained, sometimes they may even faint.

Traits

  1. Children of Themis are normally able to tell if someone is guilty or innocent and tell fact from fiction easily.
  2. Children of Themis often make great lawyers since they have natural knowledge of law/order systems and tend to be fair and unbiased, whether they are prosecutors or attorneys.
  3. Children of Themis tend to be good at understanding prophecies and thinking about the future.
  4. Children of Themis generally take law and order very seriously, working hard to follow/enforce rules and keep things clean and orderly.

Word Bubble

Andra Sydney ~ Child of Themis
Andra

"Justice is the need for order within a society, therefore justice will always be there to thwart chaos."
18:21, October 2, 2015 (UTC)
Character's Bio


 Age: 16  Height: 5'6"  Weight: 125 lbs
 Sexuality: Straight  Relationship Status: Single
  Main Weapon: A sword and a shield
 Accent: Neutral/American

Character's Powers

 ====Offensive====

  1. Children of Themis can cause someone to forget their current morals and act savagely for a short time, leaving them vulnerable to attack.
  2. Children of Themis, after receiving a wound, are able to use the justice of vengeance to power their next attack. This empowerment results in the attack having enhanced speed and strength.

Defensive

  1. Children of Themis are capable of forcing everyone near them for a short time into a state of lawful peace, where no one can fight. After the effects subside, it cannot be used again for the rest of the fight. The user is also unable to fight due to the lawful peace.
  2. Whenever a child of Themis takes part in a fight, a law automatically comes into existence, and its' purpose is to forbid enemies from attacking them. After this law is broken substantially, the user can create a field of energy that would imprison the opponent for a short time. The energy field would serve as a punishment for breaking the law. The target cannot escape in anyway, but also cannot be attacked while the imprisonment field is active. This power can only be used twice during a fight.

Passive

  1. Children of Themis can see a few seconds into the future; allowing them to possibly predict the actions of others, but also hindering their sight at times.
  2. Children of Themis are able to detect any lie and know if someone's telling the truth or not, though it doesn’t always work. This works much better if the lie is directly related to a law or rule being broken
  3. Whenever someone is around a child of Themis, they’d feel at least slightly guilty for their wrongdoings. They can shut off this ability for a long time if they wish to do so.
  4. Children of Themis can sense whenever a crime is occurring in a 10-meter distance, whether it’s illegal or just morally wrong. The user cannot sense crimes being committed against themselves.

Supplementary

  1. Children of Themis can create a rule and can make someone follow that rule for a short period of time, as long as the rule does no harm and doesn’t completely stop an opponent from fighting, as well as a suitable punishment if the rule is broken. Possible punishments are substantial pain inducement, banishment (via instant teleportation) from the surrounding area, power/weapon negation (only one weapon or power) for a short time. All punishments subside after a short time; only one rule may be enforced at a time.
  2. If an ally is wounded, Children of Themis are temporarily empowered to achieve justice for them towards the one who wounded them; this effect greatly increases the strength and speed of their attacks until justice is achieved.
  3. Children of Themis are able to turn even the most un-ordered situations into well organized and properly structured systems. An example would be a chaotic battle, where movements and emotions are wild and erratic: the user would cause the battle to stop or organize it to become more calm, precise and well thought out.

3 Months After Character is Made

  1. Children of Themis have the ability to lawfully force another person to follow their will for a few minutes, forcing them to follow their commands as long as they are not going to be forced harm themselves. The person will remain under the control of the law forcing for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made

  1. Children of Themis can create paradoxical laws that allows the user to affect reality in illogical ways. For example, they can splash water on an opponent and cause severe burns and get hit with a hammer and it will just tickle. Only one reality-warping law can be implemented at a time and it will only be in effect for a short time. Afterwards, the user will be substantially drained. The power cannot be used to implement a law that would cause severe damage, such as breathing or blinking would cause their brains to explode.

9 Months After Character is Made

  1. Children of Themis can become an embodiment of order for a short time, giving them the power to immediately judge a person according to their intentions. They are immune to all attacks. The user can implement up to 5 laws at once in this state, but not those that bend reality. (The laws should be similar to ones created and possess penalties like Supplementary 1) The user emits an aura of duty and respect for authority, so the person will be more likely to follow the laws created. This ability only lasts for a short amount of time. Once the child of Themis exits this form they are drained for a moderate time and cannot move until they are rested. Additionally, the more they do in this state, the greater they are drained, sometimes they may even faint.

Traits

  1. Children of Themis are normally able to tell if someone is guilty or innocent and tell fact from fiction easily.
  2. Children of Themis often make great lawyers since they have natural knowledge of law/order systems and tend to be fair and unbiased, whether they are prosecutors or attorneys.
  3. Children of Themis tend to be good at understanding prophecies and thinking about the future.
  4. Children of Themis generally take law and order very seriously, working hard to follow/enforce rules and keep things clean and orderly.

Owned by: Tardis ~ Posted on: "Hey, I'm Andra."


Relationships

Name Relation Feelings
Tim Twin Nothing but love and admiration

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