Justice Hestiana

Galaxy_Thief

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2 years, 22 days ago
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Galaxy_Thief
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I'm Gonna Live Till I Die - Frank Sinatra.

Jesse "Justice" Hestiana

An impulsive cowgirl gifted the powers of pyromancy by a fantastic magical being that is thousands of years old. A new friend and a quest showcase a brand new adventure on the horizon.

About.
I
Age
28 years old.
Birthday
April 7; Aries
Gender
Female (Cisgender)
Ethnicity
Mixed (Mexican / American)
Nationality
American; Texan
Alignment
Neutral Good
Power Type
Pyromantic

Background.
II

Ever since she was four, Jessie (or as everyone affectionately called her, "Justice") wanted to be a steer wrestler. The young girl was raised by her large family on their small sheep ranch in the middle-of-nowhere Texas, growing up alongside a small town where everyone knew each other's name. Among those in town were a pair of twins, Oliver and Travis, who were close friends of her eldest brother and lived at the cattle ranch just up the hill from her own. One day, Justice tagged along with her brother to visit the twins' ranch and came upon the two doing "spin tricks" as they herded their cattle. Even before they had fully hopped off of their horses to greet her and her brother, Justice was tugging on Oliver's pant leg that he HAD to teach her to do spin tricks too. Oliver explained that it was called roping and that he and his brother actually used it for more than just herding the cattle, but also made up their own team roping team at the local rodeo every year. Justice was immediately fascinated. She told the two with the confidence that only a four year old could muster that she was going to be the greatest roper in the whole wide world. Later that year when the rodeo rolled around, Justice demanded to go and support her neighbors in their competition. Oliver and Travis took home a big bright blue ribbon and Justice took home a bright pink lasso of her own and a newfound interest in the rodeo sport. And when her fifth birthday rolled around, the twins agreed to teach Justice how to rope.

The twins moved away when she was twelve, but until then they taught Justice everything that they knew about the sport, as well as a few other rodeo events. After trying out team roping, breakaway roping, and barrel racing for herself, she quickly found that her favorite thing to do lie somewhere else. Steer wrestling. A combination of everything she loved about the rodeo, Justice took like a fish to water. Justice entered her first rodeo when she was eighteen, enrolling as the only female steer wrestler at the same rodeo that she had first watched Oliver and Travis perform in all those years ago. Being the only woman in a male dominated sport came with its frustrations, especially to Justice with how she had grown up. From a very young age, Justice was taught that there was no such thing as a "man's job" or a "woman's job". Just a job that had to be done. So, to be talked down to and belittle her skills simply because of her appearance? Well, that just wouldn't do. Justice replied to the patronization with her performance, stealing first place in a landslide with a finish time of only 3.2 seconds and finishing her first rodeo season with a record time for her town's rodeo. Gobsmacked at her performance, there wasn't much to be said about her after that. In the years that followed, those that had at first doubted her skills would grow to be good friends and a friendly competition grew amongst the ranks of the wrestlers each year they returned to compete.

With repeated winnings each year of her small town rodeo, Justice would find herself working her way up to bigger and bigger rodeos across her state. Her growth in the sport would reach the pinnacle when she was 27, offered a spot in one of the biggest rodeos in the country. Accepting without hesitation, Justice practiced tirelessly on the livestock ranch that she now owned herself, intent on impressing with her performance. The rodeo finally began and as she earned a score high enough to move forward night after night, her eyes remained on the final prize. She was going to win her first PRCA rodeo.

On the last night of the competition, Justice spurred her horse into the box and prepared for her final go at the grand prize. Her horse settles in the box, huffing his nose in anticipation. The steer is set loose. The rope snaps, the flag hits the ground. Justice spurs her horse forward, taking off like a shot. But she falters when she sees movement just beyond her target. A young boy no older than four looking around dazedly in the dirt, having tipped over the rails of the stands and into the stadium. Her steer is headed straight for him. She quickly filed through her options in her head: She couldn't build up enough momentum to rope the steer before collision, her horse wasn't strong enough to herd the steer to the side fast enough. Justice kicks her heels, urging her horse to pass the steer and turn out of the way as Justice herself leaps from her horse and sprinting over to the boy. She tumbles into him at the last second and rolls out of the way with the boy held close to her chest, shielding him from the steer turning and trampling over top of the both of them as it runs to the open gate where the rest of it's herd waited. Justice lay still shielding the boy for some time, making sure that the steer would not return before moving back to stand up. She staggers to a stand and reaches out a hand to help the little boy to his feet as well, giving the boy a bright smile and ignoring what she assumed was her broken arm. She doesn’t hear the cheers of the crowd, she doesn’t hear the approaching hooves of the medics on their horses, all Justice hears is the soft timid ‘thank you’ from the boy in front of her. The overhead speakers explain what this means to the crowd, that Justice will not be able be applicable for a rerun due to injury (okay, maybe her arm is broken) and will not be able to complete this year's rodeo. But Justice doesn't hear any of it as she crouches down in front of the boy and smiles, talking to him softly until his shoulders stop shaking and a little smile mirrors hers. The announcers continue overhead as she moves away for a moment, retrieves her hat off of the ground, and returns to place it on the boy's head and walk him over to the medic's horse. She helps as best as she can with one arm to raise him up into the arms of the medic before returning to help the boy's frantic mother over the stadium railing. She helps the boy's mother climb up onto her horse, jumps up behind her, and follows the medics in a trot back to the gate.

After recieving a medical splint (arm decidedly NOT broken, but likely fractured), a bottle of over the counter pain medication, and a stern threat to go see a doctor as soon as possible, Justice had gone to pack up her horse and things to leave. She stopped at the outside carnival for a funnel cake, then hopped in her truck for the twelve hour drive back home. About two hours into her drive in the dead of night, a deep voice spoke from her backseat. Justice screamed, immediately swerving her car and trailer onto the shoulder to stop and flipping around to see who was in her car. A small red creature, no bigger than a large house cat, with long thin horns and a sinewy tail sat in the middle seat, giving her the most deadpan and unamused expression she had ever seen. "If you're done," he said, shaking his fur out, jumping up to her passenger seat, and taking a piece of her funnel cake. "I would like to introduce myself. I am called Deadeye." Deadeye went on to explain to (a still fear-stricken) Justice that he was what was called a 'Ward', a being as old as time itself that posessed magical powers that they could choose to gift to humans whom they deemed worthy. He had been watching her in secret over the past few years and after what had happened earlier that day, she had fully proven herself to him. He chided the woman for her carelessness but commended her for her quick thinking and courage. Deadeye offered Justice a pact: she would be his charge and be granted with his pyromantic abilities, to use them to help others to the best of her power. Justice agreed without hesitation and, with her new friend curled up on her dashboard and thieving another piece of her funnel cake, merged back out onto the road and began the long drive back to her ranch.


Appearance.
III
Hair
Red to Blonde Ombre.
Skin
Rose Beige.
Eyes
Green.
Height
5'2"
Build
Toned.
  • Voice Claim - Jo Armeniox as Karen Jones from Red Dead Redemption 2
  • Left-handed.
  • If asked about her burn scars, her stories get more and more outrageous every time. In reality, most of them are from when a friend dared her to jump over a campfire and she ate shit in the fire pit.

Justice's design is solely warm tones. Her proportions are created with rectangular shapes, but the lines that create them are smooth and rounded. She uses a polyester lasso with a brass honda as a focus for her magic and all magical elements of her character are spawned from and utilized through said lasso ([example] (Link TW: violence and dismemberment)). She has a set of wing tattoos that go down the back of either arm. Justice is fluent in Spanish. One half of her family know it as their sole language, so she grew up hearing it quite often but was unable to speak it herself until she was about 6. Her abuelita was the one to teach her formally once she was of school age.


Theme.
IV

Warm tones, Classic Western aesthetics. Flames. Morning Sunlight, and Dusty Trails. The Magnificent Seven.


Powers.
V

"Snakebite" - Offense

Justice ignites her lasso into flames, which can then be used as a means of amplified attacks and grapples against enemies. At the advanced level, the fire of the spell is the strength of a strong bonfire and can withstand wind/wind spells completely.The spell can still be snuffed by water, but is exceptionally durable.

"Texas Skip" - Defense

Justice spins her rope into a large loop at her side, allowing small flames to make their way down the weapon until forming a full wreath of fire along the circling loop. After a few rotations of the completed flame circle, whomever passes through the loop of fiery rope will receive a protective bubble of hardened ash around them for a short duration of time. The bubble will break very easily, only taking a few blows before shattering, but while it is active will shield its charge from any damage. At the advanced level, the protective bubble is very densely packed and able to withstand five hits against either Justice herself or an ally before shattering. The shield protects the user from any damage said attacks would have dealt, but due to it's density is opaque.

"Butterfly" - Support

Justice ignites her lasso and spins the rope over her shoulders in a fashion that creates a circular dome of smoke and ash around her to conceal herself and any allies in the fog. At the advanced level, the sphere of smoke can reach up to a fifteen foot diameter.


Demeanor.
VI
Extrovert
Introvert
Patient
Impulsive
Awkward
Charming
Brave
Cowardly
Empathetic
Apathetic
Emotional
Stoic
Prideful
Humble

Justice's primary character trait, and what she is FAMOUSLY known for, is her impulsivity. She is a stubborn, impatient, and quick-tempered individual who follows her heart before her brain. She is very much the embodiment of the bumbling cowpoke but moreso in the terms of if she has an impulse to do something, it will be done. Justice is the person to press the big red button on the table that says "Do Not Press" without hesitation and she will do it with the biggest grin on her face. She lives for adventure and is not one for routine, instead rolling with the punches and going with the flow.

As someone who follows her heart the way that she does, Justice is very much one to wear aformentioned heart on her sleeve. She is extremely expressive and will readily fight tooth and nail for those that she cares about, sometimes to the point of being self-sacrificing, in favor of keeping her loved ones safe. She is exceptionally perceptive and naturally curious, traits which will often not work well with her impulsivity when she finds that big red button.

LIKES

  • Old Western movies &50s/60s music
  • Homemade lemonade
  • Open plains
  • Being dirty
  • Children

DISLIKES

  • Being told what to do
  • Snakes
  • Forests
  • Small spaces
  • Bullies

Relationships.
VII
15795309?1650689633

Deadeye (Ward/Best Friend)

Justice and Deadeye have been travelling together for quite some time now and, after a rocky start to their relationship, have found an equillibrium between their two big personalities. Justice views Deadeye as more than just "the ward who gifted her her pyromancy" or "the ancient being with magnificent power", but instead as a close friend and steady companion. The two are joined at the hip and are rarely seen apart, often trading exuberant friendly arguments.