[HEADING=2]{ Demigods }[/HEADING]
[HEADING=3]Version 3.0[/HEADING]
There are many things in this world that are not what most people perceive them to be. Very few people in the United States of America would believe that the gods of Ancient Greece, mythological deities from two thousand years ago, are still watching over the Earth from their Olympian Palace.
The gods have moved as the centuries have passed, leaving their Greek origins behind and taking up residence in foreign lands: in the present day, they watch the USA from on high. Whether people know it or not, the Greek Pantheon has shaped the world over the centuries. And often one of them will take interest in a human, resulting in a child. A demigod.
These individuals, blessed with a portion of their divine parent's power, are safeguarded by their human parent until their early teenage years. Once they begin to develop and grow as adults, they begin to attract unwanted attention... monstrous attention. A gift does not come without a cost: the gods have two-thousand-year-old enemies. The beasts and beings that were fought in the old myths remain, for they can never die. The Titans, the Minotaur, the Hydra, Medusa... these are just some of the deadly foes that oppose the Olympians.
Once demigods are found by the teacher of heroes, the centaur Chiron, they are brought to a safe haven, a special camp in Long Island, New York. This camp, officially known as Half-Blood Hill or Camp Half-Blood, offers all demigods sanctuary where they can learn to fight, master their skills and adapt to their once-normal life.
You are a demigod: descended from two parents, one human and one divine. You have been a resident of Camp Half-Blood for some time now; some of you may have lived at camp for many years, while others might be in their second or third year.
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Author's Notes - Please Read:
- Welcome to Demigods. I am your GM; at this time I have not elected any co-GMs. I may do so in the future, however.
- The original Demigods role-play was inspired by the 'Percy Jackson & The Olympians' series of novels by author Rick Riordan, including the 'Heroes of Olympus' sequel series. This iteration is no exception: it is, however, aimed at a more adult demographic compared to that of the books, and deviates from the series in many places.
- There have been previous versions of Demigods, GMed by myself and co-GMed by [user]Yumi_and_Erea[/user]. Due to time constraints from my once-co-GM, this version shall be run primarily by myself, though ideas that I have will be checked with other people to ensure they are acceptable.
- - The events of Version 3.0 and 2.0 will be similar, since the plot of 2.0 was not fully explored. As a result, those who were accepted into Demigods 2.0 are free to use the same character for 3.0, should they desire. It is recommended that such characters are rewritten, even if only partially, rather than just a direct copy/paste. The character sheet template has been updated from 2.0's template.
- Some characters from the novels, such as the camp director Chiron, the gods themselves and monstrous creatures, will be featured as non-player characters throughout the course of the role-play.
- Events taking place in Demigods have no connection to any of the books in the series, nor will the events of the series be mentioned in the role-play.
[table border=5 width=100%]
[tr]
[td]God / Goddess[/td][td]Domain[/td][td]Example Demigod Abilities[/td][td]Notes (if any)[/td][td]Cabin Number[/td]
[/tr]
[tr]
[td]Zeus[/td][td]The skies, lightning[/td][td]Children of Zeus are capable of bending lightning to their will. Older campers are also capable of achieving limited flight.[/td][td]Children of Zeus cannot travel by sea or enter the ocean: doing so is crossing over into Poseidon's territory. Zeus and Poseidon have a history: as a result, the children of one are forbidden from entering the domain of the other.[/td][td]Cabin 1[/td]
[/tr]
[tr]
[td]Hera[/td][td]Marriage, family[/td][td]None.[/td][td]Hera has no demigod children. She does not have romantic affairs with humans.[/td][td]Cabin 2 (honourary)[/td]
[/tr]
[tr]
[td]Poseidon[/td][td]The sea, earthquakes, horses[/td][td]Children of Poseidon hold power over the seas. They can manipulate water, breathe in it with no problem, and can communicate with both sea creatures and equestrian animals like horses through thought-speaking.[/td][td]Poseidon's children cannot take to the air, Zeus's domain, through any means except a pegasus: it is neutral territory. This ban on air travel includes airplanes.[/td][td]Cabin 3[/td]
[/tr]
[tr]
[td]Demeter[/td][td]Plants, nature[/td][td]Demeter's offspring can manipulate almost any form of plant matter.[/td][td] - [/td][td]Cabin 4[/td]
[/tr]
[tr]
[td]Ares[/td][td]War[/td][td]Sons and daughters of Ares are almost always skilled in combat, often mastering many different weapons without a hitch.[/td][td]Ares's children often inherit their father's bad temper.[/td][td]Cabin 5[/td]
[/tr]
[tr]
[td]Athena[/td][td]Wisdom, battle, strategy[/td][td] Athena's children are master strategists: intelligent, quick-thinking, and sometimes knowledgeable in the use of exotic or unconventional weapons. They are the driving force behind fully-fledged campaigns and quick tactical strikes alike.[/td][td] - [/td][td]Cabin 6[/td]
[/tr]
[tr]
[td]Apollo[/td][td]The sun, prophecy, music, healing, archery[/td][td]Apollo's sons and daughters gravitate towards the sport of archery and the use of ranged weapons. They are the camp's best healers, and show skill in light-oriented magic.[/td][td] - [/td][td]Cabin 7[/td]
[/tr]
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[td]Artemis[/td][td]The hunt, the moon[/td][td]None.[/td][td]Artemis vowed to be an eternal maiden: she has no demigod children. Instead, her exclusively female followers are Hunters, bound by a pledge to Artemis to seek out and eliminate deadly monsters. The Hunters do not stay at Camp Half-Blood.[/td][td]Cabin 8 (honourary)[/td]
[/tr]
[tr]
[td]Hephaestus[/td][td]Metal, the forge, fire[/td][td]Children of Hephaestus are often tinkerers and smiths. They have innate knowledge of forging, upgrading and enchanting weapons and armour that make them the envy of other demigods. In rare cases, these demigods have been known to manipulate the element of fire.[/td][td] - [/td][td]Cabin 9[/td]
[/tr]
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[td]Aphrodite[/td][td]Love, beauty[/td][td]Aphrodite's fashionably-dressed children are well-known for their natural good looks and charm. Some rare individuals can compel humans and monsters (but not other demigods) into obeying their commands, a power known as charmspeaking.[/td][td]Many Aphrodite children play matchmaker for other campers, and some act as counselors and confidants, should a camper need guidance from someone who will keep a secret.[/td][td]Cabin 10[/td]
[/tr]
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[td]Hermes[/td][td]Thieves, communication, travellers, messengers[/td][td]Sons and daughters of the god of thieves are commonly good at pickpocketing, stealing without getting caught, and being able to tread lightly. Some can whisper a message to others from a distance, or run at great speeds.[/td][td]The Hermes cabin accommodates all unclaimed campers until they learn their true parentage.[/td][td]Cabin 11[/td]
[/tr]
[tr]
[td]Hades[/td][td]Shadows, the dead, precious metals[/td][td]The sometimes-shunned children of Hades can summon and control the undead to do their bidding. They can control skeleton warriors, communicate with dead spirits and use the shadows to travel great distances in a short time.[/td][td] - [/td][td]Cabin 13[/td]
[/tr]
[/table]
[tr]
[td]God / Goddess[/td][td]Domain[/td][td]Example Demigod Abilities[/td][td]Notes (if any)[/td][td]Cabin Number[/td]
[/tr]
[tr]
[td]Zeus[/td][td]The skies, lightning[/td][td]Children of Zeus are capable of bending lightning to their will. Older campers are also capable of achieving limited flight.[/td][td]Children of Zeus cannot travel by sea or enter the ocean: doing so is crossing over into Poseidon's territory. Zeus and Poseidon have a history: as a result, the children of one are forbidden from entering the domain of the other.[/td][td]Cabin 1[/td]
[/tr]
[tr]
[td]Hera[/td][td]Marriage, family[/td][td]None.[/td][td]Hera has no demigod children. She does not have romantic affairs with humans.[/td][td]Cabin 2 (honourary)[/td]
[/tr]
[tr]
[td]Poseidon[/td][td]The sea, earthquakes, horses[/td][td]Children of Poseidon hold power over the seas. They can manipulate water, breathe in it with no problem, and can communicate with both sea creatures and equestrian animals like horses through thought-speaking.[/td][td]Poseidon's children cannot take to the air, Zeus's domain, through any means except a pegasus: it is neutral territory. This ban on air travel includes airplanes.[/td][td]Cabin 3[/td]
[/tr]
[tr]
[td]Demeter[/td][td]Plants, nature[/td][td]Demeter's offspring can manipulate almost any form of plant matter.[/td][td] - [/td][td]Cabin 4[/td]
[/tr]
[tr]
[td]Ares[/td][td]War[/td][td]Sons and daughters of Ares are almost always skilled in combat, often mastering many different weapons without a hitch.[/td][td]Ares's children often inherit their father's bad temper.[/td][td]Cabin 5[/td]
[/tr]
[tr]
[td]Athena[/td][td]Wisdom, battle, strategy[/td][td] Athena's children are master strategists: intelligent, quick-thinking, and sometimes knowledgeable in the use of exotic or unconventional weapons. They are the driving force behind fully-fledged campaigns and quick tactical strikes alike.[/td][td] - [/td][td]Cabin 6[/td]
[/tr]
[tr]
[td]Apollo[/td][td]The sun, prophecy, music, healing, archery[/td][td]Apollo's sons and daughters gravitate towards the sport of archery and the use of ranged weapons. They are the camp's best healers, and show skill in light-oriented magic.[/td][td] - [/td][td]Cabin 7[/td]
[/tr]
[tr]
[td]Artemis[/td][td]The hunt, the moon[/td][td]None.[/td][td]Artemis vowed to be an eternal maiden: she has no demigod children. Instead, her exclusively female followers are Hunters, bound by a pledge to Artemis to seek out and eliminate deadly monsters. The Hunters do not stay at Camp Half-Blood.[/td][td]Cabin 8 (honourary)[/td]
[/tr]
[tr]
[td]Hephaestus[/td][td]Metal, the forge, fire[/td][td]Children of Hephaestus are often tinkerers and smiths. They have innate knowledge of forging, upgrading and enchanting weapons and armour that make them the envy of other demigods. In rare cases, these demigods have been known to manipulate the element of fire.[/td][td] - [/td][td]Cabin 9[/td]
[/tr]
[tr]
[td]Aphrodite[/td][td]Love, beauty[/td][td]Aphrodite's fashionably-dressed children are well-known for their natural good looks and charm. Some rare individuals can compel humans and monsters (but not other demigods) into obeying their commands, a power known as charmspeaking.[/td][td]Many Aphrodite children play matchmaker for other campers, and some act as counselors and confidants, should a camper need guidance from someone who will keep a secret.[/td][td]Cabin 10[/td]
[/tr]
[tr]
[td]Hermes[/td][td]Thieves, communication, travellers, messengers[/td][td]Sons and daughters of the god of thieves are commonly good at pickpocketing, stealing without getting caught, and being able to tread lightly. Some can whisper a message to others from a distance, or run at great speeds.[/td][td]The Hermes cabin accommodates all unclaimed campers until they learn their true parentage.[/td][td]Cabin 11[/td]
[/tr]
[tr]
[td]Hades[/td][td]Shadows, the dead, precious metals[/td][td]The sometimes-shunned children of Hades can summon and control the undead to do their bidding. They can control skeleton warriors, communicate with dead spirits and use the shadows to travel great distances in a short time.[/td][td] - [/td][td]Cabin 13[/td]
[/tr]
[/table]
[table border=5 width=100%]
[tr]
[td]God / Goddess[/td][td]Domain[/td][td]Notes[/td][td]Cabin Number[/td]
[/tr]
[tr]
[td]Dionysus[/td][td]Wine, theatre[/td][td]Dionysus' descendants are exceptional actors and actresses, and often have a way with fruit-bearing plants.[/td][td]Cabin 12[/td]
[/tr]
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[td]Hecate[/td][td]Magic[/td][td]Hecate's children are magicians with a wide array of spells, enchantments and sometimes potions at their disposal.[/td][td]Cabin 14[/td]
[/tr]
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[td]Thanatos[/td][td]Death[/td][td]Thanatos' offspring can conjure the undead similar to children of Hades, but Thanatos demigods require a focus to do so, commonly a bone from a human skeleton.[/td][td]Cabin 15[/td]
[/tr]
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[td]Nyx[/td][td]Night[/td][td]Nyx demigods can often see in the dark perfectly, and shroud themselves in night's embrace to turn invisible.[/td][td]Cabin 16[/td]
[/tr]
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[td]Hypnos[/td][td]Sleep[/td][td]Much like the name suggests, children of Hypnos can put people to sleep and interpret people's dreams. However, most spend their days sleeping in their cabin...[/td][td]Cabin 17[/td]
[/tr]
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[td]Chione[/td][td]Snow[/td][td]Snow and ice magic are where the talents of Chione's children lie.[/td][td]Cabin 18[/td]
[/tr]
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[td]Aeolus[/td][td]The winds[/td][td]Aeolus's children have power over wind, and can use it to fly should they desire.[/td][td]Cabin 19[/td]
[/tr]
[/table]
[tr]
[td]God / Goddess[/td][td]Domain[/td][td]Notes[/td][td]Cabin Number[/td]
[/tr]
[tr]
[td]Dionysus[/td][td]Wine, theatre[/td][td]Dionysus' descendants are exceptional actors and actresses, and often have a way with fruit-bearing plants.[/td][td]Cabin 12[/td]
[/tr]
[tr]
[td]Hecate[/td][td]Magic[/td][td]Hecate's children are magicians with a wide array of spells, enchantments and sometimes potions at their disposal.[/td][td]Cabin 14[/td]
[/tr]
[tr]
[td]Thanatos[/td][td]Death[/td][td]Thanatos' offspring can conjure the undead similar to children of Hades, but Thanatos demigods require a focus to do so, commonly a bone from a human skeleton.[/td][td]Cabin 15[/td]
[/tr]
[tr]
[td]Nyx[/td][td]Night[/td][td]Nyx demigods can often see in the dark perfectly, and shroud themselves in night's embrace to turn invisible.[/td][td]Cabin 16[/td]
[/tr]
[tr]
[td]Hypnos[/td][td]Sleep[/td][td]Much like the name suggests, children of Hypnos can put people to sleep and interpret people's dreams. However, most spend their days sleeping in their cabin...[/td][td]Cabin 17[/td]
[/tr]
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[td]Chione[/td][td]Snow[/td][td]Snow and ice magic are where the talents of Chione's children lie.[/td][td]Cabin 18[/td]
[/tr]
[tr]
[td]Aeolus[/td][td]The winds[/td][td]Aeolus's children have power over wind, and can use it to fly should they desire.[/td][td]Cabin 19[/td]
[/tr]
[/table]
The area that makes up Camp Half-Blood is a large one. It has to be, to accommodate the necessary features. These features include, but are not limited to: a forge and armoury; a training arena and shooting range; an amphitheatre for the theatrically inclined; a library; a garage; a stretch of the Long Island beach; and a forest stocked with monsters which people are welcome to challenge, should they feel lucky.
Almost every building in the camp is enchanted to be dimensionally transcendental; they are bigger on the inside than the outside.
In the center of the camp are the cabins, where all demigods have a home. Each cabin is designed to reflect the deity to whom it is linked; demigods sleep in the cabin belonging to their godly parent. In addition to being subject to dimensional transcendence, the cabins automatically adjust their size depending on how many people are living there at any one time. All cabins are fitted with a fully stocked bathroom in the back for the residents' use.
Provided that a cabin has campers living in it, that cabin will have a cabin leader, who organises the other demigods and ensures that they train in combat, keep the cabin clean and report anything they think goes against the general rules of the camp.
Map of the Cabins (will open in a new tab due to size)
Camp Half-Blood is set up with free wireless internet accessible from anywhere within the camp's borders, except for the forest due to connectivity issues. Naturally, campers are expected to be sensible with their internet usage.
The camp is primarily run by Chiron, the centaur teacher of heroes, but he employs additional staff to assist in areas that he does not have time to manage himself. They are as follows:
Ea - Hall of Heroes Record Keeper, Librarian, Public Relations
Narissa Delaque - Oracle of Delphi
Matthew Delacroix - Chief Weapons Instructor
Ruby Lee - Chief Scout and Forester, Threat Removal
Lucas Dugan - Forgemaster
Adrian Lannister - Seeker of the Unclaimed, Recruitment
Each member of staff is either a demigod themselves or otherwise connected to the world of the Greek Pantheon.
Almost every building in the camp is enchanted to be dimensionally transcendental; they are bigger on the inside than the outside.

In the center of the camp are the cabins, where all demigods have a home. Each cabin is designed to reflect the deity to whom it is linked; demigods sleep in the cabin belonging to their godly parent. In addition to being subject to dimensional transcendence, the cabins automatically adjust their size depending on how many people are living there at any one time. All cabins are fitted with a fully stocked bathroom in the back for the residents' use.
Provided that a cabin has campers living in it, that cabin will have a cabin leader, who organises the other demigods and ensures that they train in combat, keep the cabin clean and report anything they think goes against the general rules of the camp.
Map of the Cabins (will open in a new tab due to size)
Camp Half-Blood is set up with free wireless internet accessible from anywhere within the camp's borders, except for the forest due to connectivity issues. Naturally, campers are expected to be sensible with their internet usage.
The camp is primarily run by Chiron, the centaur teacher of heroes, but he employs additional staff to assist in areas that he does not have time to manage himself. They are as follows:
Ea - Hall of Heroes Record Keeper, Librarian, Public Relations
Narissa Delaque - Oracle of Delphi
Matthew Delacroix - Chief Weapons Instructor
Ruby Lee - Chief Scout and Forester, Threat Removal
Lucas Dugan - Forgemaster
Adrian Lannister - Seeker of the Unclaimed, Recruitment
Each member of staff is either a demigod themselves or otherwise connected to the world of the Greek Pantheon.
Bladed Weapons:
- Dagger or Knife - pairs are optional
- Sword or Axe - variations on the basic one-handed weapon are likely to be acceptable
- Halberd, Scythe or Glaive
- Spear
Ranged Weapons:
- Throwing Knives, Throwing Axes or Javelins
- Bow & Arrows
- Crossbow & Bolts
- Pistol, SMG, Shotgun, Semi-automatic Rifle (M-16, etc), or Sniper Rifle[sup]1[/sup]
Other Weapons:
- Staff or Bo Staff
- Hammer or War Hammer
Armour:
- Helmet
- Body Armour - Leather, Celestial Bronze in various designs (to be confirmed) or a Kevlar vest[sup]2[/sup]
- Shield (cannot be used with two-handed weapons) - varying designs and weights
- Armoured Gloves and/or Boots
All weapons are made from the Olympian metal, Celestial Bronze. The magical properties of the divine element allow skilled craftsmen to work enchantments into their equipment, granting them different abilities or effects. Such is the power of Celestial Bronze that one well-placed strike from a weapon made with the metal can kill a monstrous creature... providing, of course, that the wielder survives long enough to land such an attack.
Children of Hades and Thanatos use a different metal for their weapons. The rare Underworld metal, Stygian Iron, has similar properties to Celestial Bronze. In addition, upon a successful kill, the weapon absorbs the life-force of a monster and converts it into a revitalizing energy boost for the holder.
[sup]1[/sup] All guns are restricted to demigods aged 21 and over, and those of age must obtain a firearms licence from Chiron or another camp director before being given access to the appropriate section of the armoury. Each gun has been modified from its original designs, and thus fires Celestial Bronze (or Stygian Iron) rounds instead of standard ammunition. There are limited stocks of most guns - things such as sniper rifles are rarer than pistols by nature - and use/withdrawal of each one is recorded and logged in a database.
[sup]2[/sup] Kevlar armour is not generally distributed among all demigods, but may be obtained should the request be approved by Chiron or the Forgemaster, Lucas Dugan.
- Dagger or Knife - pairs are optional
- Sword or Axe - variations on the basic one-handed weapon are likely to be acceptable
- Halberd, Scythe or Glaive
- Spear
Ranged Weapons:
- Throwing Knives, Throwing Axes or Javelins
- Bow & Arrows
- Crossbow & Bolts
- Pistol, SMG, Shotgun, Semi-automatic Rifle (M-16, etc), or Sniper Rifle[sup]1[/sup]
Other Weapons:
- Staff or Bo Staff
- Hammer or War Hammer
Armour:
- Helmet
- Body Armour - Leather, Celestial Bronze in various designs (to be confirmed) or a Kevlar vest[sup]2[/sup]
- Shield (cannot be used with two-handed weapons) - varying designs and weights
- Armoured Gloves and/or Boots
All weapons are made from the Olympian metal, Celestial Bronze. The magical properties of the divine element allow skilled craftsmen to work enchantments into their equipment, granting them different abilities or effects. Such is the power of Celestial Bronze that one well-placed strike from a weapon made with the metal can kill a monstrous creature... providing, of course, that the wielder survives long enough to land such an attack.
Children of Hades and Thanatos use a different metal for their weapons. The rare Underworld metal, Stygian Iron, has similar properties to Celestial Bronze. In addition, upon a successful kill, the weapon absorbs the life-force of a monster and converts it into a revitalizing energy boost for the holder.
[sup]1[/sup] All guns are restricted to demigods aged 21 and over, and those of age must obtain a firearms licence from Chiron or another camp director before being given access to the appropriate section of the armoury. Each gun has been modified from its original designs, and thus fires Celestial Bronze (or Stygian Iron) rounds instead of standard ammunition. There are limited stocks of most guns - things such as sniper rifles are rarer than pistols by nature - and use/withdrawal of each one is recorded and logged in a database.
[sup]2[/sup] Kevlar armour is not generally distributed among all demigods, but may be obtained should the request be approved by Chiron or the Forgemaster, Lucas Dugan.
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[hr]
Name: Easy enough.
Age: All characters should be within the age constraints of 15 to 23 years of age.
Sex: Male or female.
Appearance: Describe your character's looks. Things such as height, weight, preferred choice of clothing, physique, hairstyle and eye colour come to mind here.
Please do not just post a picture for your character's appearance, for two reasons: first, I would like to see original characters and not just copies of others from anime and games and suchlike. Second, a picture does not give me enough information to work with. You may use a picture if you so desire, but it should be supplementary rather than the focus of the Appearance section.
Personality: Your character's attitude and demeanour. Character personalities are not entirely locked in and set in stone; they should allow room for development and expansion. Basically, a character's personality is the little quirks, perks and flaws that make your character human, rather than a soulless vessel for the writer's thoughts.
Divine Parent: Your character is a child of one of the Greek gods detailed in the Pantheon spoiler above. Their other parent is an ordinary human to whom the god or goddess would have taken a liking. If you can think of an Ancient Greek god or goddess who is not in my lists, you may choose them as your character's parent if you can provide me with reliable sources of information on them and their domain.
Demigod Abilities: Being the offspring of a god, your character will possess a portion of their parent's powers, talents or abilities through genetic inheritance. Describe their abilities here. Refer to the examples in the Pantheon spoilers if you are unsure. Keep in mind that they are just examples, and you may give your character different abilities if you wish, provided they make sense when you take the character's parent into account.
A character's abilities may be subject to critique if they are found to be over-powered.
Weapons and Wargear: All demigods will have either received a weapon of their choice from the camp's armoury, or they may have made their own using provided resources. See the spoiler entitled "Weapons & Armour Listings" for additional information. Keep in mind, though, that weapons and the training therein should suit your character.
You may elect to choose no weapons for your character, and instead have them use one of their powers as a weapon.
Enchanted Items: Characters may have small possessions that carry some form of magical enchantment. Think of something that can be worn or carried about one's person: a scarf, watch, headband, bracelet, shoes, pendant, lucky charm, a ring, even a pair of socks. Weapons and armour can also be treated as enchanted items if their magical attributes are described here.
Those demigods who have been at camp for a few years will likely possess an enchanted item or two, although when writing a sheet characters should not possess more than three. Should they choose to take the maximum number of items, they should be balanced accordingly, where applicable.
I will accept most enchantments, provided they fit the character and are not implausible. As with characters' abilities, enchanted items may be subject to review by myself and any co-GMs I may nominate, in case they have the potential to be over-powered.
Biography: Tell us about your character's past, their life before arriving at Camp Half-Blood. Where did they come from? Were they born and raised in New York, or did they move when it came time to attend camp?
Describe their human parent if you want, and essentially create a sub-character for them; they might be met or mentioned over the course of the story. Unless they're dead, of course, which could happen if their child accidentally blows up the house or something.
If you like, include details such as when monsters from Greek mythology began popping up in your character's life. If you have to invent things such as names, places, companies, whatever, go for it. Because Camp Half-Blood is situated in Long Island, New York, please be sure to note that your character and their parent live in or have moved to the city in question.
If they are an experienced camper (i.e. have been a part of camp for a fair few years), you may wish to describe events in which they may have taken part, or any quests they may have undertaken. Things like that which would have happened before the events of the present day.
All characters will have been a member of Camp Half-Blood for at least a year.
Notes: Anything else you feel is necessary to add in order to flesh out your character a little more. This entry is entirely optional, and may be removed from your character sheet if you feel that it is unnecessary.
Additional Notes:
- All demigods can speak, read and write in Ancient Greek with complete fluency; it's a part of the genes of their godly parent.
- Some demigods may have similar genes if they are related to the same god; this is entirely optional, as the genes of their human parent may take precedence.
Age: All characters should be within the age constraints of 15 to 23 years of age.
Sex: Male or female.
Appearance: Describe your character's looks. Things such as height, weight, preferred choice of clothing, physique, hairstyle and eye colour come to mind here.
Please do not just post a picture for your character's appearance, for two reasons: first, I would like to see original characters and not just copies of others from anime and games and suchlike. Second, a picture does not give me enough information to work with. You may use a picture if you so desire, but it should be supplementary rather than the focus of the Appearance section.
Personality: Your character's attitude and demeanour. Character personalities are not entirely locked in and set in stone; they should allow room for development and expansion. Basically, a character's personality is the little quirks, perks and flaws that make your character human, rather than a soulless vessel for the writer's thoughts.
Divine Parent: Your character is a child of one of the Greek gods detailed in the Pantheon spoiler above. Their other parent is an ordinary human to whom the god or goddess would have taken a liking. If you can think of an Ancient Greek god or goddess who is not in my lists, you may choose them as your character's parent if you can provide me with reliable sources of information on them and their domain.
Demigod Abilities: Being the offspring of a god, your character will possess a portion of their parent's powers, talents or abilities through genetic inheritance. Describe their abilities here. Refer to the examples in the Pantheon spoilers if you are unsure. Keep in mind that they are just examples, and you may give your character different abilities if you wish, provided they make sense when you take the character's parent into account.
A character's abilities may be subject to critique if they are found to be over-powered.
Weapons and Wargear: All demigods will have either received a weapon of their choice from the camp's armoury, or they may have made their own using provided resources. See the spoiler entitled "Weapons & Armour Listings" for additional information. Keep in mind, though, that weapons and the training therein should suit your character.
You may elect to choose no weapons for your character, and instead have them use one of their powers as a weapon.
Enchanted Items: Characters may have small possessions that carry some form of magical enchantment. Think of something that can be worn or carried about one's person: a scarf, watch, headband, bracelet, shoes, pendant, lucky charm, a ring, even a pair of socks. Weapons and armour can also be treated as enchanted items if their magical attributes are described here.
Those demigods who have been at camp for a few years will likely possess an enchanted item or two, although when writing a sheet characters should not possess more than three. Should they choose to take the maximum number of items, they should be balanced accordingly, where applicable.
I will accept most enchantments, provided they fit the character and are not implausible. As with characters' abilities, enchanted items may be subject to review by myself and any co-GMs I may nominate, in case they have the potential to be over-powered.
Biography: Tell us about your character's past, their life before arriving at Camp Half-Blood. Where did they come from? Were they born and raised in New York, or did they move when it came time to attend camp?
Describe their human parent if you want, and essentially create a sub-character for them; they might be met or mentioned over the course of the story. Unless they're dead, of course, which could happen if their child accidentally blows up the house or something.
If you like, include details such as when monsters from Greek mythology began popping up in your character's life. If you have to invent things such as names, places, companies, whatever, go for it. Because Camp Half-Blood is situated in Long Island, New York, please be sure to note that your character and their parent live in or have moved to the city in question.
If they are an experienced camper (i.e. have been a part of camp for a fair few years), you may wish to describe events in which they may have taken part, or any quests they may have undertaken. Things like that which would have happened before the events of the present day.
All characters will have been a member of Camp Half-Blood for at least a year.
Notes: Anything else you feel is necessary to add in order to flesh out your character a little more. This entry is entirely optional, and may be removed from your character sheet if you feel that it is unnecessary.
Additional Notes:
- All demigods can speak, read and write in Ancient Greek with complete fluency; it's a part of the genes of their godly parent.
- Some demigods may have similar genes if they are related to the same god; this is entirely optional, as the genes of their human parent may take precedence.
1) All players should abide by the rules of the Escapist forums wherever possible.
2) I would like to see a variety of characters in terms of ethnicity, sex, appearance, weapons of choice and divine parent. Too many Caucasian sons of Zeus, Poseidon and/or Hades renders the role-play far less diverse, and thus far less interesting. I may put a limit on how many characters can be descendants of each of the above three, due to the sheer power of their abilities.
2a) All characters should have at least one ability or skill that is useful in combat or adventuring. This can include proficiency with their weapon of choice.
2b) When it comes to the Appearance section of the character sheet, I will not accept any sheets that give me nothing but a picture of what they look like. That is simply not enough for me to work with.
2c) Appearance and Personality should be more than just lists of appropriate traits. Write them into paragraphs, with more detail than just the basics.
2d) In the previous version of Demigods, there have been multiple characters who have chosen a pair of knives or daggers as their weapons of choice. I would like to see some more diverse options this time around.
2e) Plagiarism of characters, weapons and equipment from the source material will not be tolerated, and will be handled accordingly. However, weapons from Greek mythology that are not used in the novels are allowed if they suit your character.
2f) No-one should write more than one character: the primary reason that I have written two characters is that as GM I will likely need to have player-characters guiding the story in multiple places simultaneously.
3) Each god has a certain set of powers attributed to him or her. There are, however, powers that I will not accept on any character due to them being overpowered or otherwise unusable in a role-play.
3) Anyone who submits a character must be willing to give their full commitment to the role-play. If you have to drop out, at the very least let everyone else know, so I can properly write you out of the story. No-one likes it when ten people join up for a role-play and only five are still actively posting a week later.
4) I expect all participants to have a high level of competency in regards to spelling, grammar and post length. Anyone - and I mean anyone - who writes a post with a length of one line or less, with little detail or action, will be placed on a warning system. After three warnings, you are dismissed from the role-play and your character will be either killed, written out or ignored to death.
4a) If I deem your posts to be not up to my standards, I as GM reserve the right to ignore them and their poster until the problem is resolved.
4b) Godmodders and/or god-moders will be removed from the RP upon repeated instances of the offence.
5) To ensure clarity among writers, I request that all participants follow these formatting guidelines when writing posts:
- Italics ([ /i]) for inner thoughts, or for emphasis;
- Bold ([ /b]) if you want to copy over something that someone else said, or for emphasis;
- Please use plain black text for your posts. If people use coloured text for their speech it quite often becomes a jumbled mess;
- All posts and character sheets should be written in third person, past tense, where applicable.
6) In order for all participants to communicate effectively, I recommend that everyone intending to be a part of Demigods downloads the instant messaging / conference-call program Skype. I and many of my Escapist friends have found this program to be just as effective, if not more so, than an Escapist-based usergroup... plus it helps us to get to know each other better. I enjoy writing alongside people I know much more than working with people who are practically strangers.
6) All characters will have been a member of Camp Half-Blood for at least a year.
6a) For the purposes of this role-play, the legal drinking age is 18, and the legal age at which one can purchase alcohol is 21. Camp Half-Blood staff do not keep alcohol on the premises, however - the standard camp store is the equivalent of a small grocery store with limited stocks of some items, condensed into a much smaller building via a combination of magic and Dimensional Transcendence (rooms are bigger on the inside) - so demigods of age must travel outside of the camp in order to buy alcoholic drinks.
6b) The time of year at the start of the role-play is the beginning of June, an American summer with almost perfectly clear skies.
7) Romance is allowed between characters - I fully encourage romantic subplots - but if things do end up going too far, I think that it is best if mature content was taken to private messaging, should the involved parties wish to pursue it. The Escapist tries to remain PG-13 at all times, if I remember correctly. Yes, even in the role-playing forum.
7a) The gods' family trees may be incredibly convoluted, but for demigods it is much simpler: the only rule is that demigods do not date within their own cabins.
2) I would like to see a variety of characters in terms of ethnicity, sex, appearance, weapons of choice and divine parent. Too many Caucasian sons of Zeus, Poseidon and/or Hades renders the role-play far less diverse, and thus far less interesting. I may put a limit on how many characters can be descendants of each of the above three, due to the sheer power of their abilities.
2a) All characters should have at least one ability or skill that is useful in combat or adventuring. This can include proficiency with their weapon of choice.
2b) When it comes to the Appearance section of the character sheet, I will not accept any sheets that give me nothing but a picture of what they look like. That is simply not enough for me to work with.
2c) Appearance and Personality should be more than just lists of appropriate traits. Write them into paragraphs, with more detail than just the basics.
2d) In the previous version of Demigods, there have been multiple characters who have chosen a pair of knives or daggers as their weapons of choice. I would like to see some more diverse options this time around.
2e) Plagiarism of characters, weapons and equipment from the source material will not be tolerated, and will be handled accordingly. However, weapons from Greek mythology that are not used in the novels are allowed if they suit your character.
2f) No-one should write more than one character: the primary reason that I have written two characters is that as GM I will likely need to have player-characters guiding the story in multiple places simultaneously.
3) Each god has a certain set of powers attributed to him or her. There are, however, powers that I will not accept on any character due to them being overpowered or otherwise unusable in a role-play.
Mind Control (in any form)
Power Stealing or Copying
Mind Reading or Telepathy
Complete Invincibility (being able to resist damage is fine, but if you can't be hurt at all then there are going to be problems)
Stat Bonuses (example: +10 strength). We do not use 'stats' here: if you do so we cannot compare them to anything. So for all we know, you could have a complete weakling turn into the Hulk (figuratively speaking).
Immortality (see Invincibility above)
Time Travel
Telekinesis (has the capacity to be used to instantly kill)
Illusion Creation
Gravity Manipulation
The power to influence other people into making certain decisions or going a certain way
Emotion Manipulation
Power Stealing or Copying
Mind Reading or Telepathy
Complete Invincibility (being able to resist damage is fine, but if you can't be hurt at all then there are going to be problems)
Stat Bonuses (example: +10 strength). We do not use 'stats' here: if you do so we cannot compare them to anything. So for all we know, you could have a complete weakling turn into the Hulk (figuratively speaking).
Immortality (see Invincibility above)
Time Travel
Telekinesis (has the capacity to be used to instantly kill)
Illusion Creation
Gravity Manipulation
The power to influence other people into making certain decisions or going a certain way
Emotion Manipulation
3) Anyone who submits a character must be willing to give their full commitment to the role-play. If you have to drop out, at the very least let everyone else know, so I can properly write you out of the story. No-one likes it when ten people join up for a role-play and only five are still actively posting a week later.
4) I expect all participants to have a high level of competency in regards to spelling, grammar and post length. Anyone - and I mean anyone - who writes a post with a length of one line or less, with little detail or action, will be placed on a warning system. After three warnings, you are dismissed from the role-play and your character will be either killed, written out or ignored to death.
4a) If I deem your posts to be not up to my standards, I as GM reserve the right to ignore them and their poster until the problem is resolved.
4b) Godmodders and/or god-moders will be removed from the RP upon repeated instances of the offence.
5) To ensure clarity among writers, I request that all participants follow these formatting guidelines when writing posts:
- Italics ([ /i]) for inner thoughts, or for emphasis;
- Bold ([ /b]) if you want to copy over something that someone else said, or for emphasis;
- Please use plain black text for your posts. If people use coloured text for their speech it quite often becomes a jumbled mess;
- All posts and character sheets should be written in third person, past tense, where applicable.
6) In order for all participants to communicate effectively, I recommend that everyone intending to be a part of Demigods downloads the instant messaging / conference-call program Skype. I and many of my Escapist friends have found this program to be just as effective, if not more so, than an Escapist-based usergroup... plus it helps us to get to know each other better. I enjoy writing alongside people I know much more than working with people who are practically strangers.
6) All characters will have been a member of Camp Half-Blood for at least a year.
6a) For the purposes of this role-play, the legal drinking age is 18, and the legal age at which one can purchase alcohol is 21. Camp Half-Blood staff do not keep alcohol on the premises, however - the standard camp store is the equivalent of a small grocery store with limited stocks of some items, condensed into a much smaller building via a combination of magic and Dimensional Transcendence (rooms are bigger on the inside) - so demigods of age must travel outside of the camp in order to buy alcoholic drinks.
6b) The time of year at the start of the role-play is the beginning of June, an American summer with almost perfectly clear skies.
7) Romance is allowed between characters - I fully encourage romantic subplots - but if things do end up going too far, I think that it is best if mature content was taken to private messaging, should the involved parties wish to pursue it. The Escapist tries to remain PG-13 at all times, if I remember correctly. Yes, even in the role-playing forum.
7a) The gods' family trees may be incredibly convoluted, but for demigods it is much simpler: the only rule is that demigods do not date within their own cabins.
The following are questions that were asked in previous versions of Demigods.
- Can I give my character a poison to apply to his/her weapon?
Poisons are generally not all that useful in the Demigods universe, especially against monstrous beings. One hit from a Celestial Bronze or Stygian Iron weapon will more often than not cause a monster to crumble to dust, rendering a lingering poison useless.
- Do demigods have access to cellphones and the internet?
Ordinarily, demigods do not use cellphones, as using them attracts monsters to their location. There are occasional exceptions, though, and the camp provides phones for use inside its boundaries. The internet is far more accessible, though: as mentioned above, Camp Half-Blood has wireless internet access.
- If demigods don't have phones, how do they communicate with others when they are outside of camp?
Through a process called 'Iris-messaging'. Iris, goddess of the rainbow, acts as the gods' messenger. Demigods can utilise Iris' services by creating a localised rainbow through any means (often through a glass prism or light refracting off of mist), and offering Iris a prayer and a drachma or two. Gold drachmas are the Olympian currency; ordinary humans will perceive the coins to be large amounts of cash.
An Iris-message lasts as long as the connection remains stable at both ends. It can be disrupted or ended by cancelling the source of the rainbow.
- What happens when two demigods with differing godly parents want to have a child?
The child is conceived and birthed in the usual way, regardless of how the demigod parents were brought into the world. However, the child does not display any inclination towards either of their divine grandparents until their fifteenth birthday. On that day they are allowed to choose which line they wish to follow: they may choose one or the other, but never both. Once the choice is made, it cannot be undone, and the child will gain demigod abilities of their own depending on their decision.
Children born to demigod parents are sometimes referred to as 'dual heritage' demigods.
- Can I make a 'dual heritage' character?
Yes, although it has no effect on what the character can do, since you may not choose more than one god to draw powers from. It just means your character's parents are both demigods themselves. I will say, though, that I would like most if not all dual heritage characters to be one generation away from the gods in the family tree. So a dual heritage character would consider two of the gods to be akin to grandparents, in a sense.
- Can ordinary humans affect the Demigods world in any way?
For the most part, no. A magical force called the Mist shrouds the eyes of regular humans, causing them to adapt what they see into their version of reality. They might see a Celestial Bronze sword as a baseball bat or other similar object. Demigods are entirely immune to the effects of the Mist, and some can even manipulate it if they have the training and the skill. There is also a rare chance that a regular human has the innate capacity to see through the Mist and perceive people, gods and monsters as they really are. Such people are few and far between, however.
- Can I give my character a poison to apply to his/her weapon?
Poisons are generally not all that useful in the Demigods universe, especially against monstrous beings. One hit from a Celestial Bronze or Stygian Iron weapon will more often than not cause a monster to crumble to dust, rendering a lingering poison useless.
- Do demigods have access to cellphones and the internet?
Ordinarily, demigods do not use cellphones, as using them attracts monsters to their location. There are occasional exceptions, though, and the camp provides phones for use inside its boundaries. The internet is far more accessible, though: as mentioned above, Camp Half-Blood has wireless internet access.
- If demigods don't have phones, how do they communicate with others when they are outside of camp?
Through a process called 'Iris-messaging'. Iris, goddess of the rainbow, acts as the gods' messenger. Demigods can utilise Iris' services by creating a localised rainbow through any means (often through a glass prism or light refracting off of mist), and offering Iris a prayer and a drachma or two. Gold drachmas are the Olympian currency; ordinary humans will perceive the coins to be large amounts of cash.
An Iris-message lasts as long as the connection remains stable at both ends. It can be disrupted or ended by cancelling the source of the rainbow.
- What happens when two demigods with differing godly parents want to have a child?
The child is conceived and birthed in the usual way, regardless of how the demigod parents were brought into the world. However, the child does not display any inclination towards either of their divine grandparents until their fifteenth birthday. On that day they are allowed to choose which line they wish to follow: they may choose one or the other, but never both. Once the choice is made, it cannot be undone, and the child will gain demigod abilities of their own depending on their decision.
Children born to demigod parents are sometimes referred to as 'dual heritage' demigods.
- Can I make a 'dual heritage' character?
Yes, although it has no effect on what the character can do, since you may not choose more than one god to draw powers from. It just means your character's parents are both demigods themselves. I will say, though, that I would like most if not all dual heritage characters to be one generation away from the gods in the family tree. So a dual heritage character would consider two of the gods to be akin to grandparents, in a sense.
- Can ordinary humans affect the Demigods world in any way?
For the most part, no. A magical force called the Mist shrouds the eyes of regular humans, causing them to adapt what they see into their version of reality. They might see a Celestial Bronze sword as a baseball bat or other similar object. Demigods are entirely immune to the effects of the Mist, and some can even manipulate it if they have the training and the skill. There is also a rare chance that a regular human has the innate capacity to see through the Mist and perceive people, gods and monsters as they really are. Such people are few and far between, however.
I am looking to accept a reasonable number of characters: anywhere between eight and twelve (inclusive, of course) including my own characters. If you have any questions, feel free to post them here, or send them to me via private message or on Skype.
People with accepted characters are free to discuss sharing a background, or part thereof, with other participants. They will have time to discuss this with the others once characters are accepted.