Demigods : Version 3.0 { Closed, Started }

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CounterAttack

A Writer With Many Faces
Dec 25, 2008
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[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]
[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]
[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]
[tr]
[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.

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.

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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.

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.

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

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.

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.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
0
0
[HEADING=2]Accepted Characters:[/HEADING]​

Name: Royce Jason Rahn
Age: 19
Sex: Male

Appearance: Royce is a bit of a mixed bag, physically: the genes of his human mother conflict with the traits inherited from his divine father. As a result he has the skin tone and muscular physique of an African-American who gets a lot of exercise, but he shares his light brown hair, green eyes and need for corrective lenses with his mother. As a result of working with small parts and pieces constantly, he has nimble, skilful fingers. He is six feet, three inches tall.

Royce wears clothing that has seen a lot of use: steel-toed boots, gloves, jeans and a T-shirt under a smith's apron when he's working in the camp's armoury and forge. He wears a pair of glasses to correct his short-sightedness at all times (part of a thin chain is attached to the end of each arm to prevent the glasses from falling to the floor), plus a tool-belt with his hammer, metalworker's tongs, a set of screwdrivers and other tools, and a dozen pouches of scrap metal and other small pieces.

Personality: Generally a sociable and friendly person, Royce has no problems socially despite him bearing a couple of old scars from his childhood as most people do. When spending time in the camp's forge, however, he doesn't like to be interrupted in the middle of his work, a trait he shares with his father.

Royce is a tinkerer, always seeking to build contraptions, or redesign existing ones with new features. In his spare time, he will often be found messing around with parts and pieces from his tool-belt, building small mechanisms and refining them. He prides himself on the quality of the gear he makes, and would rather spend more time on a single good item than turn out half a dozen half-baked ones.

Royce has fears of heights and flying, and so treats pegasi, airplanes, elevators and children of Zeus with extreme caution if not outright avoidance.

Divine Parent: Hephaestus, God of the Forge
Demigod Abilities: Spending a lot of time with a hammer in hand, beating metal into shape, can work wonders on a man's physical strength and toughness: Royce is a good example of this. In addition, as a child of Hephaestus, he is highly resistant to fire and fire-based weapons.

Forging, metalworking and construction of small, fiddly things is a snap for Royce; a simple weapon such as a sword, knife or arrows can be done in an hour, tops. For tailor-made wargear, though, it does take a little while longer.

Weapons and Wargear: Royce wields two weapons at the present time, both forged by himself. His Celestial Bronze forge hammer changes into a full-sized war-hammer when the head is turned to one side as if twisting it off. The handle's length extends into a full-length haft, thanks to one portion collapsing into the other, and a curved spike pops out of the head. Royce wields his hammer in either one hand or two. His second weapon is detailed under Enchanted Items.

In combat situations, Royce will don a custom-made set of personal armour, built in the style of Japanese lamellar samurai armour. Made from a hybrid of Celestial Bronze and Kevlar, it is designed to resist bullet impacts and conventional close-combat weapons in equal measure. Royce has modified the armour to collapse into, and expand from, its shoulder guards at the flip of a hidden switch on the inside of the right guard.

The armour covers Royce's torso, upper arms and legs to the knee, when active.

Enchanted Items: Royce's left glove incorporates a metal plate on the back of the hand. This plate, when he utters the word "Dragonbreath", expands and becomes a gauntlet that encases Royce's entire hand and half of his forearm. The process of transformation takes about ten seconds to complete before it can be used. Fitted into the gauntlet is a three-inch-long Celestial Bronze spike extending forward from the knuckles to pierce armour when punching, and a flamethrower built into the palm and underside of the wrist.

The flamethrower can only project fire a short distance, but it maintains the stream for extended periods thanks to the combination of enchantments and technology worked into the weapon. Its design incorporates a setting that, when active, causes the gauntlet to use Greek fire instead of ordinary flames. Greek fire is a liquid-based, highly flammable substance that burns even when submerged in water; it is sometimes used in explosives made by Forgemaster Dugan. It is highly destructive, and so Royce only uses it in extreme circumstances.

Biography: Royce's mother is Feryn Rahn, an artist living in Brooklyn who buys scrap metal from junkyards and repurposes it as the basis of her sculptures and statues. A year prior to Royce's birth, she attended an exhibition of statuary as one of the exhibitors, and was approached by a stranger who displayed great interest in both the pieces she had made and the woman herself. The African-American man walked with a cane, was very knowledgeable on the subjects of technology and metalcrafting, and sometimes picked out details in the metal that even Feryn missed now that it had been reshaped and repainted.

Feryn and the stranger, who introduced himself as Hephaestus - each commenting on the strangeness of each other's name - hit it off quickly, and it soon blossomed into a whirlwind of romance. Soon Feryn found herself pregnant with his child, and the man imparted to her a new revelation. The knowledge that the Greek Pantheon walked the earth, and information that would help her raise their half-god child. Nine months later she gave birth to a dark-skinned boy, and it was at this time that the God of the Forge visited Feryn again. He gave her a small bronze box, to be given to the child on his twelfth birthday: it could only be opened by the boy's touch. Feryn named her son Royce Jason: the former for her great-grandfather, and the latter for one of the heroes in the Ancient Greek myths, leader of the Argonauts in their pursuit of the Golden Fleece.

The young Royce was like all children, in his early years of childhood. He had his father's skin colour, but his mother's hair and eyes, which was odd. Feryn put the genetic quirk down to the merging of the human and the divine, and treated it as being perfectly normal. Royce followed his mother's example, though he did often ask why his skin was different to his mother's Caucasian tones. She always answered, "You'll find out when you're older." She kept the truth from him every time he asked, wanting him to have a normal life until he was old enough to accept the responsibilities he would have to bear.

At the age of twelve, Feryn presented Royce with Hephaestus's gift, and the top of the bronze box promptly hinged open the moment it entered the lad's hands. Inside was a rolled-up letter, explaining everything that Hephaestus had told Feryn in simple, slightly blocky script. The existence of the Greek Pantheon; the reason Royce did not have a human father; a description of Half-Blood Hill; an explanation of why Royce needed to attend; and lastly, a wish of luck from the God of the Forge.

At first, Royce did not believe the letter, even though his mother confirmed it as true. It made sense. Why hadn't Feryn been able to open the box? Why was Royce's skin coloured differently to that of his mother? Why didn't he have a dad?

That summer, Feryn took Royce to the address described in the letter. A strawberry farm in Long Island. It was hard to believe that the place was a safe haven for half-bloods, as described in Hephaestus' letter. Royce's mind changed considerably when a centaur - a creature he'd only ever read about in fiction - approached the two of them from inside the farm, introducing himself as Chiron, teacher of demigods. It was here that he said goodbye to his mother for now, since being an ordinary human, she could not pass through the wards protecting the camp.

Upon a tour of the camp and confirmation that Royce was a son of Hephaestus, the lad was quickly introduced to his half-siblings and the Forgemaster, Lucas Dugan. Learning the ropes of forging swords and armour, and crafting other metallic items, came naturally to him. And with the creation of his first blade came learning to fight with it.

After spending the first two years as just a summer camper, Royce quickly became a 'year-rounder' at Camp Half-Blood, spending his time in the camp's classes and at the forge. Over the years he refined his talents, learning to build more complex objects both by hand and with tools. Royce's samurai armour is one of his latest creations. Inspiration from certain superhero movies led him to believe that he could create collapsible armour, a suit that expanded outwards to protect the wearer only when it was needed. Research into medieval armours revealed the lamellar design to him: it was perfect. Many designs, redesigns and experiments yielded the final product.

These days Royce takes great pride in his work and is sure to call home from camp when he gets the chance.

Name: Jessica Hayley Lancer
Age: 21
Sex: Female

Appearance: Standing at 5'9" tall, Jessica is Caucasian with bright brown eyes, a slender, lightweight build and straight auburn hair (sometimes tied back) that reaches down to halfway between her shoulders and waist. She sometimes differs from her usual appearance: her necklace allows her to change her looks on a whim. Jess goes out of her way to dress fashionably, though she has a preference for blouses and either a skirt or short pants. She wears a silver necklace at all times.

Personality: Jessica is a bright, cheerful and sometimes playful girl who likes talking to people and getting to know them. She enjoys spending time with her half-siblings to hear any gossip that might be floating around, but will not hesitate to tag along if a friend from outside Cabin Ten is planning something. Jess is a rather flirtatious person, sometimes entertaining herself by making advances on another camper. Said camper may be of either sex: Jess is not particularly picky about her partners.

As the leader of the Aphrodite cabin, Jessica is in charge of making sure that her half-siblings keep their wits sharp and their blades sharper. Originally she did not enjoy training sessions in the arena, but in the present day she will take charge without an issue.

Divine Parent: Aphrodite, Goddess of Love
Demigod Abilities: Jessica is fitter, tougher and more flexible than ordinary human girls her age. She can distract or disorient most opponents in combat by speaking to them in a commanding tone: this distraction only lasts a few seconds, but it is still enough time for Jess to gain the upper hand in a fight.

Weapons and Wargear: Jessica's weapon of choice is a simple Celestial Bronze knife. She keeps it in a sheath attached to her belt. She has no other wargear to speak of.

Enchanted Items: The plain silver necklace Jessica wears is a gift from her mother, Lady Aphrodite. It grants her the ability to alter her looks on a small scale: she can change the colour of her hair, eyes and occasionally her skin. Jess can also do this with her clothing to an extent: she can change its colour, adjust its size to fit her or swap it entirely for a similar item. Changes made using the necklace revert back to normal of their own accord within twenty-four hours.

Biography: A conversation over dinner and a one-night stand between band member Christophe Lancer and the goddess Aphrodite led to the musician finding a baby girl in a cradle on his doorstep. A note was attached, explaining the presence of the child, her future and the reason why Christophe had to raise her instead of Aphrodite herself. Initially the man was reluctant to accept his offspring - it took some convincing of his recently married wife, Hayley, to adopt the girl - but the child fit into the family well enough.

Jessica's childhood was similar to that of most New Yorkers: the Lancer family lived in a fairly large Manhattan apartment. Jess earned slightly above-average grades in school, though her one-year-younger sister Nadia outshone her in the studies department. When the girls began to attend high school, however, Jessica seized the spotlight with both hands. She soon learned that she could influence boys into doing her bidding with a bat of the eyes and a coquettish smile. The differences between her and her sister were easily noticeable.

The girl's first encounter with a mythological creature was a strange one. Jess and Nadia were taking a shortcut home from school one day, only to find that the usually empty alleyway was blocked by a brick wall. Nadia immediately began to turn back, but Jessica had paused... the wall wasn't a wall at all, when she looked at it a second time. It was some kind of cat-woman thing, taking up the width of the alley. The one Nadia had told her about from her history class. A Sphinx.

The creature had asked the girls a question: "What rises without legs, whispers without voice, bites without teeth, and dies without living?" Nadia freaked out: she had no idea where the voice was coming from, so she had promptly dragged Jess out of the alley to take a different route home. It was strange: Nadia had had no idea what the voice said, but Jessica understood it perfectly. The two girls were warned about taking shortcuts home from school... by their mother, at least. Christophe had just given Jessica a sad look, as if he had known this day would come.

He had.

Two years later, when Jess was fifteen, a man had visited the Lancers to speak with her and Christophe. He introduced himself as an Adrian Lannister. Mr Lannister claimed to have 'found' Jessica... what that meant, neither Jess nor her father knew, until it was properly explained. It was on that day that the truth was revealed to her, by Adrian and Christophe. Her father showed her the note Aphrodite had left him. Mr Lannister explained that children of Aphrodite were not high-priority targets for monsters to find and attack: they were not as big a threat as others.

Adrian went on to add that his use of the word 'others' was correct: there were others like Jessica. People who could see the things she had seen, and many more besides. There was a place to train demigods and protect them: a summer camp in Long Island. A visit to the camp quickly showed Jess the proof she demanded of Adrian, and she settled into camp life quickly. She had a fair few half-siblings in the Aphrodite cabin; getting to know them and the other campers took some time, but she warmed up to them quickly once she learned names and faces.

Originally Jess shied away from learning to fight: she didn't like the idea of clashing swords and working up a sweat. She only took to the arena floor when she was had no choice, preferring to remain in Cabin Ten and read or talk to people. When she did fight, though, it was with just a simple knife instead of sword and shield like the cabin leader. Over the summers she got used to combat, though, and took part in training with her half-siblings.

At the age of nineteen, Jessica found herself in charge of the Aphrodite cabin, since everyone older had left Camp Half-Blood behind them to pursue their own goals. The camp had set them up with the skills they needed to get by on their own, although she had heard that they would be called back to camp in a dire emergency. She asked the other cabin leaders at the time for help, and they happily gave her the basics on organising the cabin: scheduling training sessions, ensuring her half-siblings were doing okay, and keeping the place clean. Jess was also brought into a thing called Council Meetings, which were gatherings of the cabin leaders and camp staff to keep updated on camp activity. It was at this time that she received the gift of her necklace from Lady Aphrodite, granting her the ability to alter her appearance.

These days Jessica has settled in as a 'year-rounder' at camp, meaning that she stays at Camp Half-Blood for the full year instead of just the summers while she tries to decide on what she wants to do now that high school is behind her.

Name: Brandon "Colt" Robertson
Age: 21
Sex: OK, but this pasture is pretty wide open (Male)

Ethnicity & Appearance: Brandon is 3/4 Caucasian, 1/4 Hispanic, his grandmother on his mother's side having immigrated from Mexico. He's tall, standing at 6'3", with short dark brown hair, mud brown eyes and perpetually tanned skin due to his heritage. He is built, weighing 220lbs, most of it muscles, thanks to years of practice on the football fields, especially in the legs. He advertises his love for this game by constantly wearing football jerseys, primarily of the Cowboys, wherever he goes, in addition to crisp blue jeans and black running shoes. He has a tattoo on his upper back of a blackened wild horse, a nod to his nickname.

Personality: Brandon is well, let's call it self-confident. He is incredibly sure in his own talents, so much so that he puts himself above all others when it comes to what he can do. The culture he grew up in didn't help, constantly putting him on a pedestal because of what he could do with a football. Once he found out he was a god child, this only made him even more cocky. He is also very hot-headed, once he gets insulted he automatically leads to a confrontation. He is exactly what you expect out of a brash young athlete.

Divine Parent: Ares

Demigod Abilities: Brandon has super strength, enough to break bones with a punch and send people flying. He has slightly enhanced speed, he can run 40 yards in 4.4 seconds. He also has an innate proficiency with weapons. He can pick up almost anything and as long as it can be used to stab, beat or shoot someone, it becomes deadly in his hands.

Weapon(s): Brandon has a pair of Smith and Wesson SW1911 semi automatic hand guns, a "gift" from a SMU booster for leading the Mustangs back to the top of the national football picture. He's become very accurate with these guns and are his go to when he gets in trouble that can't be solved by hitting things. Since he was too young to use these guns before, he used to use a Louisville Slugger baseball bat, since he preferred the All-American approach to violence, but with his latest acquisitions, the bat has become emergency use only.

Enchanted Item(s): Brandon had the ring that he received for winning the 2021 Outback bowl over South Carolina enchanted during one of his summers at camp so that it would be able to generate a brief force field for defense purposes. It doesn't last very long but it is usually enough to protect him if he gets into trouble.

Biography: Brandon is the only child born to his unmarried mother in Denton, Texas. He never knew his father growing up, his mother said he left right after he learned she was pregnant. She raised Brandon as well as she could though. She didn't have much free money but made sure a football was in his crib from the day he was born. As he grew up, he was broiled in the Texas culture. Boys grew up to play football, shoot guns and eat huge steaks. Brandon was no exception. Though steaks were hard to come by for his two job mother, and no one would give a child a gun, the football took to him like a hand to a glove.

As he grew up, Brandon was aware that he was talented, much better than the kids of his age. He was able to run right past them, and if they got in his way, he would just bowl right over them. The papers couldn't explain it, but they were quick to anoint the kid as the next big thing in Texas Football. High schools across the state were clamoring to have him transfer so they could claim to have him on their roster. But Brandon was determined to stay put and went to Denton High.

After his first season for the Broncos, on his 15th birthday in April, his mom revealed to him why he was so much stronger and faster than the other kids his age. 15 years ago, Maria Robertson was down on her luck after leaving home young and working at Chicas Bonitas, a strip club in Dallas. It turns out that one gentleman was very interested in her one night and wanted the VIP treatment. She consented and the two spent the night together. This was getting a little bit too much for Brandon. However, the next day the guy revealed to her that he was actually Ares, the Greek God of War, and that she would be carrying one of his children. Maria was happy, since she assumed this would mean godly sums of money, but that greedy bastard never came through on child support and since he keeps changing his appearance and his name, she couldn't track him down. Not until she was contacted a couple months earlier and told that due to his status, he was selected to start attending a special camp in New York every year. Normally, a 15 year old being told by his mom that she was a stripper would be a bad thing, but still, learning he was a demi-god? This softened the blow a bit.

Brandon took this news pretty well, especially since it did prove that he really was better than everyone else. He was godly. His ego started to swell a bit more, but his talent kept backing it up. He broke a 50 year old Texas state single season rushing record in his junior season, which led to effigies of him being hung and burned in Arlen, and then broke his own record the next year, while leading the Denton High Broncos to back-to-back state class 4A championships. Meanwhile in the summers, instead of training like his coaches wanted, he would go to the Camp and intermingle with the other demi-gods. It was just for a couple of summers until it became time to go to university. Literally every BCS school was after him, imploring him to coming to their school. Instead, once again he opted to stay close to home, attending Southern Methodist University back in Dallas.

He's done well there, leading the school to it's first Bowl game appearance in 10 years in the 2021 Outback Bowl, following it up with a Rose Bowl appearance and a win over the vaunted Purdue Boilermakers there. Now with a 4 month summer, he comes back to Long Island in May to "share his awesomeness" with the other campers. This year, he was finally promoted to counselor of the Ares Cabin.

Notes: Brandon is projected to be a high first round pick in next year's NFL Draft if he leaves school early. He is not planning on doing this however. He has already made it known that he will not be playing anywhere that is known for snow, except for Indianapolis.

He also has yet to go on a quest despite his status and his length of time at camp. He believes this could be due to the fact that Ares is ashamed he made a demi-god of a stripper's son and doesn't want to acknowledge it.

Name: Freya Glace
Age: 19
Sex: Female

Appearance: Freya is a Caucasian girl, paler than most other people. Her hair is black with dark red stripes, reaching down to the middle of her back and her eyes are dark brown. She stands at about 6 feet and weighs around 80 kilos. She's got some muscle on her from working out, having visible abs if she's wearing something that reveals her midriff, whether it's a tight t-shirt or a top that doesn't go far below her chest. Not that she wears a lot that does that, since her wardrobe mostly consists of dark clothes in colors such as dark red, dark blue, dark green, dark brown and occasionally just straight up black. She typically wears a t-shirt with one of her favorite bands, a pair of dark blue jeans, black socks and black and white sneakers, and if she has to, she wears a zipped up sweater that she usually leaves open unless she has to zip it up like if it's too cold for her. She wears glasses with a black frame due to being near sighted, but she uses contacts whenever she has to, mostly when she expects to use her helmet which wouldn't allow her to wear her glasses as well. On her right shoulder and arm there are scars from a harpy attack when she first discovered monsters from Greek mythology.

Personality: Her attitude towards others isn't the best and she never really makes an effort to be friendly, but she manages to not be too intimidating, if anyone even considers her that. She tends to be foul mouthed and grumpy if things don't go her way, and she mostly keeps to herself. She does take up a challenge she's presented with if she figures she can win, whether she will or not is another matter. She's also hotheaded, being easily insulted if her father is referred to negatively or if she is because of being the daughter of the Lord of the Underworld. One such insult would be calling her a necrophiliac, which she isn't. She doesn't like the children of Zeus in particular, because she finds that they view themselves too highly just because of who their father is, and because her father was put in charge of the dead while Zeus was pretty much the king of the gods. When she's especially pissed off, her eyes sometimes seem to glow a dark grey or black, differing from their usual brown.

Divine Parent: Hades

Demigod Abilities: Freya is capable of summoning and controlling skeletons. When she started to train that ability, she had to focus hard for a while before she could summon and control even one skeleton. But now due to her training, she's capable of summoning and controlling up to two or three skeletons with quick concentration and little effort. She can also travel using a travel procedure called shadow-travel, in which she steps into complete darkness and reappears in a different location. She never uses it to travel over too large a distance, mainly using it to avoid combat if she needs to, such as if she's too wounded to fight. In addition, she's fairly strong physically for a demigod due to being a child of Hades since he is one of the Big Three gods.

Weapons and Wargear: Freya uses a one-handed sword crafted from Stygian Iron, the rare Underworld metal. It is black in appearance with a dark violet handle, and a white decorative on its blade. She carries it in a dark violet sheath whenever she isn't using it. She also carries a circular black shield that has always proved useful to her ever since she got it. It is also black like her sword, with an image of a skull on it drawn with white lines. She wears a full armor set that is a bit lighter than usual, all colored black to her liking, which allows her to move with more ease than if it was heavier and still protects her.

Enchanted Items: Freya's helmet is enchanted with the ability to allow her to blend into shadows, much like how she can use shadows to travel. Once activated, it allows her to become one with the shadows so long as she stays there and the helmet stays on her head. She is still tangible, so anyone could bump into her or attack her if they got in a lucky hit, but she would be very hard to see. If she is taken out of the shadows in some way, such as if she steps out of them or is knocked back out of them, the effect wears off. But if she stays inside the shadows, the effect is still on even if someone touches her in some way.

Biography: Living in Iceland, Sigridur Glace, in her early 30s, worked as a jeweler in Reykjavik. She'd been fascinated by jewelry at an early age and wanted to make some of her own once she grew up, and so she did after learning what she needed to. She had the black hair her daughter would have, but her eyes were blue, almost stinging blue. When she's not making jewelry, she typically wears a white top, blue jeans and if she's not at home or if it's cold, a black sweater and/or a black coat. While wandering around town one day, she met a man with what she could only describe as a particular aura she was drawn towards. She introduced herself, he introduced himself and the two of them spent the evening together. She invited him home to her house later that evening and they proceeded to do the horizontal monster mash in her bedroom. When she woke up, he was nowhere to be found.

Nine months later, she gave birth to a healthy baby girl and named her Freya Glace. She raised her as best as she could as a single mother, giving her girl a decent education. Freya acted like a normal child for a fair few years, playing with other kids, making friends if she could, being with her mother at home was fun, though she usually preferred to stay with her friends. If she didn't argue with them, as tended to happen. Freya wasn't spoiled, but she sometimes resorted to punching and child-badmouthing the other kid if things didn't go her way. It was dismissed at first as her just learning how to deal with things, but as the years went on, it was almost clear that it was just her temper getting the better of her. Her mother knew she got it from herself, so she knew how long it would take to get her to control it.

Around the age of twelve, Freya started to see some pretty strange things. One of which happened while she was alone outside, just minding her own business, walking along the streets listening to her mp3 player, when she was suddenly attacked by something. She didn't see what it was, but it left deep scratches on her right shoulder and arm. Not knowing what it was or even wanting to ask for help since she'd figured by now that the general public was filled with assholes, she ran away, back towards her home. On the way, she could hear flapping close by her and wondered what in the world it could be. It wasn't any bird native to Iceland, and there certainly weren't any giant bats there either. When the sound was almost near her as if whatever was attacking her was about to make a second attack, she ducked down, the attacker missing her. She looked up and saw what looked like a mix between a bird and a human girl. She recognized that creature as a harpy from ancient Greek mythology. She didn't wonder why it was there, she just wanted to live. She got home, locked the door and hid in her room for a few minutes before she concluded that it was safe enough. Her mother was asleep, though not for long when Freya woke her up with a story of a harpy attacking her. Sigridur didn't believe her story, but she couldn't ignore the wounds on her shoulder and arm. She hurried her to the emergency room of the nearest hospital, where Freya got stitched. Even though it hadn't looked serious, she still got scars from those wounds.

After another year of Freya encountering more monsters, her mother had gotten tired of it. She decided that Freya needed a change of scenery, and she had done a bit of research for a few months beforehand because she didn't want to give up her job, and she found an open position in Long Island, New York where she could continue working. They packed down anything they wanted to take with them, flew over to Long Island and settled in. Freya was put in a new school which she didn't like, but if her mother asked her to behave there, she listened to her to an extent. She still liked to cause trouble and didn't seem interested in making friends.

Over the next two years, Freya saw plenty of more monsters from Greek mythology. Some of them she had to avoid while others seemed uninterested in her presence and she didn't want to find out if they were friend or foe. Soon after her 15th birthday, they got a visit from a man in a wheelchair who introduced himself as Chiron. Freya wouldn't have been interested in meeting this person, except he was different from every person she'd seen before. He was a centaur, like she'd read about before, much like how she recognized the harpy three years ago. She was really surprised to have one of the monsters visit her personally, but as he talked to them about Camp Half-Blood and a bit about the Greek gods, she figured that he might not be there to hurt or eat them. She didn't know why exactly she trusted him, but there was something about him she could respect, once she'd gotten over the fact that he was a centaur. After he talked to them both, he asked Sigridur about enrolling Freya into the camp. Sigridur gave it some thought before asking her daughter. Freya said she wouldn't mind going to the camp, and so Sigridur agreed to let her go to it.

When Freya arrived at the camp, she was put into the Hermes cabin until she'd be able to figure out who her divine parent was. She could only deduct that it had been a male god, but that didn't limit it to much since there were a fair number of male gods. Some days passed while she wandered around the camp to find something to do. She looked around the armory to see if there was anything specific that she might want to use as a weapon. The swords there interested her, and she contemplated asking about them later. After a few days, she found herself wearing a black cloak one day. Having no idea about where it had appeared from, she didn't mind it. While walking around in it, one of the people in charge of the camp asked her to come over to them. She wondered why, and her question was soon answered when she was told that the cloak was a clear sign that she was a daughter of Hades, the Lord of the Underworld. Soon after, she was transferred to it and saw that there weren't a whole lot of people in it. But that made her think that she was all the more special, that Hades didn't have a child with just any woman.

Over the next years, Freya kept discovering and training her abilities, along with finding various things to train in. Her personal demigod abilities were getting increasingly stronger with each year, summoning skeletons was now becoming almost a breeze and she was much better at using shadows to travel a great distance. Her ability to wield a sword also increased, although she wasn't quite happy with using a Celestial Bronze sword. One of the summers there the camp got a visit from Hades himself, who made a stop at the Hades cabin to take a look at his children. All of which had a weapon to suit a child of Hades except the newest one, Freya. This wouldn't be acceptable, he said before he gave Freya a few Stygian Iron bars and told her to craft herself a weapon suitable for a child of his. She thanked him and didn't waste time the next day, making a sword out of the Stygian Iron with the help of the Forge Master. She thought about getting her sword enchanted, but she didn't want any enchantments on it. Instead, she got her helmet enchanted with one of the powers of Hades' helmet, the power to meld into shadows, although to a lesser degree than she was sure Hades himself could do.

As a part of Camp Half-Blood, she had gone out on a couple of missions. One at the age of 17, which wasn't long after she'd made her new sword. She'd gone with a daughter of Athena and son of Hecate to take care of a cyclops gone loose. The battle against it was long and draining, but in the end they got it down. Everyone was bruised and wounded, but all three of them were alive while the cyclops was dead and no longer a problem. Her skeletons along with the Hecate son's magic and the Athena's daughter's strategic combat had greatly increased their chances of a successful mission. At the age of 18, she took on her second quest, where she had to take care of a manticore this time with the help of a son of Ares and daughter of Apollo. Much like the battle against the cyclops the year before, the battle against the manticore was long and draining, although it was that even more so because it appeared smarter than the cyclops. However, with a clever strategy involving the Apollo daughter's archery skills and the Ares son's combat skills, it was taken down, though not without any sort of wounds.

Being one of the few children of Hades, Freya is quite pleased with herself in Camp Half-Blood. She generally spends her days training her demigod abilities and sword skills to improve them even further. She'll gladly go on a mission so long as she is confident about her combat skills, which she views highly. So long as someone doesn't piss her off, she'll gladly spend time with them, but only when she has to. She doesn't look for anyone in particular in a romantic sense, choosing to see how that'll happen should someone confess to her, which she doesn't see as likely. Over the years while at Camp Half-Blood, she liked to work out to keep herself in shape. While being the daughter of Hades, one of the Big Three gods, did give her an additional strength compared to most other demigods, she still wanted to get stronger and improve her body.

Notes: Freya is fluent in Icelandic and English, because of being born and living in Iceland until her early teenage years, and being exposed to media that uses English from a young age. She also has an Icelandic accent. It's not very thick, but it's noticeable that she isn't from America.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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Name: Ambrose Lark
Age: 17
Sex: Female

Appearance: Her skin is a bit darker than tan. She's average height and weight, but has almost no defined muscle. Her eyes and her hair are both gray/silver, despite her age, and make her look older than she really is. She keeps it fairly short, so it tends to produce choppy ringlets and curls that she keeps in ponytails. Around camp she usually wears a white, sleeveless, cotton nightgown. It's thick enough to pass for a normal, albeit very plain, dress. She has a scar that extends from her shoulder and down her arm, from one time when she fell asleep in a spar.

Personality: Ambrose is lazy and lax. Not very much registers on her radar. When she consumes copious amounts of caffeine, she can get very inquisitive and curious. Spending large amounts of time asleep means a lot of things pass you by, and everything is foreign and new by the time you wake back up. She's often blunt, never meaning any offense, but too tired to beat around the bush.

Divine Parent: Hypnos

Demigod Abilities: Using her pendant, Ambrose can lull people to sleep, and see into their subconscious. She can induce and manipulate dreams, turning them into perfect Elysium or hellish Tartarus. She also has an idea about how to make sleep inducing potions, but isn't skilled enough to be able to control when their users wake up.

Weapons and Wargear: A long scythe that she likes to use for a single purpose: decapitation. She'd much rather run than put in the effort to take down a target that cannot be felled with one stroke. The hilt is ebony, and the blade Celestial Bronze. It's about as tall as she is, the blade about the length of her arm, so she tends to drag it behind her when she walks.

Enchanted Items: A pendant with a poppy engraving the size of her palm on a long chain, given to her by her father. She can use it to lull her target to sleep if they watch its motions for too long. A normal human only needs to watch it for a couple seconds before falling asleep, with demigods needing a good minute or two to feel its effect.
Ambrose can also talk to and understand her kitten Lethe, who was a present from her aunt.

Biography: Ambrose was born to Anita Lark, a neurologist at the Torrance Memorial hospital in California. Anita met Hypnos in her dreams, and thought she had dreamed up the perfect mate. One of their more steamy dream meetings resulted in Ambrose. She was relatively happy when she found out she was pregnant, and immediately started doing research on lucid dreaming. Of course, no one would believe her, but she was undeterred. She needed no father for her child.

Unfortunately, Anita was sorely disappointed by the unmotivated girl who seemed to want to do nothing but sleep. There was no spark of brilliance she could see, no intelligence or cleverness. The rumors and remarks she had endured, the stigma of being a single mother... Anita sent her away to Our Lady of Perpetual Hope, a boarding school in New York, as soon as she could, glad to pay for her to be someone else's responsibility.

Ambrose failed almost every class consistanly. It wasn't that she didn't know the material, in contrast, she knew every lesson they taught her, but she slept through tests and quizzes and lectures. The teachers tried everything to keep her awake and to wake her up, but finally resorted to just sticking her in the back of the class "with the other troublemakers."

Then Ambrose turned 13.

Her teachers accused her of making things up, of dreaming too wildly. They didn't believe her when she said she saw men with only one eye, or women coming out of the trees, or girls playing at the bottom of the lake. Her mother considered sending her to an asylum, getting rid of her for the rest of her life.
It was her aunt Liliana that decided to take her in, partially to spite her older sister.

Ambrose found a safe haven with her aunt. Liliana was a former school teacher herself, used to having to deal with stubborn students. She tried homeschooling her niece, and eventually learned that the girl wasn't at all stupid or dumb. Just abnormally tired. The only way she managed to keep her awake was with large doses of medication.

It wasn't that bad. Ambrose still got a solid 12 hours of sleep from 8pm to 8am. Her aunt wasn't mean, or yelling all the time. She always made waffles and eggs, and smelled like flowers. And she let her sleep.

That same year, a few months later, Liliana noticed suspicious figures hanging around her house. Sometimes she would catch them watching Ambrose when she was sitting outside. She called the cops, but they didn't stop. Liliana was forced to move several times, first back with her mother, then with her best friend, then in a small apartment in LA. But they never stopped: they would come and knock on her door, or follow her to the store, or watch Ambrose through her windows.

Luckily, Chiron found them before worse monsters did, and Liliana knew she had to let Ambrose go. She didn't have the money or means to protect her. Ambrose was sad to leave for a while. Her aunt was her home. But she put on a brave face and left for camp.

The girl found a much safer sleeping place on Half-Blood Hill. Unlike a lot of the camp members, she was claimed soon after she arrived, not that there was much doubt. In the middle of dinner, a field of poppies sprung up around her, and the campers in her immediate vicinity fell asleep from the heavy aroma. She was moved into Hypnos' dark cabin soon after.

Despite having been at the camp for almost 4 years, Ambrose was never really sent on too many missions. She had no desire or need to prove herself, her occasional usefulness usually consisting of the odd dream interpretation and sleep potion.

Notes: On her 15th birthday, some months after arriving at the camp, Liliana sent Ambrose a small white kitten, along with a small note: "Never forget". Engraved on the collar was the name "Lethe". Ever since that day, Ambrose has been spending more time awake to take care of the cat, and in turn has been spending more time outside of her cabin, exploring the camp for what always seems like the first time.

Name: Elizabeth Harmon
Age: 21
Sex: Female
Appearance: She is of average height but of lither build to help her sneak quickly and quietly, though years of bow training have given her good upper body strength and endurance. She has black hair and brown eyes.

Personality: She gets along well enough with the campers and other counselors but she tends to keep her secrets close and never written down. She sometimes plays harmless pranks on others or get a little bit of revenge against campers who may get a bit too big a head for their shoulders. She can be competitive when it comes anything in her skill set and got a bit of her father's pride in her skills.

Divine Parent: She is the daughter of two Demigods, one parent was a demigod of Apollo and the other was a child of Hermes.

Demigod Abilities: Her abilities are born from the Hermes side of her family, with all that would entail.

Weapons and Wargear: Elizabeth uses an enchanted bow as her weapon of choice. The enchantment allows for better range, accuracy, and power for the one using said bow. She also wears the Camp Demigods equivalent of leather armor while on a mission.

Biography: Elizabeth was the child of two Demigods who had gone through the camp experience before her and had both worked as counselors, so the camp was considered a second if not primary home for her entire life. Her mother was a child of Hermes and knew from a very young age that her daughter had inherited the powers of Hermes when it so happened that small amounts of money, treats meant to be hidden away, and any form of present for their daughter would end up mysteriously disappearing without a trace. Of course as a demigod of thievery herself, her mother knew how to outwit Elizabeth so after the first few times things started staying where they should be.

Her father had noticed this too, and being a son of Apollo he was going to make sure that his daughter could hold up to the other children of Apollo where it mattered, in the pursuits of music and archery. Since she could first hold a bow her father had her on a dual training regimen of archery and music, and frankly Elizabeth didn't mind as some small bit of Apollo had bled through and made her enjoy the two activities. While this was happening her mother had made training her stealth skills fun and challenging by making it so that things Elizabeth wanted would be hidden and she would have to steal them without being caught. By the time she would be a counselor her training had made her an expert with a bow even without the enchantment and a musician some might mistake for gifted rather than simply well trained. Her gifts from Hermes were honed to a fine point. Elizabeth had been taught everything from proper aim to how to defeat a swordsman with nothing but one's bow.

Every summer was spent with her parents at the camp where should learn from the students and teachers, though for most of her affinities that would be her parents again she did spend some time in the arena when she was old enough to hold her own or engage in archery competitions. She always enjoyed playing hide and seek with the other Hermes and Nyx children, which turned out to be some of the best training she could get in both hiding from and detecting those with gifts for the game.

She joined the camp when she first became of age and was glad to spend more time in the camp. Elizabeth went on as many adventures and missions as any other child in the camp who would become a counselor would, and now she spends her time as the head of the Hermes cabin. She gets along with most campers well enough, but finds she feels freest when around the children of Hermes, Apollo, and Nyx seeing as she had grown up with all of them. Though with the amount of time she has spent around children of every god she gets along well enough with all Demigods it is fitting she would be the head of a cabin where the unclaimed are. Sometimes she has found she can figure out which God the child belongs to before they are even claimed. Though this is more from experience gained in terms of the skills of certain children and the personality traits gained from being the child of a certain god than any supernatural ability.

Name: Gabriel "Gabe" Emile Aeckerd
Age: 21
Sex: Male

Appearance: Gabriel would consider his family tree to be somewhat complex. From what he's learned, he's about 50% Micronesian, 25% African-American, and 25% Native American. Because of this, Gabe possesses a fair reddish-tan/olive complexion, dark brown eyes and smooth black hair (of which he tends to keep in the form of a very low buzz cut). He stands at 6 feet 1 inch(es), sporting an average build on an athletic frame. Gabe tends to wear clothes that disregard the concept of order. His t-shirts, jeans, and jackets are usually worn, torn, dingy, and generally distraught. He prefers dark colors over most, and hates to accessorize.

Personality: Gabriel would be considered the type to not always "play well with others". If the situation doesn't call for it, he'll try his hardest to keep to himself. He also houses a hair-triggered temper. Not too keen on smiling either. If someone gets too disrespectful towards him, he wouldn't hesitate to throw the first punch. He is not the talkative type, and won't raise his voice past a quiet monotonic unless he's provoked emotionally. Despite all this, Gabe is capable of being friendly; he just needs to be around the right types.

Divine Parent: Demeter, the Goddess of the Harvest.

Demigod Abilities: As an imprint left by his otherworldly mother, Gabriel possesses the ability to control and manipulate all forms of plant life. As long as said plants are his immediate space, they're at his disposal. While he hasn't quite fully learned how to weaponize plants past the obvious vine whips and thorned clubs, he's quite versed with creating fruits, vegetables, and grains. They came to him on an almost subconscious level, most likely due to his mother's divinities.

Weapon(s) and Wargear: Gabriel?s never been too versed on classes of weaponry, though he?s remembered watching the dryads of Central Park use makeshift Bows, Arrows, and Daggers to fend off hostile creatures. He does, however, carry a young, potted sapling in his bookbag. As one might expect from a child of the Harvest, Gabe bends the sapling to his will, usually having it extend out of his bag to entrap or inflict damage upon his foes.

When no one?s looking, he likes to tend to the sapling, keeping it healthy. Secretly, he hopes it?ll be able to grow up into a full size tree, one day.

Enchanted Item(s): None.

Biography: One could say that Gabriel's lived a hard life. On a quiet night in April, a couple was admitted into a hospital in Queens, NY. At 10:20 pm, a beautiful baby boy was brought into the world. His mother blessed him with the first and last name of his father before he was placed in the nursery. Within the short time the parents were left alone, they seemingly vanished from the ER, the mother's name gone from the birth certificate. Fortunately, the hospital staff was able to find a next of kin. After a bit of notifying and paper signing, the fresh faced babe was turned over to the nearest relative: the father's mother.

Gabriel lived his young life filled with resentment towards his parents, learning of his father through his grandmother, but knowing nothing of his mother. His unguided anger became a core part of his attitude and mentality, and it kept him unfocused and careless towards school. His grandmother tried to put him on the right track, but her steady aging only feigned further ignorance from the boy. Despite his delinquencies, his strangely unhinged intelligence kept him from failing out of school. A third of a way into ninth grade, Gabriel's 15th birthday rolled around. Around 12 AM that quiet night, he had a strangely peculiar dream. He found himself wondering through a serene park, the scenario confusing yet immensely calming. A radiant being seemingly materialized beside him and embraced him, her touch felt warm and loving. Gabriel hugged back, and for once, he felt loved. It was one of the rare times where he smiled, and it didn't feel forced. He could barely make out her face, but the fragments he did see resembled someone from a very important part of his life. She spoke to him in a soft, affectionate voice, a said but a few words.

"Soon, you will see the world as I. It is up to you shape your destiny hereafter. You're a part of a much larger family now Gabriel. And a part of a much larger world..."

He awoke from the dream before he could question the occurrence, the sun outside his window barely risen. The words said to him in the dream replayed in his head. He was ready to shape his destiny. He didn't know how, exactly, but he decided that residing with his grandmother would get him nowhere (along with a thought that hung at a corner in his mind, a thought that assumed that his grandmother would be better off if she didn't have to worry about her delinquent grandson getting into trouble at school every other day). With his vigorous volition concreted in his psyche, he packed what he thought was necessary, gave his still sleeping guardian a quiet farewell, and departed from the smelly, dank apartment complex to watch the sun greet him as he began traversing out of Queens.

It was said that later in the day his grandmother was greeted by two stocky, hairy men who looked fairly uncomfortable in the pants they wore. They asked for Gabriel, and his grandmother suggested for the two to try looking for him at his school, where she assumed he'd be.

By the time he realized he was hungry, the sun was a fair's way into the sky, and Gabriel was in Manhattan. As he took note of his surroundings, he immediately began to take notice of things that were very out of the ordinary. Strange beings and entities walked among regular humans, beings that normal looking humans didn't seem to notice. Was this some type of joke? Did Gabriel mistakenly wander onto a movie filming? He was in this area just yesterday; it wasn't like this then. In hopes to clear his mind (and to prevent a scene of freaking out), Gabriel ducked into the park across the street from where he stood; Central Park, it was called. Unaware to him, he was being trailed by a tall, lurching shadow...

Two steps into the park, a subtle buzzing sensation began to ring through Gabriel's head. The buzzing/tingling feeling became much more prominent as he stepped onto the grass, and closed the gap between him and the plentiful trees and brush that inhabited the giant park. The sound rose to a point that it began to play over the sounds of chirping birds and outside pedestrians and cars. He turned his head to and fro, wondering where the noise was originating from. Was he near a beehive? The noises in his ear were more hurtful than helpful, and annoyed him profusely. With a hasty sigh, Gabriel sat down against the nearest tree, one that housed a very wide trunk. Plopping his backpack down beside him, he rested his head in his hands. Too much stuff was happening for him at once, too much stuff that he couldn't completely comprehend.

Before he could put another question to every strange thing happening, a lingering shadow rushed up to him, blending in with the overcasting shade of the leaves that hung from that massive tree. In the split second used to pull his head up past his shoulders, Gabriel was ripped from his train of thought as a graying monstrosity leaped at him from the shadow, fangs and claws bare. Unaware and unprepared, Gabriel received full extent of the attack, a heavy swipe from the beast tossing him away from his sitting position. His shirt was reduced to shreds where the attacked landed, blood leaking from the series of long gashes that appeared at his chest. He staggered to his feet, one hand at his chest, the other tightened into a fist. The massive hound kept a steady glare on his prey, sauntering back and forth, looking for an opening. It pounced again with maw agape, its teeth aimed for Gabriel's jugular veins. The boy expected the attack this time, intercepting the hound's jaws with outstretched arms.

The force of the lunge, accompanied by the hound's sheer size and weight was more than enough to put Gabriel on his back. The hound was now standing over him, trying its best to shake out of Gabriel's grasp. With every vicious jolt from the hound, Gabriel felt his grip begin to slip, the fear within him beginning to strengthen. As the two wrestled, the tree overcasting them began producing long vines from its branches, those of which began slink down towards the hound. Gabriel's strength faltered soon after, the vines becoming his saving grace as they speedily engulfed the large dog before hoisting it back into the thick canopy. He gave it one last look before grabbing his bag and hastily fleeing deeper into the park.

Afternoon rolled around in Central Park. After ensuring he was as far away from that mutated canine as possible, Gabriel took a seat at a nearby bench to catch his breath. He looked down at himself. His chest, stomach, and (what remained of his) shirt was caked with drying blood, dirt, and grass stains. The only thing running through his head was more questions. How did that dog get so big? How did that tree save him? Why was this all happening to him? As his mind continually reeled with queries, there was a being perched high in a tree behind him. She looked on cautiously, yet displayed a look of annoyance.

She dropped down from her hiding spot, and strode towards the confused boy, tapping him on a dirty shoulder. Gabriel jumped in fright, and jumped again as he turned to get a glimpse of the girl's peculiar look. Her ears were unusually long and pointed, her skin was a flushed color of green, her shoulder-length dark green hair was filled with twigs and leaves, and she wore clothing weaved from leaves of various sizes. She began to rant on about there being a hellhound wrapped and strapped to her tree, and wanting the son of Demeter to take it down. The title bestowed him upon stuck out in his mind, the "son of Demeter".

"You...know my parents?" He asked the young lady. She shrugged, replying that only a son of the Goddess of Agriculture and the Harvest could manipulate her tree in such a way. Her words left Gabriel slightly speechless. He summoned the vines? He was the son of a goddess? The girl saw his look of confusion and smiled.

"You're new to this, aren't you?"

"New to what?"

"Being a Demigod. I mean, you have to be one! Only a demi would be able to see Dryads and Hellhounds, and have the abilities that reflect that of their parents." She replied, now joining him on the bench. He was still going over what she said. So he was a Demigod now? He sighed. More questions and more confusion.

"Can you tell me more about Demigods? About...my mom?"

"Yeah...just get the hellhound out of my tree first." The wood nymph replied with a smile before introducing herself with the name Willow. Gabriel didn't really smile back, but her friendliness did cause him to warm up to her.

6 years pass. While attending and eventually graduating High School, Gabriel lived among the Dryads of Central Park. With their help, he grasped a better understanding of his abilities, and became ever more appreciative towards the nature around him. The buzzing in his head turned into fairly audible whispers that traveled on the wind. His time spent among the peaceful wood nymphs came at a price, however. Hellhounds, harpies, furies, and other horrors not only attacked him on his home turf, but at his school as well. He's watched many a dryad fall trying to protect him. He knew that the monsters were only coming for him, and the feeling of guilt ate at him. The night of his 20th birthday, he drove himself out of Central Park, to keep their lives safe from his curse. He found a sound happiness living in that Park, and being away from them caused his emotions to go back to its quiet, hostile, state. From a broken boy, to a broken adult, Gabriel aimlessly roamed the city, unsure and fairly uncaring of where his life went next.

One day, through his travels of vagrancy, Gabriel found himself on the outskirts of Long Island, and smack-dab in the middle of a conflict between two opposing parties. It wasn't a disagreement over him, so to say, Gabriel just seemed to have knack of being in the wrong place at the wrong time. To the untrained eye, one might mistake the scuffle to be some sort of gang war. To Gabriel, the fight looked more like something you wouldn't see on an everyday basis. A small group of individuals (most of which, looked to be in their teens) were engaged in fierce combat between an even smaller (and steadily shrinking) group of gorgons. Some of the kids used weapons of mythical origin, weapons that shone a brilliant gold-like color, while others used the elements to gain the upper hand. And then there was Gabe, dumbstruck while trying to fully assess the situation, unaware of the monstrous snake-woman that slowly approached behind him.

Before the monster of Grecian legend could inflict any damage upon the boy, it was stuck down by a volley of arrows. As the battle died down, he found himself being approached by the kids, and they began bombarding him with questions while they murmured amongst themselves. Where'd he come from? Could he see the gorgons? Was he a demigod? The last question fully acquired Gabriel's attention, and answering his own questions. It was no doubt that these kids were the half-godspawns he may have been subconsciously searching for. And with that, he decided to answer all their questions.

"My name is Gabe. My mother is one of the gods. Demeter, is her name." He told them, quietly. One of the teens (one which seemed to be the eldest), stepped towards Gabriel, putting a hand on his shoulder.

"You should come with us, then. There's no safe haven outside of Camp Half-Blood for demis like us." The boy said, leading Gabriel and his group to the fabled camp. Gabe may not have known where he was being lead, but he figured he might as well go with the kids, and give himself a few nights of easy rest.

Notes: He doesn't like to admit it, but Gabriel has a natural talent for cooking. And according to previous acquaintances, he has a strange taste in music.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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Name: Mitsuko Karitsuki
Age: 22
Gender: Female

Ethnicity & Appearance: Mitsuko is Japanese that stands about 5' 6". She has dark green eyes and black hair that she keeps draped over her shoulder. She likes to where jeans and shirts, nothing too fancy really. She looks somewhat above average but doesn't really flaunt her looks. She is slightly more pale then normal due to her parenthood and habit of being outside at night far more then at the day time.


Personality: Mitsuko is very bright and serious at times. However, she's not above cracking a few jokes but humor has a tendency to go right over her head. She will flirt with someone she thinks is worth chasing but won't throw her self at them. Looks to her doesn't mean much if the person behind it is an ass. She wants a nice guy, or girl, just like her. She likes to spend time alone and loves to be outside at night, she also keeps things that are bothering her on the inside not letting much out unless it's needed. She is one to not like causing issues for others around her. She's respectful of others feelings and is know for having a smile on her face.

She works hard on her training, doing so before bed and has been know to get up before dawn to train even more. She has always been a support to her fellow campers, answering any questions they may have and guiding them when they need help. Due to her up brining, she has a poetry night once a month for her and the camp to read ether poetry they made or their favorite poems in the Amphitheater. Even if she's the only one that shows up she still enjoys herself.

Divine Parent: Nyx
Demigod Abilities: She can fade in and out of visibility as long as it's not in an open area. Her powers are stronger at night due to her mother. Mitsuko as is has enhance agility.
Weapons: A pair of daggers.
Enchanted Items: Mitsuko has a pair of boots that make her run faster and gloves that give her hands better dexterity. She also has a necklace that that she's had since birth that belonged to her mother that when she goes into stealth makes her foot steps silent.

Biography: Mitsuko grew up in Tokyo with her poet and astrologer father. While growing up she learned the history of poetry and astrology. Her father was always loving to her and made sure she was comfortable even when he was away for work. It turns out for years Nyx took the form of a pale white women who would visit him every full moon. Over the years they both fell in love and on the night they created Mitsuko she told him she was the goddess Nyx. However, she made her father promise to never tell Mitsuko who her mother was. When she was growing up Mitsuko found her self vanishing when she felt ether scared or nervous. Over time she was able to control it with some skill. When Mitsuko turned 15 the necklace she was given at birth opened reveling a message from her mother. With in the message were details of who her mother was and what powers she gave to Mitsuko. After that Mitsuko met Chiron who told her about Camp Half-Blood. So far she's spend 3 years at camp getting to know the other demigods just like her. When she turned 18, Nyx came to the camp to see Mitsuko. Her mother helped her to better understand her powers and to explain more about why she had visited her father for years on the night of a full moon.

Relationships With Other Characters: She's been a member of the camp for a few years now. She, for the most part, keepts to her self and enjoys the moon at night.

Name: Dorofei Denikin
Age: 22
Sex: Male
Appearance: Dorofei is a massive, imposing figure. He stands at 6ft 6in and weighs 280lbs. He is a very large mound of Russian muscle, preferring mass and bulk over definition.
He keeps his long black hair knotted behind him in a long braid when in combat or on missions. Around camp, his hair is unkempt and messy. He is always seen wearing the kind of survival gear one might take with them on an extended camping trip. It's become a running joke among campers that he only owns one set of clothes. He actually does own a suit, he just never has found a reason to get dressed.

Personality: He looks like he's always on edge; either about to run for his life or pounce and go for the jugular. He's a little on the jumpy side; a side-effect of spending years out in the wild by himself. He's polite and soft-spoken, something that surprises most who see him for the first time, due to his large size. He tends to speak using mostly non-verbal signals, not having much use for language over the last few years. Since arriving to camp, he's been trying to work on being more vocal. He usually has trouble asking for help in most situations. If it's something he can't do himself, he figures out a way around it.

Divine Parent: Chione, Goddess of the Snow

Demigod Abilities: Being the son of Chione, he has Control over ice and the ability to freeze fresh water. He can also project ice off of any item he's in contact with, but only in limited amounts, so don't expect him to make an infinite slide of ice. It's only as strong as ice is normally.
He can also create very powerful Magic Ice, provided he has an enchanted item to project the ice off of. the ice is magic and won't melt under normal circumstances. It will only melt in the presence of magic fire from another God/Demigod, or a blast of Greek Fire.

Weapons and Wargear: Dorofei doesn't keep any real weapons or armour on him. Instead, he prefers to create his weapons and armour out of Magic Ice. The ice is equal in strength to Celestial Bronze. He needs an enchanted item to project the Magical Ice off of, otherwise it's only as strong as normal ice. His go-to weapon is a large War Axe, complimented with full body armor.

Enchanted Items: Dorofei carries a short shaft of Celestial Bronze that was enchanted by his mother. He can use it as a catalyst for projecting Magic Ice. Likewise, his clothing was also enchanted, not only as a catalyst, but the wearer is immune to the heat and cold.

Biography: Dorofei's father was an adventurer from Yakutsk, Russia, one of the coldest cities in the world. Large mining companies would employ him to scout up north for potential mining sites. Back before advanced scouting equipment was used to see deep underground, there was just Dorofei's father, with some basic survival equipment, trying to find the best area in the wild for another mine. He thrived in the cold of the Arctic Circle, and was always willing to go further north than anyone else. It was this spirit and love of the cold that gained him favor with Chione. The fell in love, and soon had a son. Times didn't stay good for very long, as Chione's father, Boreas (God of the North Wind) grew enraged over the thought of Chione having a child with a mortal. Chione returned to Olympus, in an attempt to spare her love and her child. It worked for a few years, and Dorofei had a peaceful childhood. Around his twelfth birthday, the monsters began finding him. Dorofei's father could handle the smaller monsters at first, but soon larger monsters came. The assaults were constant, and soon the only option to Dofofei's father was to flee their home. They fled north, off into the cold and the wild.

Like all smart Russians, Dorofei's father knew how to use General Winter to us advantage. Only the hardiest and most powerful monsters could even venture far enough north to track Dorofei; most simple froze to death on their way. For four years, Dorofei's father taught him everything he could about surviving in the wild. Soon, he was an expert in his own right. He could track game and monsters alike, learned to hunt with a rifle and a bow, and knew by heart all the useful and edible vegetation. Life at this time was hard, but Dorofei was still happy to at least still have his father. Then came the day where his quiet world came crashing down.

To the Nemean Lion, the cold was nothing. To the Nemean Lion, their hunting weapons were useless. Dorofei never felt so powerless before. It came for him in the dark, with fire reflected off it's metallic fur. It swatted his father aside like a ragdoll and lunged for Dorofei. He ran. He ran like never before in his life. He ran as fast as legs could move and as fast as his lungs could take in air. He didn't run fast enough. He didn't pay any attention to where he was being led; a deer being led to a trap by a pack of wolves. The Lion cornered him at the edge of a cliff. He walked up to him, slowly. There was no reason to run now that his game was cornered. It was in that final moment that Dorofei's father came screaming out of the dark like a deamon. He tackled the Lion with such force that they both went tumbling over the side of the cliff. That was the last Dorofei saw of his father.

It was his lowest moment. He was alone, in the cold and the dark. He was like this for 3 years, without ever seeing another human. He traveled around Northern Russia this whole time, always staying in the snow, and always away from cities. Around his twentieth birthday (or at least he estimates), his mother finally appeared before him.
She was still, after all these years, arguing with her father over his fate. She was allowed a brief meeting with him to guide him. She taught him of his power to freeze water and bend ice to his will. She gave him two gifts to help him on his way. The first gift was a small shaft of Celestial Bronze, enchanted to allow him to project Magic Ice. The second gift was another enchantment, placed on his own clothing. Not only did it allow him to project Magic Ice over himself like armor, but it would now protect him from any weather, be it the cold of the tundra or the heat of the desert.

Her final gift was a simple gold coin. It was an Iris message. She introduced him to Chiron, the first living face he had seen in years. Through a combination of broken Russian and English, a flight was arranged to bring Dorofei from Russia to Camp Half-Blood. It was a quick journey back into the city, but Dorofei hadn't seen another person in years. The experience of traveling from Yakutsk to St. Petersburg was nail-biting. Dorofei felt on edge the entire time; a feeling he still hasn't quite shaken after several years at camp.

Now at camp, Dorofei has some trouble socializing. He tends to be very quiet, and communicates using non-verbal cues. His English is getting better, but his accent is still rather heavy. Still, he's polite, kind, and trusts other demi-gods easily. These days, he spends most of his time sparing, preferring to spar against Matthew whenever he has the chance. He still hasn't beaten Matthew yet, but Dorofei thinks he just might beat him next time.

Name: Jia Shang
Age: 21
Gender: Female

Ethnicity & Appearance: Jia is reasonably tall, standing at 5'9 and weighing roughly 150 pounds. She wears her black hair long enough to brush her shoulders, and lets it hang loose when she is not in or expecting combat - at those times, she will tie it up in a ponytail or braid, depending on time constraints. Her eyes are a vibrant, silvery gray, the only outward sign that her ancestry is not entirely Southeast Asian. Her skin is pale, ivory in tone.

Jia is a warrior and looks the part of it, her body corded with strong muscle and sinew from over a decade of training. She retains a feminine physique despite her strength, with an appearance that can best be described as Amazonian.

Jia's clothing varies from day to day, but her training outfit is at least constant - a white tank top, comfortable, flexible gray pants, and gray running shoes. Also usually noticed are her earbuds, from which the tunes of rock, metal and techno music can be heard.

In a casual situation, she typically goes for jeans and a t-shirt with a logo, this logo usually being of a band or musician, most typically Metallica, Daft Punk, or Johnny Cash. In cooler weather, she throws a blue denim jacket over her shirt.

On formal occasions where she needs to make a good impression she wears a black three-piece suit with an ivory shirt and minimal jewelry, only ear studs, and a minimalistic application of makeup.

On occasions where she intends to dress to attract, she wears a black cheongsam, a traditional chinese dress. The dress is sleeveless and figure-hugging, covering her from throat to ankles. It is decorated with a coiling gold dragon up the middle. A slit up either side of the skirt allows her normal mobility despite the dress. She wears short heels that are easy to remove, and the same jewelry and makeup as on a formal occasion.

In a combat situation, Jia wears comfortable clothes that do not impede her movements. Depending on what she's expecting, this can be camoflauge gear or her regular clothing if she is trying to blend in before engaging in battle. If she is fully expecting a fight she will wear dark blue padded armor with threads of celestial bronze running through it, providing a modicum of protection against blunt and sharp force impacts without compromising her manueverability.

Personality: Jia is a very intense person. She doesn't do anything half-assed, and if she can't be the best at something she damn well will try as hard as she possibly can to get there. Which isn't to say she's a workaholic, she's just dedicated, she plays as hard as she works, particularly enjoying music, especially rock and metal. When she's in the mood to have fun she can be quite outgoing and gregarious.

In spite of her determination to be on the top of her specialties, she isn't loud or boisterous, instead calm and collected, and only occasionally boastful of her prodigious talents. While her instincts and reflexes are keenly honed, she prefers to think out a situation and prepare than fly by the seat of her pants.

Jia's focuses are twofold - she seeks to become both a peerless warrior and a scholar. She intends to dedicate her life to the camp and the protection of the world, for three reasons. One, she feels it is the right thing to do - she has the power, and those who can act must. Two, she feels drawn to it. There are few other places where she feels her talents would be valuable. And three, she seeks to find the Drakaina who slew her friend and mentor and send the creature back to Tartarus.

Divine Parent: Athena

Demigod Abilities: Jia demonstrates abilities similar to that which is seen and read about in the Wuxia stories of China. She is capable of incredible acrobatic feats like backflips from a standing position, twelve foot jumps straight up, and balancing on thin, wavering branches, even able to run on them. Tightropes are nothing to her.

Her martial arts abilities are second to few, Jia having studied the way of Jeet Kune Do and used it to create a style that blends Northern Shaolin Kung Fu, Judo, and Wing Chun, as well as use of a Jian sword and Gun staff.

Years of meditation training has made Jia's mind more resistant to mind-effecting abilities, particularly when she's in a state of meditation. This meditation training also grants Jia the ability to alter her internal bodily functions while in a state of deep meditation, slowing heart rate, breathing, metabolism, and other such functions.

Weapons: Her Jian, detailed below.

She also carries a pair of gloves with her at all times, usually rolled up in her pockets. These gloves are weighted knuckle gloves, leather gloves with pouches filled with powdered steel along the back of the fingers and hand. This allows Jia to both punch harder as the gloves both weigh her strikes and protect her hand from being damaged by striking hard bones, and make her hands more readily able to block the enemy's strikes without injury. Wearing these gloves, Jia can punch through glass and not even feel a twinge, or land an errant strike on a brick wall without injury.

Enchanted Item: Her Jian, The Rose of Sunrise. It measures forty inches long from hilt to tip and weighs 2.2 pounds. The grip measures six inches long, with a two inch pommel and a one inch crossguard, leaving the blade 31 inches long. The blade is slender, roughly 1 1/2 inches wide, and very thin.

The sword is a vibrant, shining gray, with enameling in gold up the blade. This enameling shows the name of the blade in Mandarin characters, and says that it is a blade forged for defense of the righteous and the destruction of the wicked. The grip is made of polished rosewood wrapped in white leather. The grip is styled like a coil of branches, spreading to form the crossguard and pommel, the pommel and tips of the crossguards blooming out into rose shapes. In the heart of the two crossguard roses is a small, yellow topaz, and in the heart of the pommel rose is a red sunstone that glows with its own light.

It is incredibly sharp, on a similar order to Obsidian, which can have an edge five hundred times sharper than any steel blade, with an edge thin enough to cut between cells rather than tear through them. It does not become dull.

When held, the blade naturally adjusts its weight and balance to be perfectly suited to the hand wielding it, the effect taking place over the course of a few days of changing owners. As a result, the listed weight is specifically for when Jia wields it. The dimensions of the weapon do not change.

When unsheathed, the wielder can cause the sword to put out light at will. The light is roughly similar to a large torch, and not capable of blinding unless it is suddenly illuminated in front of someone who has been in complete darkness, and even then only for a few moments.

At all times Jia keeps the Rose close at hand. Usually it is sheathed on her back, sheathed in a baldric, but if situation does not permit, she will still keep it within a short distance.

The blade's scabbard is rosewood with silver wire wrapped around it in a helical pattern. At the tip of the scabbard is a metal point to protect the scabbard from the Rose's tip.

Biography: Jia's story begins with her father, a man by the name of Lao Hong. Lao Hong was a powerful member of the Wild Lotus Tong, a powerful criminal organization in Shanghai, and was the group's most skilled and feared assassin. He was a man with no remorse and no pity for his actions. He would kill anyone who stood in the path of his own personal goals. He was also one of the finest martial artists to have walked the Earth since the age of heroes, and claimed to be able to kill men with just a touch in the right place.

This combination of absolute amorality and peerless talent drew the attention of the Goddess Athena, who descended upon him while he slept and joined their minds together. While Hong believed it was merely a strange dream, in reality Athena had joined their minds together to create a child.

This child would then be placed in a position where she might be found by people more suitable to raise her, specifically James Shang and his wife, Jen Shang. They took in the infant Jia, named her and raised her as their own. As she grew, Jia proved to be exceptionally intelligent, particularly in the field of mathematics, quickly outstripping others in her class. She also developed a keen interest in the martial arts. At first her parents enrolled her in a dojo studying Judo, and while Jia enjoyed the artwork, she became frustrated that her rapid development was stymied by sluggish instructors.

As the Shangs were a well off family, they decided to allow Jia to fully pursue her interests and approached a well known master in the city, Sanfeng Huo. Sanfeng Huo was known to have studied many styles and was a disciple of Jun-fan Lee, a man perhaps better known as Bruce Lee. He agreed to teach Jia, and soon realized that what Jia sought was true mastery, that she felt a drive to not just learn, but to exceed and excel. He trained her in the mindset of Jeet Kune Do, that she should not seek to master any one style but rather study all that she can, learn all she can, find out what is useful for her, and discard the rest, form her own style. He also insisted that she learn to wield the Jian, and despite her reservations about using a sword, she soon found she took to it like a fish to water.

During this rigorous training, Jia was also maintaining her studies and high grades. While her parents worried that she was pushing herself too hard, that it might be best if she relaxed, didn't push herself so hard, Jia assured them that while she might not get many opportunities to relax, she took advantage of them all, and that while the training and even studies were difficult, they also brought with them a deep sense of satisfaction.

At the age of thirteen, Jia had learned all she really could from Master Huo. While his knowledge of Kickboxing and Sambo was impressive and devastating in his hands, they were not well suited to her own personal style. Jia knew it would soon be time to seek out another teacher, but before her plans for that could really be put into play, strange events began unfolding in her life.

Senses keenly honed from years of training began detecting men and stranger shapes following her from the shadows, while peculiar creatures fluttered past the window of her bedroom by night. Everything came to a head one cold February night just before her fourteenth birthday when Jia received a call from a man calling himself Chiron, saying that she was in danger and needed to warn her parents to flee Hong Kong as quickly as possible. At the time, she was in training with Master Huo. When she informed him of the message, Huo immediately ended the training and took her back to her home, where they found the place trashed and a bizarre being with a woman's head and torso, but massive lobster-like claws and a scorpion's tail. The creature was brutally tearing through the Shang's home.

Master Huo seemed to be anticipating the creature's presence. Reaching into his voluminous black robe, he withdrew a pair of swords. One he pressed into Jia's hands, the other he took up for himself, a blade of less glory and beauty. When she questioned him as to what he was doing, he took her by the shoulder and said. "I am doing my duty, my student. I swore an oath to both your Mothers to protect you. Find your parents and flee here. Go to the United States. Friends await you in Long Island."


With this last message, Master Huo fearlessly engaged the monster in battle while Jia helped her parents to escape. Although she attempted to aid her Master, Huo ordered her to flee, that this creature was too much for her now, but one day she would be ready. Tearful and terrified, she fled the battle, and has not heard from Master Huo since that day. Her parents heeded the message she passed on, and the three of them were soon on a tense flight across the world.

They would arrive in Long Island about a day later, exhausted and fearful. Waiting at the airport was Chiron himself, who drew their attention after they had retrieved their luggage. He did his best to explain the situation to them as clearly as possible. While Jia found it hard to believe that her mother was a Goddess or that the world was not nearly so simple as she had been taught, the evidence spoke for itself, a monster straight out of legend having slain her best friend and teacher.

The trio soon after headed for the Camp.

Upon her arrival, Jia found her grief and fear slowly fading under a sense of wonder at the miraculous sights she saw, the incredible feats of martial prowess and artistry. Here was a place where she could truly become the greatest, a place of immortal beings that could tell her of styles that had been lost to time. And more than that, it was a place where the way of the warrior was still needed, the siren call of her life, impossible in the modern era, and suddenly a path made open for her.

For the past seven years, Jia has spent much of her time at Camp Half-Blood, and learned much, participating in a number of quests where her analytical nature, tactical talents, and skill in battle have proven instrumental. Most notable was three years ago when she and two others was sent by Chiron to investigate the disappearance of another Demigod from the Athena Cabin - Alexander Port, who had been investigating a ruin in southern Greece, believing that it was a previously unknown prison containing some kind of creature.

Upon her arrival at the ruins, she discovered the location torn apart, the entire interior exposed to the surface and tracks leading away. Seeing no sign of Alexander, she followed the tracks north in the direction of Sparta, managing to catch up to them just outside of the city, where she found Alexander clutching a broad-bladed, curving sword that pulsed with a terrible power. Attempting to talk to Alexander, he attacked her and only Jia's finely honed reflexes saved her from death. The two Demigods would do battle in the land around Sparta for four hours. While Jia grew tired, Alexander seemed to have no end of energy. He batted the Rose of Sunrise out of her hands, forcing Jia to fall back on her hand to hand skills, pressing in close and making it difficult for him to strike at her.

Alexander, having not been well trained in hand to hand combat, was unprepared for her onslaught of strikes, the battle finally coming to an end when she caught his arm in a lock and snapped his wrist, causing him to drop the sword. Once it was out of his possession, Alexander regained his senses. Jia called for Chiron's assistance in securing the evil weapon, then returned home in pride.

Notes: Like most denizens of Hong Kong, Jia is fluent in both English and Mandarin Chinese, and can make herself understood in Cantonese. Like all Demigods, Jia is fluent in Ancient Greek as well.

For ease of reading, all names in this are anglicized to a First Name - Surname format.
 

PrinceOfShapeir

New member
Mar 27, 2011
1,849
0
0
Name: Jia Shang

Age: 21

Gender: Female

Ethnicity & Appearance: Jia is reasonably tall, standing at 5'9 and weighing roughly 150 pounds. She wears her black hair long enough to brush her shoulders, and lets it hang loose when she is not in or expecting combat - at those times, she will tie it up in a ponytail or braid, depending on time constraints. Her eyes are a vibrant, silvery gray, the only outward sign that her ancestry is not entirely Southeast Asian. Her skin is pale, ivory in tone.

Jia is a warrior and looks the part of it, her body corded with strong muscle and sinew from over a decade of training. She retains a feminine physique despite her strength, with an appearance that can best be described as Amazonian.

Jia's clothing varies from day to day, but her training outfit is at least constant - a white tank top, comfortable, flexible gray pants, and gray running shoes. Also usually noticed are her earbuds, from which the tunes of rock, metal and techno music can be heard.

In a casual situation, she typically goes for jeans and a t-shirt with a logo, this logo usually being of a band or musician, most typically Metallica, Daft Punk, or Johnny Cash. In cooler weather, she throws a blue denim jacket over her shirt.

On formal occasions where she needs to make a good impression she wears a black three-piece suit with an ivory shirt and minimal jewelry, only ear studs, and a minimalistic application of makeup.

On occasions where she intends to dress to attract, she wears a black cheongsam, a traditional chinese dress. The dress is sleeveless and figure-hugging, covering her from throat to ankles. It is decorated with a coiling gold dragon up the middle. A slit up either side of the skirt allows her normal mobility despite the dress. She wears short heels that are easy to remove, and the same jewelry and makeup as on a formal occasion.

In a combat situation, Jia wears comfortable clothes that do not impede her movements. Depending on what she's expecting, this can be camoflauge gear or her regular clothing if she is trying to blend in before engaging in battle. If she is fully expecting a fight she will wear dark blue padded armor with threads of celestial bronze running through it, providing a modicum of protection against blunt and sharp force impacts without compromising her manueverability.

Personality: Jia is a very intense person. She doesn't do anything half-assed, and if she can't be the best at something she damn well will try as hard as she possibly can to get there. Which isn't to say she's a workaholic, she's just dedicated, she plays as hard as she works, particularly enjoying music, especially rock and metal. When she's in the mood to have fun she can be quite outgoing and gregarious.

In spite of her determination to be on the top of her specialties, she isn't loud or boisterous, instead calm and collected, and only occasionally boastful of her prodigious talents. While her instincts and reflexes are keenly honed, she prefers to think out a situation and prepare than fly by the seat of her pants.

Jia's focuses are twofold - she seeks to become both a peerless warrior and a scholar. She intends to dedicate her life to the camp and the protection of the world, for three reasons. One, she feels it is the right thing to do - she has the power, and those who can act must. Two, she feels drawn to it. There are few other places where she feels her talents would be valuable. And three, she seeks to find the Drakaina who slew her friend and mentor and send the creature back to Tartarus.

Divine Parent: Athena

Demigod Abilities: Jia demonstrates abilities similar to that which is seen and read about in the Wuxia stories of China. She is capable of incredible acrobatic feats like backflips from a standing position, twelve foot jumps straight up, and balancing on thin, wavering branches, even able to run on them. Tightropes are nothing to her.

Her martial arts abilities are second to few, Jia having studied the way of Jeet Kune Do and used it to create a style that blends Northern Shaolin Kung Fu, Judo, and Wing Chun, as well as use of a Jian sword and Gun staff.

Years of meditation training has made Jia's mind more resistant to mind-effecting abilities, particularly when she's in a state of meditation. This meditation training also grants Jia the ability to alter her internal bodily functions while in a state of deep meditation, slowing heart rate, breathing, metabolism, and other such functions.

Weapons: Her Jian, detailed below.

She also carries a pair of gloves with her at all times, usually rolled up in her pockets. These gloves are weighted knuckle gloves, leather gloves with pouches filled with powdered steel along the back of the fingers and hand. This allows Jia to both punch harder as the gloves both weigh her strikes and protect her hand from being damaged by striking hard bones, and make her hands more readily able to block the enemy's strikes without injury. Wearing these gloves, Jia can punch through glass and not even feel a twinge, or land an errant strike on a brick wall without injury.

Enchanted Item: Her Jian, The Rose of Sunrise. It measures forty inches long from hilt to tip and weighs 2.2 pounds. The grip measures six inches long, with a two inch pommel and a one inch crossguard, leaving the blade 31 inches long. The blade is slender, roughly 1 1/2 inches wide, and very thin.

The sword is a vibrant, shining gray, with enameling in gold up the blade. This enameling shows the name of the blade in Mandarin characters, and says that it is a blade forged for defense of the righteous and the destruction of the wicked. The grip is made of polished rosewood wrapped in white leather. The grip is styled like a coil of branches, spreading to form the crossguard and pommel, the pommel and tips of the crossguards blooming out into rose shapes. In the heart of the two crossguard roses is a small, yellow topaz, and in the heart of the pommel rose is a red sunstone that glows with its own light.

It is incredibly sharp, on a similar order to Obsidian, which can have an edge five hundred times sharper than any steel blade, with an edge thin enough to cut between cells rather than tear through them. It does not become dull.

When held, the blade naturally adjusts its weight and balance to be perfectly suited to the hand wielding it, the effect taking place over the course of a few days of changing owners. As a result, the listed weight is specifically for when Jia wields it. The dimensions of the weapon do not change.

When unsheathed, the wielder can cause the sword to put out light at will. The light is roughly similar to a large torch, and not capable of blinding unless it is suddenly illuminated in front of someone who has been in complete darkness, and even then only for a few moments.

At all times Jia keeps the Rose close at hand. Usually it is sheathed on her back, sheathed in a baldric, but if situation does not permit, she will still keep it within a short distance.

The blade's scabbard is rosewood with silver wire wrapped around it in a helical pattern. At the tip of the scabbard is a metal point to protect the scabbard from the Rose's tip.

Biography: Jia's story begins with her father, a man by the name of Lao Hong. Lao Hong was a powerful member of the Wild Lotus Tong, a powerful criminal organization in Shanghai, and was the group's most skilled and feared assassin. He was a man with no remorse and no pity for his actions. He would kill anyone who stood in the path of his own personal goals. He was also one of the finest martial artists to have walked the Earth since the age of heroes, and claimed to be able to kill men with just a touch in the right place.

This combination of absolute amorality and peerless talent drew the attention of the Goddess Athena, who descended upon him while he slept and joined their minds together. While Hong believed it was merely a strange dream, in reality Athena had joined their minds together to create a child.

This child would then be placed in a position where she might be found by people more suitable to raise her, specifically James Shang and his wife, Jen Shang. They took in the infant Jia, named her and raised her as their own. As she grew, Jia proved to be exceptionally intelligent, particularly in the field of mathematics, quickly outstripping others in her class. She also developed a keen interest in the martial arts. At first her parents enrolled her in a dojo studying Judo, and while Jia enjoyed the artwork, she became frustrated that her rapid development was stymied by sluggish instructors.

As the Shangs were a well off family, they decided to allow Jia to fully pursue her interests and approached a well known master in the city, Sanfeng Huo. Sanfeng Huo was known to have studied many styles and was a disciple of Jun-fan Lee, a man perhaps better known as Bruce Lee. He agreed to teach Jia, and soon realized that what Jia sought was true mastery, that she felt a drive to not just learn, but to exceed and excel. He trained her in the mindset of Jeet Kune Do, that she should not seek to master any one style but rather study all that she can, learn all she can, find out what is useful for her, and discard the rest, form her own style. He also insisted that she learn to wield the Jian, and despite her reservations about using a sword, she soon found she took to it like a fish to water.

During this rigorous training, Jia was also maintaining her studies and high grades. While her parents worried that she was pushing herself too hard, that it might be best if she relaxed, didn't push herself so hard, Jia assured them that while she might not get many opportunities to relax, she took advantage of them all, and that while the training and even studies were difficult, they also brought with them a deep sense of satisfaction.

At the age of thirteen, Jia had learned all she really could from Master Huo. While his knowledge of Kickboxing and Sambo was impressive and devastating in his hands, they were not well suited to her own personal style. Jia knew it would soon be time to seek out another teacher, but before her plans for that could really be put into play, strange events began unfolding in her life.

Senses keenly honed from years of training began detecting men and stranger shapes following her from the shadows, while peculiar creatures fluttered past the window of her bedroom by night. Everything came to a head one cold February night just before her fourteenth birthday when Jia received a call from a man calling himself Chiron, saying that she was in danger and needed to warn her parents to flee Hong Kong as quickly as possible. At the time, she was in training with Master Huo. When she informed him of the message, Huo immediately ended the training and took her back to her home, where they found the place trashed and a bizarre being with a woman's head and torso, but massive lobster-like claws and a scorpion's tail. The creature was brutally tearing through the Shang's home.

Master Huo seemed to be anticipating the creature's presence. Reaching into his voluminous black robe, he withdrew a pair of swords. One he pressed into Jia's hands, the other he took up for himself, a blade of less glory and beauty. When she questioned him as to what he was doing, he took her by the shoulder and said. "I am doing my duty, my student. I swore an oath to both your Mothers to protect you. Find your parents and flee here. Go to the United States. Friends await you in Long Island."


With this last message, Master Huo fearlessly engaged the monster in battle while Jia helped her parents to escape. Although she attempted to aid her Master, Huo ordered her to flee, that this creature was too much for her now, but one day she would be ready. Tearful and terrified, she fled the battle, and has not heard from Master Huo since that day. Her parents heeded the message she passed on, and the three of them were soon on a tense flight across the world.

They would arrive in Long Island about a day later, exhausted and fearful. Waiting at the airport was Chiron himself, who drew their attention after they had retrieved their luggage. He did his best to explain the situation to them as clearly as possible. While Jia found it hard to believe that her mother was a Goddess or that the world was not nearly so simple as she had been taught, the evidence spoke for itself, a monster straight out of legend having slain her best friend and teacher.

The trio soon after headed for the Camp.

Upon her arrival, Jia found her grief and fear slowly fading under a sense of wonder at the miraculous sights she saw, the incredible feats of martial prowess and artistry. Here was a place where she could truly become the greatest, a place of immortal beings that could tell her of styles that had been lost to time. And more than that, it was a place where the way of the warrior was still needed, the siren call of her life, impossible in the modern era, and suddenly a path made open for her.

For the past seven years, Jia has spent much of her time at Camp Half-Blood, and learned much, participating in a number of quests where her analytical nature, tactical talents, and skill in battle have proven instrumental. Most notable was three years ago when she and two others was sent by Chiron to investigate the disappearance of another Demigod from the Athena Cabin - Alexander Port, who had been investigating a ruin in southern Greece, believing that it was a previously unknown prison containing some kind of creature.

Upon her arrival at the ruins, she discovered the location torn apart, the entire interior exposed to the surface and tracks leading away. Seeing no sign of Alexander, she followed the tracks north in the direction of Sparta, managing to catch up to them just outside of the city, where she found Alexander clutching a broad-bladed, curving sword that pulsed with a terrible power. Attempting to talk to Alexander, he attacked her and only Jia's finely honed reflexes saved her from death. The two Demigods would do battle in the land around Sparta for four hours. While Jia grew tired, Alexander seemed to have no end of energy. He batted the Rose of Sunrise out of her hands, forcing Jia to fall back on her hand to hand skills, pressing in close and making it difficult for him to strike at her.

Alexander, having not been well trained in hand to hand combat, was unprepared for her onslaught of strikes, the battle finally coming to an end when she caught his arm in a lock and snapped his wrist, causing him to drop the sword. Once it was out of his possession, Alexander regained his senses. Jia called for Chiron's assistance in securing the evil weapon, then returned home in pride.

Notes: Like most denizens of Hong Kong, Jia is fluent in both English and Mandarin Chinese, and can make herself understood in Cantonese. Like all Demigods, Jia is fluent in Ancient Greek as well.

For ease of reading, all names in this are anglicized to a First Name - Surname format.
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
1,924
0
0
Oh god. I REALLY want to do this. I have wanted to do this since the first time I saw the other thread. I can't even describe the degree to which I want to participate in the RP.

...But I don't know if I can. I have a lot on my plate IRL and I have been trying to cut down on my RPing.



......I'm gonna submit something, probably tomorrow.
 

NeoAC

Zombie Nation #LetsRise
Jun 9, 2008
8,574
0
0
In the interests of being incredibly lazy, I'm bringing the Colt back for another go.

Name: Brandon "Colt" Robertson
Age: 21
Sex: OK, but this pasture is pretty wide open (Male)

Ethnicity & Appearance: Brandon is 3/4 Caucasian, 1/4 Hispanic, his grandmother on his mother's side having immigrated from Mexico. He's tall, standing at 6'3", with short dark brown hair, mud brown eyes and perpetually tanned skin due to his heritage. He is built, weighing 220lbs, most of it muscles, thanks to years of practice on the football fields, especially in the legs. He advertises his love for this game by constantly wearing football jerseys, primarily of the Cowboys, wherever he goes, in addition to crisp blue jeans and black running shoes. He has a tattoo on his upper back of a blackened wild horse, a nod to his nickname.

Personality: Brandon is well, let's call it self-confident. He is incredibly sure in his own talents, so much so that he puts himself above all others when it comes to what he can do. The culture he grew up in didn't help, constantly putting him on a pedestal because of what he could do with a football. Once he found out he was a god child, this only made him even more cocky. He is also very hot-headed, once he gets insulted he automatically leads to a confrontation. He is exactly what you expect out of a brash young athlete.

Divine Parent: Ares

Demigod Abilities: Brandon has super strength, enough to break bones with a punch and send people flying. He has slightly enhanced speed, he can run 40 yards in 4.4 seconds. He also has an innate proficiency with weapons. He can pick up almost anything and as long as it can be used to stab, beat or shoot someone, it becomes deadly in his hands.

Weapon(s): Brandon has a pair of Smith and Wesson SW1911 semi automatic hand guns, a "gift" from a SMU booster for leading the Mustangs back to the top of the national football picture. He's become very accurate with these guns and are his go to when he gets in trouble that can't be solved by hitting things. Since he was too young to use these guns before, he used to use a Louisville Slugger baseball bat, since he preferred the All-American approach to violence, but with his latest acquisitions, the bat has become emergency use only.

Enchanted Item(s): Brandon had the ring that he received for winning the 2021 Outback bowl over South Carolina enchanted during one of his summers at camp so that it would be able to generate a brief force field for defense purposes. It doesn't last very long but it is usually enough to protect him if he gets into trouble.

Biography: Brandon is the only child born to his unmarried mother in Denton, Texas. He never knew his father growing up, his mother said he left right after he learned she was pregnant. She raised Brandon as well as she could though. She didn't have much free money but made sure a football was in his crib from the day he was born. As he grew up, he was broiled in the Texas culture. Boys grew up to play football, shoot guns and eat huge steaks. Brandon was no exception. Though steaks were hard to come by for his two job mother, and no one would give a child a gun, the football took to him like a hand to a glove.

As he grew up, Brandon was aware that he was talented, much better than the kids of his age. He was able to run right past them, and if they got in his way, he would just bowl right over them. The papers couldn't explain it, but they were quick to anoint the kid as the next big thing in Texas Football. High schools across the state were clamoring to have him transfer so they could claim to have him on their roster. But Brandon was determined to stay put and went to Denton High.

After his first season for the Broncos, on his 15th birthday in April, his mom revealed to him why he was so much stronger and faster than the other kids his age. 15 years ago, Maria Robertson was down on her luck after leaving home young and working at Chicas Bonitas, a strip club in Dallas. It turns out that one gentleman was very interested in her one night and wanted the VIP treatment. She consented and the two spent the night together. This was getting a little bit too much for Brandon. However, the next day the guy revealed to her that he was actually Ares, the Greek God of War, and that she would be carrying one of his children. Maria was happy, since she assumed this would mean godly sums of money, but that greedy bastard never came through on child support and since he keeps changing his appearance and his name, she couldn't track him down. Not until she was contacted a couple months earlier and told that due to his status, he was selected to start attending a special camp in New York every year. Normally, a 15 year old being told by his mom that she was a stripper would be a bad thing, but still, learning he was a demi-god? This softened the blow a bit.

Brandon took this news pretty well, especially since it did prove that he really was better than everyone else. He was godly. His ego started to swell a bit more, but his talent kept backing it up. He broke a 50 year old Texas state single season rushing record in his junior season, which led to effigies of him being hung and burned in Arlen, and then broke his own record the next year, while leading the Denton High Broncos to back-to-back state class 4A championships. Meanwhile in the summers, instead of training like his coaches wanted, he would go to the Camp and intermingle with the other demi-gods. It was just for a couple of summers until it became time to go to university. Literally every BCS school was after him, imploring him to coming to their school. Instead, once again he opted to stay close to home, attending Southern Methodist University back in Dallas.

He's done well there, leading the school to it's first Bowl game appearance in 10 years in the 2021 Outback Bowl, following it up with a Rose Bowl appearance and a win over the vaunted Purdue Boilermakers there. Now with a 4 month summer, he comes back to Long Island in May to "share his awesomeness" with the other campers. This year, he was finally promoted to counselor of the Ares Cabin.

Notes: Brandon is projected to be a high first round pick in next year's NFL Draft if he leaves school early. He is not planning on doing this however. He has already made it known that he will not be playing anywhere that is known for snow, except for Indianapolis.

He also has yet to go on a quest despite his status and his length of time at camp. He believes this could be due to the fact that Ares is ashamed he made a demi-god of a stripper's son and doesn't want to acknowledge it.
 

Lambi

Yuki-Onna
Oct 20, 2009
30,217
0
0
Name: Freya Glace

Age: 19

Sex: Female

Appearance: Freya is a Caucasian girl, paler than most other people. Her hair is black with dark red stripes, reaching down to the middle of her back and her eyes are dark brown. She stands at about 6 feet and weighs around 80 kilos. She's got some muscle on her from working out, having visible abs if she's wearing something that reveals her midriff, whether it's a tight t-shirt or a top that doesn't go far below her chest. Not that she wears a lot that does that, since her wardrobe mostly consists of dark clothes in colors such as dark red, dark blue, dark green, dark brown and occasionally just straight up black. She typically wears a t-shirt with one of her favorite bands, a pair of dark blue jeans, black socks and black and white sneakers, and if she has to, she wears a zipped up sweater that she usually leaves open unless she has to zip it up like if it's too cold for her. She wears glasses with a black frame due to being near sighted, but she uses contacts whenever she has to, mostly when she expects to use her helmet which wouldn't allow her to wear her glasses as well. On her right shoulder and arm there are scars from a harpy attack when she first discovered monsters from Greek mythology.

Personality: Her attitude towards others isn't the best and she never really makes an effort to be friendly, but she manages to not be too intimidating, if anyone even considers her that. She tends to be foul mouthed and grumpy if things don't go her way, and she mostly keeps to herself. She does take up a challenge she's presented with if she figures she can win, whether she will or not is another matter. She's also hotheaded, being easily insulted if her father is referred to negatively or if she is because of being the daughter of the Lord of the Underworld. One such insult would be calling her a necrophiliac, which she isn't. She doesn't like the children of Zeus in particular, because she finds that they view themselves too highly just because of who their father is, and because her father was put in charge of the dead while Zeus was pretty much the king of the gods. When she's especially pissed off, her eyes sometimes seem to glow a dark grey or black, differing from their usual brown.

Divine Parent: Hades

Demigod Abilities: Freya is capable of summoning and controlling skeletons. When she started to train that ability, she had to focus hard for a while before she could summon and control even one skeleton. But now due to her training, she's capable of summoning and controlling up to two or three skeletons with quick concentration and little effort. She can also travel using a travel procedure called shadow-travel, in which she steps into complete darkness and reappears in a different location. She never uses it to travel over too large a distance, mainly using it to avoid combat if she needs to, such as if she's too wounded to fight. In addition, she's fairly strong physically for a demigod due to being a child of Hades since he is one of the Big Three gods.

Weapons and Wargear: Freya uses a one-handed sword crafted from Stygian Iron, the rare Underworld metal. It is black in appearance with a dark violet handle, and a white decorative on its blade. She carries it in a dark violet sheath whenever she isn't using it. She also carries a circular black shield that has always proved useful to her ever since she got it. It is also black like her sword, with an image of a skull on it drawn with white lines. She wears a full armor set that is a bit lighter than usual, all colored black to her liking, which allows her to move with more ease than if it was heavier and still protects her.

Enchanted Items: Freya's helmet is enchanted with the ability to allow her to blend into shadows, much like how she can use shadows to travel. Once activated, it allows her to become one with the shadows so long as she stays there and the helmet stays on her head. She is still tangible, so anyone could bump into her or attack her if they got in a lucky hit, but she would be very hard to see. If she is taken out of the shadows in some way, such as if she steps out of them or is knocked back out of them, the effect wears off. But if she stays inside the shadows, the effect is still on even if someone touches her in some way.

Biography: Living in Iceland, Sigridur Glace, in her early 30s, worked as a jeweler in Reykjavik. She'd been fascinated by jewelry at an early age and wanted to make some of her own once she grew up, and so she did after learning what she needed to. She had the black hair her daughter would have, but her eyes were blue, almost stinging blue. When she's not making jewelry, she typically wears a white top, blue jeans and if she's not at home or if it's cold, a black sweater and/or a black coat. While wandering around town one day, she met a man with what she could only describe as a particular aura she was drawn towards. She introduced herself, he introduced himself and the two of them spent the evening together. She invited him home to her house later that evening and they proceeded to do the horizontal monster mash in her bedroom. When she woke up, he was nowhere to be found.

Nine months later, she gave birth to a healthy baby girl and named her Freya Glace. She raised her as best as she could as a single mother, giving her girl a decent education. Freya acted like a normal child for a fair few years, playing with other kids, making friends if she could, being with her mother at home was fun, though she usually preferred to stay with her friends. If she didn't argue with them, as tended to happen. Freya wasn't spoiled, but she sometimes resorted to punching and child-badmouthing the other kid if things didn't go her way. It was dismissed at first as her just learning how to deal with things, but as the years went on, it was almost clear that it was just her temper getting the better of her. Her mother knew she got it from herself, so she knew how long it would take to get her to control it.

Around the age of twelve, Freya started to see some pretty strange things. One of which happened while she was alone outside, just minding her own business, walking along the streets listening to her mp3 player, when she was suddenly attacked by something. She didn't see what it was, but it left deep scratches on her right shoulder and arm. Not knowing what it was or even wanting to ask for help since she'd figured by now that the general public was filled with assholes, she ran away, back towards her home. On the way, she could hear flapping close by her and wondered what in the world it could be. It wasn't any bird native to Iceland, and there certainly weren't any giant bats there either. When the sound was almost near her as if whatever was attacking her was about to make a second attack, she ducked down, the attacker missing her. She looked up and saw what looked like a mix between a bird and a human girl. She recognized that creature as a harpy from ancient Greek mythology. She didn't wonder why it was there, she just wanted to live. She got home, locked the door and hid in her room for a few minutes before she concluded that it was safe enough. Her mother was asleep, though not for long when Freya woke her up with a story of a harpy attacking her. Sigridur didn't believe her story, but she couldn't ignore the wounds on her shoulder and arm. She hurried her to the emergency room of the nearest hospital, where Freya got stitched. Even though it hadn't looked serious, she still got scars from those wounds.

After another year of Freya encountering more monsters, her mother had gotten tired of it. She decided that Freya needed a change of scenery, and she had done a bit of research for a few months beforehand because she didn't want to give up her job, and she found an open position in Long Island, New York where she could continue working. They packed down anything they wanted to take with them, flew over to Long Island and settled in. Freya was put in a new school which she didn't like, but if her mother asked her to behave there, she listened to her to an extent. She still liked to cause trouble and didn't seem interested in making friends.

Over the next two years, Freya saw plenty of more monsters from Greek mythology. Some of them she had to avoid while others seemed uninterested in her presence and she didn't want to find out if they were friend or foe. Soon after her 15th birthday, they got a visit from a man in a wheelchair who introduced himself as Chiron. Freya wouldn't have been interested in meeting this person, except he was different from every person she'd seen before. He was a centaur, like she'd read about before, much like how she recognized the harpy three years ago. She was really surprised to have one of the monsters visit her personally, but as he talked to them about Camp Half-Blood and a bit about the Greek gods, she figured that he might not be there to hurt or eat them. She didn't know why exactly she trusted him, but there was something about him she could respect, once she'd gotten over the fact that he was a centaur. After he talked to them both, he asked Sigridur about enrolling Freya into the camp. Sigridur gave it some thought before asking her daughter. Freya said she wouldn't mind going to the camp, and so Sigridur agreed to let her go to it.

When Freya arrived at the camp, she was put into the Hermes cabin until she'd be able to figure out who her divine parent was. She could only deduct that it had been a male god, but that didn't limit it to much since there were a fair number of male gods. Some days passed while she wandered around the camp to find something to do. She looked around the armory to see if there was anything specific that she might want to use as a weapon. The swords there interested her, and she contemplated asking about them later. After a few days, she found herself wearing a black cloak one day. Having no idea about where it had appeared from, she didn't mind it. While walking around in it, one of the people in charge of the camp asked her to come over to them. She wondered why, and her question was soon answered when she was told that the cloak was a clear sign that she was a daughter of Hades, the Lord of the Underworld. Soon after, she was transferred to it and saw that there weren't a whole lot of people in it. But that made her think that she was all the more special, that Hades didn't have a child with just any woman.

Over the next years, Freya kept discovering and training her abilities, along with finding various things to train in. Her personal demigod abilities were getting increasingly stronger with each year, summoning skeletons was now becoming almost a breeze and she was much better at using shadows to travel a great distance. Her ability to wield a sword also increased, although she wasn't quite happy with using a Celestial Bronze sword. One of the summers there the camp got a visit from Hades himself, who made a stop at the Hades cabin to take a look at his children. All of which had a weapon to suit a child of Hades except the newest one, Freya. This wouldn't be acceptable, he said before he gave Freya a few Stygian Iron bars and told her to craft herself a weapon suitable for a child of his. She thanked him and didn't waste time the next day, making a sword out of the Stygian Iron with the help of the Forge Master. She thought about getting her sword enchanted, but she didn't want any enchantments on it. Instead, she got her helmet enchanted with one of the powers of Hades' helmet, the power to meld into shadows, although to a lesser degree than she was sure Hades himself could do.

As a part of Camp Half-Blood, she had gone out on a couple of missions. One at the age of 17, which wasn't long after she'd made her new sword. She'd gone with a daughter of Athena and son of Hecate to take care of a cyclops gone loose. The battle against it was long and draining, but in the end they got it down. Everyone was bruised and wounded, but all three of them were alive while the cyclops was dead and no longer a problem. Her skeletons along with the Hecate son's magic and the Athena's daughter's strategic combat had greatly increased their chances of a successful mission. At the age of 18, she took on her second quest, where she had to take care of a manticore this time with the help of a son of Ares and daughter of Apollo. Much like the battle against the cyclops the year before, the battle against the manticore was long and draining, although it was that even more so because it appeared smarter than the cyclops. However, with a clever strategy involving the Apollo daughter's archery skills and the Ares son's combat skills, it was taken down, though not without any sort of wounds.

Being one of the few children of Hades, Freya is quite pleased with herself in Camp Half-Blood. She generally spends her days training her demigod abilities and sword skills to improve them even further. She'll gladly go on a mission so long as she is confident about her combat skills, which she views highly. So long as someone doesn't piss her off, she'll gladly spend time with them, but only when she has to. She doesn't look for anyone in particular in a romantic sense, choosing to see how that'll happen should someone confess to her, which she doesn't see as likely. Over the years while at Camp Half-Blood, she liked to work out to keep herself in shape. While being the daughter of Hades, one of the Big Three gods, did give her an additional strength compared to most other demigods, she still wanted to get stronger and improve her body.

Notes: Freya is fluent in Icelandic and English, because of being born and living in Iceland until her early teenage years, and being exposed to media that uses English from a young age. She also has an Icelandic accent. It's not very thick, but it's noticeable that she isn't from America.
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
1,924
0
0
Name: Carter DeMartino

Age: 17

Sex: Male

Appearance: Carter is Caucasian with thick dark brown hair and grey eyes. He is roughly 5?9 tall and a little bit light at 141 lb. He is somewhat lanky but it is hard to notice because he prefers to wear long pants and sleeves. He doesn?t work out, but he maintains a relatively balanced diet so he stays skinny. He alternates between letting his hair grow out and cutting it short, but when he arrives at camp, it is grown out. He can?t quite grow a beard yet but he shaves his peach fuzz every morning.

His preferred clothing is jeans with tennis shoes, a t-shirt, a long sleeved removable piece of clothing on top of the t-shirt (Sports coat, flannel shirt, his father?s GI jacket, it depends on the day) and one of two hats. A plain grey beanie, or a black trim-cut fedora depending on the weather.

Personality: Carter is smart, according to most of his teachers, but he doesn?t always feel like it. He has a bad habit of shirking responsibilities like homework without thinking about the consequences. Not that he is totally irresponsible, he just hates being forced to do things that bore him or that he finds unnecessary. He can be a bit of a smart ass sometimes, but what teenager isn?t. He loves technology and video games, and spends a lot of time on the internet. He also enjoys doing school plays and is a relatively talented singer. His random hobbies include beat boxing, singing, practicing fake accents, and lots and lots of reading. He is very creative and likes to write fiction (when he is think up things to write he says ?I?m creating?), and is great at thinking out meticulous details; despite that, he hates doing math, even though he doesn?t find it particularly difficult, just boring and repetitive.

Divine Parent: Athena

Demigod Abilities: Carter is very smart, but rather than channeling it through difficult studies such as architecture or chemistry, he writes excellent works of fiction. But in terms of useability as a demigod, he is a creative and effective tactician, coming up with plans and scenarios that most others don?t. His intellect is also very analytical, with him having a noteworthy talent for deducing facts and details simply through observation and contemplation.

Weapons and Wargear: When it comes to melee, he prefers the versatility of a bastard sword, allowing him to wield two-handed for more power; or one handed with a shield kept on his back, ready for use when needed.

He is moderately skilled, but doesn?t really like melee fighting, which is why he has been secretly studying magic from tomes and scrolls written about or even by Hecate for years. So far he has learned a little bit of how to create offensive magic energy projection (nothing really combat-ready) and can produce amateur magic wards or shields.


Enchanted Items: The Smart Book ? a small pocket-sized personal notebook that has magically infinite pages and will open to the exact page the owner is looking for when it is opened.


Biography: Carter?s mortal parent was actually his mother Sandra. (When he was old enough to think that was odd, his mother quickly explained that since he was born from a bonding of the mind rather than the body, the same ideas don?t really apply) She was the technical director of the New Orleans regional branch of a chemical holding company, and she was smart enough to be an advanced physics professor. She was born with the ability to see through the mist, which was what brought her to Athena?s attention. Athena told her all about the gods in the modern world, as well as monsters and the difficulties of a demigod, so she was well aware of what she would face while raising Carter. Athena explained that she didn?t wish to grand Sandra a child out of love, but out of hope that their two great minds would cultivate one just as great. Carter?s birth was a gift, a blessing from Athena onto his mother.

When he was less than a year old, his mother married John DeMartinio, a Major in the National Guard. They raised him together until he was 16, which was when they got divorced. While they were married, Sandra told John everything. He accepted it after she showed him the proof, by helping him see through the Mist. They were happy for several years, until Carter began developing. As Carter matured, he became very much a momma?s boy. He and his dad didn?t become nearly as close as he and his mother. By the time he was 15, Carter and John couldn?t speak to each other without arguing, and most of the time it was about non-mortal topics. Carter?s mother ended up always taking his side, so things deteriorated between her and John. John began to feel like a stranger in his own house, so he filed for divorce, which anyone who knew the couple had seen coming from a long way away.

Carter and his mother moved to NYC, where the company Sandra worked fro had their main office. She moved to a better job, and she was finally able to send him to the camp Athena had told her about, Camp Half-Blood. He adjusted to life in the Big Apple (a city he always knew he would love), and still visits his father in New Orleans a few times a year, but since last summer, he has decided to spend every day of summer vacation at Camp Half-Blood.

Notes: Carter began to develop somewhat of a guilty conscience after he and his mother moved because he blamed himself for his parents? divorce.
The reason he decided to try to get a grip on magic was because he had heared that at one time, Athena was considered to be the goddess of magic. He half-heartedly attempted to contact her a few times to ask her about it, but of course, it isn?t that simple. So he began searching for learning material and practicing in the wee hours of the night, until he found that he could do it. It was difficult to make the first step, and he hadn?t heard of any other child of Athena that could use magic, but the night he summoned a magic aura on his finger, was the night he resolved to be the first one.
 

Grim327

New member
Jul 21, 2011
408
0
0
Viking Incognito said:
Name: Carter DeMartino

Age: 17

Sex: Male

Appearance: Carter is Caucasian with thick dark brown hair and grey eyes. He is roughly 5?9 tall and a little bit light at 141 lb. He is somewhat lanky but it is hard to notice because he prefers to wear long pants and sleeves. He doesn?t work out, but he maintains a relatively balanced diet so he stays skinny. He alternates between letting his hair grow out and cutting it short, but when he arrives at camp, it is grown out. He can?t quite grow a beard yet but he shaves his peach fuzz every morning.

His preferred clothing is jeans with tennis shoes, a t-shirt, a long sleeved removable piece of clothing on top of the t-shirt (Sports coat, flannel shirt, his father?s GI jacket, it depends on the day) and one of two hats. A plain grey beanie, or a black trim-cut fedora depending on the weather.

Personality: Carter is smart, according to most of his teachers, but he doesn?t always feel like it. He has a bad habit of shirking responsibilities like homework without thinking about the consequences. Not that he is totally irresponsible, he just hates being forced to do things that bore him or that he finds unnecessary. He can be a bit of a smart ass sometimes, but what teenager isn?t. He loves technology and video games, and spends a lot of time on the internet. He also enjoys doing school plays and is a relatively talented singer. His random hobbies include beat boxing, singing, practicing fake accents, and lots and lots of reading. He is very creative and likes to write fiction (when he is think up things to write he says ?I?m creating?), and is great at thinking out meticulous details; despite that, he hates doing math, even though he doesn?t find it particularly difficult, just boring and repetitive.

Divine Parent: Athena

Demigod Abilities: Carter is very smart, but rather than channeling it through difficult studies such as architecture or chemistry, he writes excellent works of fiction. But in terms of useability as a demigod, he is a creative and effective tactician, coming up with plans and scenarios that most others don?t. His intellect is also very analytical, with him having a noteworthy talent for deducing facts and details simply through observation and contemplation.

Weapons and Wargear: When it comes to melee, he prefers the versatility of a bastard sword, allowing him to wield two-handed for more power; or one handed with a shield kept on his back, ready for use when needed.

He is moderately skilled, but doesn?t really like melee fighting, which is why he has been secretly studying magic from tomes and scrolls written about or even by Hecate for years. So far he has learned a little bit of how to create offensive magic energy projection (nothing really combat-ready) and can produce amateur magic wards or shields.


Enchanted Items: The Smart Book ? a small pocket-sized personal notebook that has magically infinite pages and will open to the exact page the owner is looking for when it is opened.


Biography: Carter?s mortal parent was actually his mother Sandra. (When he was old enough to think that was odd, his mother quickly explained that since he was born from a bonding of the mind rather than the body, the same ideas don?t really apply) She was the technical director of the New Orleans regional branch of a chemical holding company, and she was smart enough to be an advanced physics professor. She was born with the ability to see through the mist, which was what brought her to Athena?s attention. Athena told her all about the gods in the modern world, as well as monsters and the difficulties of a demigod, so she was well aware of what she would face while raising Carter. Athena explained that she didn?t wish to grand Sandra a child out of love, but out of hope that their two great minds would cultivate one just as great. Carter?s birth was a gift, a blessing from Athena onto his mother.

When he was less than a year old, his mother married John DeMartinio, a Major in the National Guard. They raised him together until he was 16, which was when they got divorced. While they were married, Sandra told John everything. He accepted it after she showed him the proof, by helping him see through the Mist. They were happy for several years, until Carter began developing. As Carter matured, he became very much a momma?s boy. He and his dad didn?t become nearly as close as he and his mother. By the time he was 15, Carter and John couldn?t speak to each other without arguing, and most of the time it was about non-mortal topics. Carter?s mother ended up always taking his side, so things deteriorated between her and John. John began to feel like a stranger in his own house, so he filed for divorce, which anyone who knew the couple had seen coming from a long way away.

Carter and his mother moved to NYC, where the company Sandra worked fro had their main office. She moved to a better job, and she was finally able to send him to the camp Athena had told her about, Camp Half-Blood. He adjusted to life in the Big Apple (a city he always knew he would love), and still visits his father in New Orleans a few times a year, but since last summer, he has decided to spend every day of summer vacation at Camp Half-Blood.

Notes: Carter began to develop somewhat of a guilty conscience after he and his mother moved because he blamed himself for his parents? divorce.
The reason he decided to try to get a grip on magic was because he had heared that at one time, Athena was considered to be the goddess of magic. He half-heartedly attempted to contact her a few times to ask her about it, but of course, it isn?t that simple. So he began searching for learning material and practicing in the wee hours of the night, until he found that he could do it. It was difficult to make the first step, and he hadn?t heard of any other child of Athena that could use magic, but the night he summoned a magic aura on his finger, was the night he resolved to be the first one.
Darn it, you beat me to some of the aspects that I was going to use. Back to the drawing board I guess. Best of luck to ya.
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
1,924
0
0
Grim327 said:
Viking Incognito said:
Name: Carter DeMartino

Age: 17

Sex: Male

Appearance: Carter is Caucasian with thick dark brown hair and grey eyes. He is roughly 5?9 tall and a little bit light at 141 lb. He is somewhat lanky but it is hard to notice because he prefers to wear long pants and sleeves. He doesn?t work out, but he maintains a relatively balanced diet so he stays skinny. He alternates between letting his hair grow out and cutting it short, but when he arrives at camp, it is grown out. He can?t quite grow a beard yet but he shaves his peach fuzz every morning.

His preferred clothing is jeans with tennis shoes, a t-shirt, a long sleeved removable piece of clothing on top of the t-shirt (Sports coat, flannel shirt, his father?s GI jacket, it depends on the day) and one of two hats. A plain grey beanie, or a black trim-cut fedora depending on the weather.

Personality: Carter is smart, according to most of his teachers, but he doesn?t always feel like it. He has a bad habit of shirking responsibilities like homework without thinking about the consequences. Not that he is totally irresponsible, he just hates being forced to do things that bore him or that he finds unnecessary. He can be a bit of a smart ass sometimes, but what teenager isn?t. He loves technology and video games, and spends a lot of time on the internet. He also enjoys doing school plays and is a relatively talented singer. His random hobbies include beat boxing, singing, practicing fake accents, and lots and lots of reading. He is very creative and likes to write fiction (when he is think up things to write he says ?I?m creating?), and is great at thinking out meticulous details; despite that, he hates doing math, even though he doesn?t find it particularly difficult, just boring and repetitive.

Divine Parent: Athena

Demigod Abilities: Carter is very smart, but rather than channeling it through difficult studies such as architecture or chemistry, he writes excellent works of fiction. But in terms of useability as a demigod, he is a creative and effective tactician, coming up with plans and scenarios that most others don?t. His intellect is also very analytical, with him having a noteworthy talent for deducing facts and details simply through observation and contemplation.

Weapons and Wargear: When it comes to melee, he prefers the versatility of a bastard sword, allowing him to wield two-handed for more power; or one handed with a shield kept on his back, ready for use when needed.

He is moderately skilled, but doesn?t really like melee fighting, which is why he has been secretly studying magic from tomes and scrolls written about or even by Hecate for years. So far he has learned a little bit of how to create offensive magic energy projection (nothing really combat-ready) and can produce amateur magic wards or shields.


Enchanted Items: The Smart Book ? a small pocket-sized personal notebook that has magically infinite pages and will open to the exact page the owner is looking for when it is opened.


Biography: Carter?s mortal parent was actually his mother Sandra. (When he was old enough to think that was odd, his mother quickly explained that since he was born from a bonding of the mind rather than the body, the same ideas don?t really apply) She was the technical director of the New Orleans regional branch of a chemical holding company, and she was smart enough to be an advanced physics professor. She was born with the ability to see through the mist, which was what brought her to Athena?s attention. Athena told her all about the gods in the modern world, as well as monsters and the difficulties of a demigod, so she was well aware of what she would face while raising Carter. Athena explained that she didn?t wish to grand Sandra a child out of love, but out of hope that their two great minds would cultivate one just as great. Carter?s birth was a gift, a blessing from Athena onto his mother.

When he was less than a year old, his mother married John DeMartinio, a Major in the National Guard. They raised him together until he was 16, which was when they got divorced. While they were married, Sandra told John everything. He accepted it after she showed him the proof, by helping him see through the Mist. They were happy for several years, until Carter began developing. As Carter matured, he became very much a momma?s boy. He and his dad didn?t become nearly as close as he and his mother. By the time he was 15, Carter and John couldn?t speak to each other without arguing, and most of the time it was about non-mortal topics. Carter?s mother ended up always taking his side, so things deteriorated between her and John. John began to feel like a stranger in his own house, so he filed for divorce, which anyone who knew the couple had seen coming from a long way away.

Carter and his mother moved to NYC, where the company Sandra worked fro had their main office. She moved to a better job, and she was finally able to send him to the camp Athena had told her about, Camp Half-Blood. He adjusted to life in the Big Apple (a city he always knew he would love), and still visits his father in New Orleans a few times a year, but since last summer, he has decided to spend every day of summer vacation at Camp Half-Blood.

Notes: Carter began to develop somewhat of a guilty conscience after he and his mother moved because he blamed himself for his parents? divorce.
The reason he decided to try to get a grip on magic was because he had heared that at one time, Athena was considered to be the goddess of magic. He half-heartedly attempted to contact her a few times to ask her about it, but of course, it isn?t that simple. So he began searching for learning material and practicing in the wee hours of the night, until he found that he could do it. It was difficult to make the first step, and he hadn?t heard of any other child of Athena that could use magic, but the night he summoned a magic aura on his finger, was the night he resolved to be the first one.
Darn it, you beat me to some of the aspects that I was going to use. Back to the drawing board I guess. Best of luck to ya.
Was it the divorce complex? The secret study of magic? Or the hat? It was the hat wasn't it.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
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CrazyBlaze said:
Question. When is the deadline for submitting a sheet?
At present, there is no deadline.

Viking Incognito said:
Okay, I already see a few issues with your character.

First, the circumstances of his birth. None of the Pantheon would enter into such a relationship. While you do get the details of how the child is conceived more or less correct, children of Athena are born from the genius of the father and the divine thought of the goddess. 'Father' being the operative word here.

Second, I'm not a fan of his lack of interest in most things. If he won't finish his homework because he's bored, who would trust him with drawing up a battle plan? That's not what people look for in a strategist.

Third, Carter's powers aren't particularly... well, divine-oriented, unless you have some sort of grand plan in mind.

Fourth, more problems with the biography. You make almost no mention of the world of Greek mythology in Carter's history.

4a) "By the time he was 15, Carter and John couldn't speak to each other without arguing, and most of the time it was about non-mortal topics." What does this even mean? You aren't specific enough.

Fifth, Athena has never been described as being the goddess of magic. Why is Carter secretly studying it if it's not a part of his mother's domain? Why is it even secret in the first place?

Sixth, the enchanted item. In what way will this be usable on a mission outside of camp? That is one of the criteria that I look for in items and powers.
 

TheIronRuler

New member
Mar 18, 2011
4,283
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0
My entry. I hope you can look over it and tell me which part suck the least.
Name: Hughes Mustang
Age: 22

Sex: Male

Appearance: Hughes is a black man at around 5'7 feet tall and weighing at around 220 pounds. He's not very muscular and when on foot can tire himself out rather quickly. He's rather overweight, a fact that used to hinder his lifestyle before he unlocked his powers. His black hair is cut short to try and hide his early receding hairline. Brown eyes that look too plain to be given a second glance make Hughes not a very appealing gentleman.

When standing in front of a wardrobe, Hughes would choose to wear comfortable loose pants, usually in darker colors and a plain t-shirt with no inscription on it. His financial situation doesn't allow him to indulge in shopping sprees, so he has to settle for plain sneakers he could find at a surplus store in a bargain price. With that in mind, he only has one pair of shoes.

Personality: Hughes is the type of guy that would promise you the world, but later give you an ice-cream cone and try to make it up for you by saying he was really sorry. He's lazy and forgetful, often not finding a reason to wake up in the morning and get to work besides his landlord shouting at him to give him his last week's payment.

However he loves the freedom of flight and loves solitude. That's when he can concentrate and do what he loves, which is reading, or flying.... or maybe even both at the same time! Hughes likes to help others and as a result gained some friends over the years for that alone. He's more outgoing and friendly when surrounded with his fellow demi-gods.

Divine Parent: Aelous

Demigod Abilities: Utilizing the power of wind, Hughes can make himself as light as a feather and keep himself nearly flying when walking around. Provided that nobody looks, he can even fly around at a low altitude and enjoy the air from up above. He can use the same technique to make other objects in his hands lighter, such as his regular war-hammer he uses when encountered with nasty problems. The hammer appears to be a golf club, the only fancy looking device lying around in his apartment.

He can also use the wind to jump higher and fly in the middle of a fight when he needs to get away from a threat he can't handle.

Weapons and Wargear: A war-hammer nicknamed Sindri. Although people had asked him before, Hughes haven't disclosed the meaning of the name he gave to his trusty weapon.
The hammer is 24 inches long. At the top is a small ball with a chain tied to it that is supposed to go around the wearer's wrist. The shaft is around 18 inches long and at the end the head of the hammer at around 4 inches long and 3 inches wide. The head extended in both ends the same way, 4 inches in either direction.

Enchanted Items: An enchanted watch Hughes first bought from a shady dealer downtown and later brought to the camp to be enchanted. It's a fake, but it still looks good. The watch lets Hughes amplify his strength for the purpose of letting loose powerful wind-blasts. It also tells the time!

Biography: Born to a single mother living in the Bronx, Hughes' future wasn't that bright when he was growing up. When he was five he suffered from a terrible lung illness that nearly killed him. The recovery was slow and required him to abstain from any exercise in the following year. With the bills piling and his mother always outside working, Hughes kept to himself in his house reading comic books he could scrounge from any younger children or pick up at the comic shop for free on account of their condition.

As he grew older Hughes grew fatter and more disinterested in leaving the house. He delved deeper into books, learning other languages and combing the history of our world. He familiarized himself with aspects of philosophy that seemed unfathomable to him only a few years ago and kept on checking out books from nearby libraries. It seemed like the only reason why he would come out of his house at times. He barely came to school, calling it a shame and demanding his mother to leave him alone.

When he was 14 the police came knocking on his mother's door demanding her incarceration. Hughes begged them to leave her be as long as he goes to school daily and without missing another day. The more time passed, the more depressed he became. Ludicrously enough, the thought of taking his own life popped into his mind. He started thinking of himself as a burden and a liability crushing his mother under more debt and sorrow. When he was 15, he threw himself off his building's roof, hoping he won't have to open his eyes again.

To his surprise he didn't touch the ground. Hughes found himself flying mid-air in his block, unsure whether he should be happy, sad, or terrified. He remembered all of those comic-book heroes he read about when he was a kid and thought he could be one of those too. Fueled by new-found enthusiasm, Hughes was certain he could become a masked hero and save people's lives. He dawned the mantle of the flying eagle, a spandex heavy costume with a flashy head ornament it took him two weeks to make and went out to the street to fight crime!

His first attempt of stopping a robbery landed him in a hospital with seven stab wounds and the internal bleeding caused by a five minute long beating session by three large thugs. It was then that his true identity was revealed to him by a strange old man who looked like a patient at first named Chiron. He met Hughes in the hospital and explained the whole shebang to him, including his powers and his innate abilities. After the immediate phrase of "nigga you crazy", Hughes realized that Greek Gods were more probably than the x-gene.

Hughes jumped at the opportunity to be in the camp so that his mother wouldn't have to worry about him when he's not in school. Going in the camp under the guise of a gifted young man that was accepted into a special school and received a scholarship, his mother was ecstatic when she read the faked letter Hughes crafted. Hughes spent many weeks in the camp when he could; he was further honing his flying ability and even managing to find a way to keep himself light anytime.

As he grew older it was expected of him to come to missions and aid the younger camp members. He was reluctant to risk his life fighting some deranged monster but he didn't mind giving a hand to the new arrivals whenever he could. For that he managed to accumulate a surprising amount of friendly faces in the camp, ones that when sent into danger had his conscious force him to accompany them. With that, Hughes was the oldest yet least experienced member of his first few excursions into the wild. Even though he managed to stay alive long enough to reach the age of 23, he was forced to watch the deaths of some of his friends. Friends he would have never made in the real world.

When Hughes was 17 he officially left school in favor of renting an apartment near his mother's house and hopping on a bicycle to pay off the rent as a deliver man. His powers helped him even then, when he made the bicycle lighter and move faster than he could have ever done by himself.

Notes: Hughes can be a fundamentally different person inside the camp atmosphere and outside of it. Even though he retains his laziness in camp, he is much more outgoing while being surrounded with people of similar divine connections.

Hughes's favorite Marvel character is Thor with his mighty hammer. It was one of the reasons why he decided on a war-hammer as a weapon, even though it was first recommended to him to use something else. With time he made it much easier to use, but he wasn't capable to do nearly as much awesome things as he could do if he had Thor's hammer.

Hughes is curious about the fate of other mythologies in the world and whether or not they exist too.
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
1,924
0
0
CounterAttack said:
Viking Incognito said:
Okay, I already see a few issues with your character.

First, the circumstances of his birth. None of the Pantheon would enter into such a relationship. While you do get the details of how the child is conceived more or less correct, children of Athena are born from the genius of the father and the divine thought of the goddess. 'Father' being the operative word here.

Second, I'm not a fan of his lack of interest in most things. If he won't finish his homework because he's bored, who would trust him with drawing up a battle plan? That's not what people look for in a strategist.

Third, Carter's powers aren't particularly... well, divine-oriented, unless you have some sort of grand plan in mind.

Fourth, more problems with the biography. You make almost no mention of the world of Greek mythology in Carter's history.

4a) "By the time he was 15, Carter and John couldn't speak to each other without arguing, and most of the time it was about non-mortal topics." What does this even mean? You aren't specific enough.

Fifth, Athena has never been described as being the goddess of magic. Why is Carter secretly studying it if it's not a part of his mother's domain? Why is it even secret in the first place?

Sixth, the enchanted item. In what way will this be usable on a mission outside of camp? That is one of the criteria that I look for in items and powers.
Okay I see your point. I do plan on changing it I just feel like I should explain so you don't think I am an idiot.

First, I understand the parentage thing is very different, but like I said on the sheet; since the "conceiving" of a child of Athena doesn't really involve romance I was setting up the idea that Carter was a kind of science experiment; rather appropriate for the circumstances in my opinion. I was taking the liberty of assuming Athena would be open minded enough for something like that.

Second, there are some big differences between shirking math homework, and preparing a battle plan. The most relevant in Carter's case is that he would enjoy making battle plans and want to do well with them.

Third, unless you are talking about the secretly magic thing I don't really know what you are asking for. As far as I know, Athena's children don't really have any specific tangible powers like water control; they are just exceedingly smart, which Carter is.

4: I planned to expand on his pre-camp demigod experiences in-game. I figured not every demigod has to be defined by the monsters/mythical beings they encounter before camp.

4a: I mean matters involving Greek mythology. Arguments caused by tension between the two over who was more fit to defend the family from monsters and such. Things involving monsters and gods and Carter's parentage, etc.

5: I saw a bit on Athena's page on the Camp Half-Blood wiki that said she was sometimes considered goddess of magic and decided to roll with it. He would study it secretly so he doesn't have to explain to people why he is studying something that isn't widely considered part of his parent's domain.

6: It is just for taking notes. There were definitely a few times in the books where the characters could have used this on quests.

So, I will change it up, just thought you would like to know why I made my choices.
 

CrazyBlaze

New member
Jul 12, 2011
945
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Name: Nathan Jonson A.K.A Chowilawu
Age: 19

Gender: Male

Appearance: Nathan has long, braided black hair that reaches the middle of his back. His black eyes stand out against his light brown skin. He has a pointed chin and high cheekbones. He stands at 6?1 and weighs about around 180. He has well defined muscles from long periods of spending time in the wilderness and from practicing his archery.
Nathan dresses in classic Native style, moccasins, soft leather leggings and shirt. He also has sets that have fur on them for when it gets colder out. He carries his bow and quiver on his back almost all the time.

Personality: Nathan is a kind hearted person who loves nature. He could spend days in a forest and not be bothered by it. He does also like to spend times with others even if it?s just to keep from losing touch with the world. He is sometimes socially awkward and does occasionally miss important social clues, such as when to leave a couple alone. He likes to laugh and enjoys even the corniest jokes. Because of his connection to nature he is angered by anyone who abuses nature without reason or recklessly. Because of his hunting skills he also looks up to Artemis despite not being able to join her group of female hunters.

Divine Parent: Demeter, Goddess of the Harvest

Divine Powers: Nathan has the ability to talk to nature. Using this he can talk to various plants and trees.

Weapons and Wargear: Nathan uses a bow and a quiver as his weapons because of his hunting experiences as he was growing up. He also carries around a small knife for skinning animals.
Enchanted Items: Nathan?s moccasins are enchanted so that his footsteps are quiet. This allows him to move quietly through forests and other areas. They do not make him silent only reduce the amount of noise he makes when walking. If he stepped on a stick and broke it, it would still make a noise but not as loud as if he stepped on it without his moccasins. He also carries a compass that will guide him back to a point he has previously set the compass to. It can hold up to three points.

Biography: Nathan?s father, Clark Jonson was a drunk and passed out in a field one night when Demeter came down and blessed him with a night of companionship in an attempt to bring Clark back to nature. Nine months later Nathan appeared on Clark?s doorstep with a note explaining what happened and why he was to raise the child. Clark tried to ignore the child until the Chief of his tribe forced Clark to take the boy in.

Nathan grew up with a Father who was mostly absent, either drinking or working miscellaneous jobs to earn money to drink. The tribe Chief took Nathan under his wing and guided him in life. The Chief along with a few other men of the tribe taught Nathan how to hunt and live off the land. When Nathan was twelve he got separated from the rest of his hunting group. Lost in the forest a Dryad named Marian found Nathan and helped him find the rest of his group.
Nathan eventually came to be obsessed with Marian and would often spend weeks at a time in the forest talking and spending time with her. During the time he spent with her she helped him discover his power to talk to nature. When he was fourteen a group of careless campers set fire to the forest and Marian?s tree burned down. Angry at the loss of Marian, Nathan withdrew from the rest of tribe and spent even more time in the forest. Eventually another Dryad appeared before Nathan with information about Camp Hal Blood.

With the blessing of his tribe?s Chief he left their land and made his way to Camp Half Blood at the age of sixteen. During his three years there he came to grips with the loss of Marian and came to really admire Artemis?s Hunters. Despite not being able to join them he once followed them after they visited the Camp. They turned out to be hunting a group of rouge harpies. During the ensuing fight he saved one of the Hunters when a Harpy grabbed her with her claws, by shooting it through the wing.
Despite being impressed by the shoot the Hunters were furious with Nathan and sent him back to the Camp, though whenever the Hunters visit the Camp he trains with them.

My entry. Please let me know if anything needs fixing.
 

Pappytech

Invested all my Souls into Res
Jun 7, 2011
2,172
0
0
Name: Millie Strife

Age: 19

Sex: Female

Appearance: Standing at just shy of 5'6", Millie typically carries herself with a cautious, always-wary air. Her shoulder length, light brown hair is almost always tied up in a neat ponytail, and her emerald eyes are hidden behind a worn, heavily scratched pair of glasses. Lightly tanned skin tells of her Native American ancestry, at least on her mother's side.

Millie's clothes, though varying in color and brand, are all fairly similar: a simple long-sleeve or t-shirt, occasionally accompanied by a jacket, and a pair of pants or jeans. Though she knows it's silly, Millie does have a "lucky" t-shirt, primarily dark blue with a stylized, sky-blue gust of wind across the chest. She tends to wear this shirt only on special occasions: first day of camp, when embarking on a quest, day of a big test, etc.

She also wears a necklace, seemingly made out of ordinary rope. A series of knots are randomally tied into the accessory; currently there are 17, though it looks like there might have been more at some point. An aged pair of tennis shoes completes her apparel.

Personality: Millie is a reserved, quiet girl. Though she can be perfectly amiable around people if she has to, she prefers to be either by herself or in the company of a small group of close friends. She views her reading and daily training sessions as personal affairs, and will not react well to anyone, whether they're a friend or not, intruding on her during these times.

As a child who often struggled to make friends, Millie found solace in books and comics when she was young. Even with her dyslexia impeding her reading ability, there are few things that bring her more joy than escaping into a fictional world and the characters held within.

However, despite her admittedly anti-social tendencies, Millie values her friends above all else. If they need help, advice, or even just someone to talk to, she will always be ready to do whatever she can.

Finally, Millie tends to avoid talking about her extended family. It can be a little awkward when your half-brothers are horses.

Divine Parent: Zephyrus, god of the West Wind.

Demigod Abilities: As the daughter of the gentlest of the winds, Millie lacks the sheer power over the air that children of Aeolus often possess. However, by no means does this mean that she's without supernatural talents.

Millie can passively alter the air resistance that surrounds her, in order to both bolster her own speed and attack power and to hinder her opponents. This control, though far from perfect or absolute, has proven to be a powerful tool in combat, allowing her to make full use of her martial arts training and to defeat enemies that normally would have crushed her.

In addition, the weather around Millie is normally quite nice. It's nothing major, but the air around her is always a little warmer in winter, a little cooler in summer, and simply pleasant during spring or fall.

Weapons and Wargear: Though Millie mainly relies on her martial arts abilities when it comes to fighting, she also realizes that it's almost impossible to subdue a mythological creature with her bare hands. As such, she carries a set of five throwing axes, either to use as a ranged weapon or to finish off a downed foe. Though they're not her primary form of attack, Millie can use these axes with incredible skill.

She wears no armor.

Enchanted Items: Millie received her necklace from her father, on one of the few birthdays he managed to show up on. Originally composed of 25 knots, the necklace is enchanted with the ability to summon a powerful Aurai (nymph of the breeze) when one of its knots is untied; said Aurai will then use her powers to bolster Millie's abilities to a phenomenal level. If she chooses to fight with the power boost, Millie's attack strength rises astronomically; however, such attacks will damage Millie as well, as her body's natural strength and stamina remain constant. It is more common for Millie to use the Aurai to boost her speed and simply flee, using her now superhuman speed to evade her enemies and get as far away as she possibly can.

As of now, Millie has used the necklace eight times. 17 knots remain.

Biography: The first half of Millie's life, though certainly not perfect, was nothing if not interesting. Born in the heart of downtown Chicago, Millie's "family" consisted of a handful of eclectic, but friendly, individuals, tenets who lived in her mother's boarding house. Her mother, Sarah Strife, was usually there, as a source of advice and someone to confide in when Millie had no one else to turn to, but it was her neighbors/babysitters that truly defined her childhood.

There were the Rhees, an older couple who had immigrated from South Korea. Kind, generous, and always willing to share some of their native cuisine with a hungry girl, they treated Millie like the child they had never had. They taught her how to use chopsticks, imparted a few snippets of their homeland's language, and were a regular source of hard candies.

There was Mr. Hutchinson, the middle-aged veteran. Missing a leg and constantly grumbling about something or another, he initially struck a young Millie as more than a little intimidating. However, the sight of a timid little girl is often enough to soften even the hardest of hearts, and Millie quickly learned that, while his language may have been rough (if not downright filthy at times) Mr. Hutchinson had a gift when it came to telling jokes and stories. Countless hours were whiled away in his living room, listening to tales of years gone by and giggling at knock-knock jokes.

There was old Mrs. Bapka, who seemed to have lost most of her marbles along with her teeth. The chain-smoking Virgil, always happily going at his typewriter, always working on his play or novel or collection of short poems. The McMurrays, Franky Lalonde, Clair Stanfield! A collection of names and faces so diverse, so different, and all of them trying to impart their own nuggets of wisdom onto the little girl living in their midst.

However, spending most of her early life with so many adults ended up having a rather adverse side effect. By the time school rolled around, Millie had grown so used to being around grown-ups that she didn't know how to behave around other kids. Always seen as strange by the other children, she was often shirked or picked on. The few youngsters that did try to befriend her found her too nervous or quiet, and almost universally abandoned their efforts.

It was a vicious cycle. The more she was hurt at school, the more she confided in her family back home. The more she confided in her family, the more bizarre traits and habits she picked up. The more bizarre she acted, the more she was hurt at school...

It was during the fifth grade that Millie came home in tears, almost inconsolable about the scrapped knee she had received when a larger boy had pushed her down. Sarah, of course, had been there to offer a hug and a band-aid, but, besides calling the principal, there was little she could do to solve the problem. It was, in fact, Mrs. Rhee who offered a solution:

During her youth, Mrs. Rhee had been more than a little skilled in the martial arts, and though she was far past her prime, her body still remembered the techniques that she had honed over years of practice. Taking Millie under her wing, Mrs. Rhee taught the child how to use a larger foe's force against them, how to bend and weave through a furious barrage of heavy blows, and how to remain calm and collected under the most dire of circumstances. Millie took the daily lessons to heart, and although her change in personality only further reinforced her classmates' opinions of her, she found the inner resolve strengthened.

Things seemed to be going alright for Millie. She was happy at home, doing decent in school in spite of her dyslexia, and was steadily getting stronger. Then, strange things began happening. Children at Millie's school began to complain of feeling ill, often going to the nurse's office only to return feeling worse, if not simply being sent home. And when Millie informed her mother of the strange happenings, she was able to spot a brief look of terror flash across Sarah's face.

It was a few days later that Millie was roughly shoved into Mr. Hutchinson's car, scared and with no idea what was happening. Her mother had hastily said something about a camp and Long Island, but Millie hadn't really understood. It was apparent that her current guardian was almost as clueless; he had been given a map to New York, money for food and gas, and instructions to not stop driving until they had reached their destination.

They had made it halfway through Pennsylvania when something slammed into the car, sending it rolling off the road and into a ditch. Something that ripped Mr. Hutchinson out of his seat before he could draw his old service pistol and tossed him a good twenty feet away. Something with a long, serpentine body, a misshapen, female torso, and a pair of eyeless sockets that locked onto Millie with an air of hunger and hate.

With adrenaline and terror pumping through her veins, the girl had staggered from the wreckage, desperately trying to run away from the monstrosity. This proved rather ineffective, however, as the creature managed to cut her off time and time again, its scaly coils moving far too fast for Millie to escape. Desperately, the youth assumed one of her stances just as the monster lunged at her, her body moving on instinct as her death hurtled through the air. No one was more surprised than Millie when she managed to actually throw the horrific thing through the air, her arms reflexively redirecting the surely lethal blow without hesitation.

Her victory didn't last long, however. With one lash of its tail, the beast swept Millie's legs out from under her, cackling as the girl fell to the ground. The girl struggled to rise to her feet, but found herself breathless and stunned, only able to watch as her demise slowly crept towards her...

And then a titanic gust of wind tore through the air, picking up Mr. Hutchinson's car and slamming it onto the monster with unforgiving force.

Millie was thirteen, and had just met her dad after he saved her from an evil snake lady. It was a weird day.

Long story short, Millie, Zephyrus, and a rather groggy Mr. Hutchinson made their way to Long Island safely. After helping Mr. Hutchinson get a new car (luckily his insurance covered moose attacks) the god personally escorted his understandably belligerent daughter to the gates of Camp Half-Blood before disappearing as quickly as he had arrived.

Millie managed to recover from her shock and confusion over the next few days, slowly coming to terms with a number of revelations. The Greek gods of old were real, she was a demigod, monsters were trying to kill her, etc.

Maybe it was the near-death experience, or the knowledge that she really was a bizarre little girl, but Millie actually managed to break out of her shell during her stay at the camp. She even managed to make a few friends!

The years have ticked by, and Millie has remained a regular at Camp Half-Blood. Her knowledge and abilities have increased as time passed by, and now the frightened little girl has grown into a competent, if not superb, combatant. In addition, though she still spends most of the year back home with her "family", she has come to view a select few of her fellow campers as a secondary family.

Millie is happy at Camp Half-Blood, and nothing will ever change that.

Notes:

Fluent in English and knows quite a few helpful Korean phrases and terms. Also has a smattering of Russian words, but has no idea what most of them mean.

Right, so here's the majority of my character sheet! Sorry about the current lack of a biography; those always tend to give me a bit of a problem, but rest assured I'll have one up either tonight or tomorrow. In the meantime, any criticism on what the sheet currently has would be appreciated.

Out of curiosity, will this RP take place before, after, or during the events of the Percy Jackson books? Or is this an AU, where none of the big stuff really goes down?

EDIT: Right, got the bio uploaded. Sorry that it took me a while; needed to sort through a few ideas before finally settling on this.
 

CounterAttack

A Writer With Many Faces
Dec 25, 2008
12,093
0
0
Pappytech said:
Right, so here's the majority of my character sheet! Sorry about the current lack of a biography; those always tend to give me a bit of a problem, but rest assured I'll have one up either tonight or tomorrow. In the meantime, any criticism on what the sheet currently has would be appreciated.

Out of curiosity, will this RP take place before, after, or during the events of the Percy Jackson books? Or is this an AU, where none of the big stuff really goes down?
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. There are also a fair few differences in the universe, so as to adapt it to a more mature demographic.
 

Viking Incognito

Master Headsplitter
Nov 8, 2009
1,924
0
0
Okay, I scrapped the other sheet.

This one was adapted from one I made for an RP that never got off the ground and I took all your previous points into mind while writing it

With your humble permission, Taza Kuruk

Name: Taza ?Taz? Kuruk

Age: 19

Sex: Male

Appearance: Native American with pitch black hair and orange eyes. He keeps his hair short and messy with a single thin braid on the back of his head (sort of like a Jedi padawan braid). He is 5?10 with a lean muscular frame like a track runner. He wears a dark green t-shirt with the sleeves cut off under a grey zip-up hoodie, under a long sleeved black biker jacket. Below the waist, he wears jeans and tennis-shoes with no socks. He has an ear piercing that it a white hoop with a baby-eagle feather the size of a thumbnail hanging from it. He has a strong apache jawline and strong rough hands. He is also missing two fingers on his left hand. He has had them replaced by metal ones that move like real fingers and they are held on by a leather glove ( the arrangement was whipped up by the Hephaestus cabin). He wears an Apache choker necklace [http://www.nativeamericanstuff.net/216225_1364b_998829_APACHE_INDIAN_BONE_BEAD_CHOKER_NECKLACE.jpg] under his camp necklace. On his camp necklace, in the middle of his annual beads, there is a stone arrowhead, and a celestial bronze 45. caliber bullet still in its casing.

Personality: Taza isn?t much of a socialite, but he is generally more approachable that other children of Ares. He Spends most of his free time sleeping, training, or reading. If he encountered a stray dog he would probably take it home and train it. He is unusually patient considering his parentage, and never engages in verbal back and forths. He doesn?t feel like he has to strut and posture, like some other children of Ares, rather, he prefers to let his intimidating presence and unwavering demeanor speak for themselves.

Divine Parent: Apache Name: Tobadzistsini Greek Name: Ares

Demigod Abilities:

Virtually unrivaled close-quarters fighter: his war-god blood combined with the legendary melee skills of Apache warriors makes him one of the deadliest campers in the Ares Cabin.

Skilled Archer: Again, his godly blood and Apache teachings give him a greater edge than usual.

Guerilla Tactics Specialist: The guerilla tactics of the apache warriors terrified the American and Mexican militaries in the early 1800s, and Taza is keeping those traditions alive.

Tracker: His mother and Uncle taught him to track in the wild.


Weapons and Wargear:

Weapons: Taza keeps 4 C. Bronze knives on him in battle. They can all be used for hand to hand fighting, or as deadly efficient mid-range throwing weapons. He uses a bow and arrow for long range. He keeps an Apache war club [http://www.soldusa.com/rainworx/uploaded/9775.jpg] on him in case he needs to go non-lethal and/or fight mortals. His signature weapon however, is his Tomahawk named ?Geronimo?. The handle is made of stone with a leather-wrap grip, and the serrated edge blade is a carved hell-hound shoulder blade.

Armor: Taza doesn?t wear armor in battle, he instead opts for traditional Apache war clothing [http://xboxlivemedia.ign.com/xboxlive/image/article/109/1094953/deadliest-warrior-the-game-20100604025247714.jpg] with camouflage body-paint depending on the environment and/or availability of paint. People have tried to get him to wear armor several times, all ending in various degrees of failure (and sometimes injury)

Enchanted Items: None

Biography: Taza was the latest in a long line of proud Apache warriors going back more than a hundred years. His mother Niti Kuruk and her brother Gopan were members of a modern day Apache culture preservation group, specifically the part of the group focused on the Apache ways of war. Gopan was an instructor of apache guerilla tactics to the U.S. Armed forces, and Niti was intelligence operative for Delta Force. It was this that attracted Ares to her. He approached her while she was off active duty and staying on the Reservation in eastern New Mexico. For a month they shared a wild affair in which Ares taught her about Greek mythology in the modern world.

When Ares left, she told her brother everything and asked him to help raise her son to be a warrior deserving of his blood. They had him training in the traditional ways of Apache warfare from the day he could walk. They told him all about the gods and how they were sure he would make Ares proud. One day, when Taza was 13, he and his uncle were tracking large prey that had been stalking the residents of the reservation. When they found it, it turned out to be a Hell Hound. In the ensuing fight, Gopan?s leg was severely broken and the mucle had been damaged. Taza managed to lure the beast into a trap he and his Uncle had set, and then break its head open with a large rock. It was from this hellhound that he made his tomahawk Geronimo, which he began making good use of. Uncle Gopan?s leg never recovered and he had to move in with Taza and his mother. That battle awakened Taza?s demigod blood and from then on more monsters began appearing. He and his mother were able to fight them off or occasionally just Taza when she was called away on missions. By the time he was 15 they were being attacked twice or even three times a month, and other people were getting hurt.

Taza explained to his mother that they simply couldn?t keep living like this and it was finally time for him to leave for the safe haven Ares told her about; Camp Half-Blood. She and Uncle Gopan bid a heartfelt farewell as he boarded the plane to New York. It was the first time he had been further east than Colorado. His mother Iris messaged Chiron before he got there and Taza was welcomed into the camp. After some opening trouble with being the new kid in the most hostile cabin in camp, Taza proved himself in Capture the Flag and the Arena. He has been living at the Camp for 3 years and still visits the reservation a few times per year, for holidays and such.

Notes: Taza speaks the Apache language fluently. He also is very agitated when people make assumptions about his culture.
 

SkyeNeko

New member
Dec 30, 2010
3,104
0
0
i feel like my sheet is... odd this time around.
Name: Ambrose Lark
Age: 17
Sex: Female

Appearance: Her skin is a bit darker than tan. She's average height and weight, but has almost no defined muscle. Her eyes and her hair are both gray/silver, despite her age, and make her look older than she really is. She keeps it fairly short, so it tends to produce choppy ringlets and curls that she keeps in ponytails. Around camp she usually wears a white, sleeveless, cotton nightgown. It's thick enough to pass for a normal, albeit very plain, dress. She has a scar that extends from her shoulder and down her arm, from one time when she fell asleep in a spar.

Personality: Ambrose is lazy and lax. Not very much registers on her radar. When she consumes copious amounts of caffeine, she can get very inquisitive and curious. Spending large amounts of time asleep means a lot of things pass you by, and everything is foreign and new by the time you wake back up. She's often blunt, never meaning any offense, but too tired to beat around the bush.

Divine Parent: Hypnos

Demigod Abilities: Using her pendant, Ambrose can lull people to sleep, and see into their subconscious. She can induce and manipulate dreams, turning them into perfect Elysium or hellish Tartarus. She also has an idea about how to make sleep inducing potions, but isn't skilled enough to be able to control when their users wake up.

Weapons and Wargear: A long scythe that she likes to use for a single purpose: decapitation. She'd much rather run than put in the effort to take down a target that cannot be felled with one stroke. The hilt is ebony, and the blade Celestial Bronze. It's about as tall as she is, the blade about the length of her arm, so she tends to drag it behind her when she walks.

Enchanted Items: A pendant with a poppy engraving the size of her palm on a long chain, given to her by her father. She can use it to lull her target to sleep if they watch its motions for too long. A normal human only needs to watch it for a couple seconds before falling asleep, with demigods needing a good minute or two to feel its effect.
Ambrose can also talk to and understand her kitten Lethe, who was a present from her aunt.

Biography: Ambrose was born to Anita Lark, a neurologist at the Torrance Memorial hospital in California. Anita met Hypnos in her dreams, and thought she had dreamed up the perfect mate. One of their more steamy dream meetings resulted in Ambrose. She was relatively happy when she found out she was pregnant, and immediately started doing research on lucid dreaming. Of course, no one would believe her, but she was undeterred. She needed no father for her child.

Unfortunately, Anita was sorely disappointed by the unmotivated girl who seemed to want to do nothing but sleep. There was no spark of brilliance she could see, no intelligence or cleverness. The rumors and remarks she had endured, the stigma of being a single mother... Anita sent her away to Our Lady of Perpetual Hope, a boarding school in New York, as soon as she could, glad to pay for her to be someone else's responsibility.

Ambrose failed almost every class consistanly. It wasn't that she didn't know the material, in contrast, she knew every lesson they taught her, but she slept through tests and quizzes and lectures. The teachers tried everything to keep her awake and to wake her up, but finally resorted to just sticking her in the back of the class "with the other troublemakers."

Then Ambrose turned 13.

Her teachers accused her of making things up, of dreaming too wildly. They didn't believe her when she said she saw men with only one eye, or women coming out of the trees, or girls playing at the bottom of the lake. Her mother considered sending her to an asylum, getting rid of her for the rest of her life.
It was her aunt Liliana that decided to take her in, partially to spite her older sister.

Ambrose found a safe haven with her aunt. Liliana was a former school teacher herself, used to having to deal with stubborn students. She tried homeschooling her niece, and eventually learned that the girl wasn't at all stupid or dumb. Just abnormally tired. The only way she managed to keep her awake was with large doses of medication.

It wasn't that bad. Ambrose still got a solid 12 hours of sleep from 8pm to 8am. Her aunt wasn't mean, or yelling all the time. She always made waffles and eggs, and smelled like flowers. And she let her sleep.

That same year, a few months later, Liliana noticed suspicious figures hanging around her house. Sometimes she would catch them watching Ambrose when she was sitting outside. She called the cops, but they didn't stop. Liliana was forced to move several times, first back with her mother, then with her best friend, then in a small apartment in LA. But they never stopped: they would come and knock on her door, or follow her to the store, or watch Ambrose through her windows.

Luckily, Chiron found them before worse monsters did, and Liliana knew she had to let Ambrose go. She didn't have the money or means to protect her. Ambrose was sad to leave for a while. Her aunt was her home. But she put on a brave face and left for camp.

The girl found a much safer sleeping place on Half-Blood Hill. Unlike a lot of the camp members, she was claimed soon after she arrived, not that there was much doubt. In the middle of dinner, a field of poppies sprung up around her, and the campers in her immediate vicinity fell asleep from the heavy aroma. She was moved into Hypnos' dark cabin soon after.

Despite having been at the camp for almost 4 years, Ambrose was never really sent on too many missions. She had no desire or need to prove herself, her occasional usefulness usually consisting of the odd dream interpretation and sleep potion.

Notes: On her 15th birthday, some months after arriving at the camp, Liliana sent Ambrose a small white kitten, along with a small note: "Never forget". Engraved on the collar was the name "Lethe". Ever since that day, Ambrose has been spending more time awake to take care of the cat, and in turn has been spending more time outside of her cabin, exploring the camp for what always seems like the first time.