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~Hawley Eames Griffin~



"Young people don't always do what they're told, but if they can pull it off and do something wonderful, sometimes they escape punishment."
~ Hermes





~General Information~


Name: Hawley Eames Griffin.
Nick-Names: Grif, Wingfoot, Burglar
Sex/Gender: Male.
Species: Demigod
Occupation: Full-Time Camper
Place Of Origin: Belfast, Ireland, raised in America.
Age: Twenty-Years Old.
Camp Cabin: Cabin Six - Hermes.





~Relationship Information~


Relationship Status: Single.
Sexuality: Heterosexual/Straight.
Partner: None at this point in time.
Godly Parent: ฮ•ฯฮผฮฎฯ‚ - Hermes, God of roads, speed, messengers, commerce, travel, thieves, merchants & athletes.
Human Parent: Matilda Griffin
Siblings: Luke Castellan (Older Half-Brother - Deceased), Harriet Tubman (Older Half-Sister - Deceased), an uncountable number of other half-siblings throughout Camp.
Legacy: ฮ‘ฮธฮฎฮฝฮฑ - Athena, Goddess of wisdom, handicrafts, useful arts & battle strategy.
Pet/s: A seemingly intelligent fancy mouse named Gustavo
Other: Declan Griffin (Maternal Great-Uncle // Legal Guardian)





~Personal Information~


Personality: Upon first impressions, many people dislike Griffin for his sardonic nature, snarky attitude, and apathetic, brutally honest demeanor. Often unwilling to take a position of responsibility and begrudgingly following orders, Griffin can be aptly described as a "free spirit," uncaring of what he does so long as he chooses to do it.

Griffin does not suffer fools gladly, and completely disregards anyone he perceives to be arrogant, rude, cruel, or stupid, treating them with open disdain and sarcasm. He shows no hesitation hurling insults or barbs at his own friends or companions, the severity of which can range from playful jabs to cruel mockeries, depending on the individual in question.

Infamously mischievous, Griffin is well-known for his frequent jokes and quips thrown about in everyday conversation, and is quite the practical joker, causing chaos and disorder within the camp a few times a semester, often caught red-handed with a few of his half-siblings as lackeys.

Griffin's mocking, playful nature masks a more insightful side that he only displays to those he is closest to. Surprisingly intelligent and quick-witted, Griffin's span of knowledge is only bested by his thirst for it. Problem-solving by nature, he shows an avid fondness for puzzles, riddles, and unsolved mysteries of all kind; often locking himself away in his room to ponder over some new brain-teaser. This thirst for knowledge stems from a naturally passionate personality. Griffin will pursue anything that interests him to the ends of the earth, seeking to learn all he can about said topic. Consequently, he will outright ignore subjects that bore or disinterest him, dismissing them as simply not worth his time (even if all evidence points to the contrary.)

Placing a high value on loyalty and honesty, with a distinct desire to be trusted and liked by his fellows, in spite of his barbed demeanor, Griffin constantly attempts to "prove himself" to those he respects; taking compliments very sincerely and letting critiques bother him far more than they should.

In compliance with his free-spirited personality, Griffin does not believe in things such as fate and destiny, despising the Oracle intensely due to her cryptic prophecies that send young demigods on (often fatal) adventures. A self-proclaimed master of his own luck, Griffin arrogantly believes that his willpower surpasses even the gods' influence within his life.

Beneath the many layers of his demeanor, however, Griffin is a conflicted and complex young man. Though immersed in his Greek heritage, he believes his demigod status to be a curse of sorts, as it forces him into hiding to preserve not only his own well-being, but the well-being of others as well. He views the Camp not as a safe-haven, but as a modern-day Agoge, where youths are taken from their homes and trained to be the gods' army, transformed into living weapons instead of being allowed to live normal lives.

Likes:
  • Planning elaborate pranks or practical jokes with his half-siblings
  • Relaxing beneath Thalia's Pine listening to music
  • Talking to Hermes - enjoying his father's attention and company
  • Drinking with friends
  • Exploring forbidden locations
  • Playing video games or watching movies


Dislikes:
  • Being forced to participate in Camp activities
  • Going on quests, especially those assigned by the Oracle
  • Sitting quietly for extended periods of time
  • "Slow" people who can't keep up with his quick mind and tongue
  • Most of the Olympians
  • Being forced to do something he doesn't want to do


Hobbies: A man of very few hobbies aside from video gaming, Griffin's one consistent recreational passion is riddles and mind-games. Anyone struggling with solving a puzzle will find Griffin to be an invaluable assistant.

Strengths:
  • Athleticism- As a son of Hermes, Griffin is incredibly athletic, even amongst other demigods, noted for being remarkably fast, agile, and nimble. He is well-coordinated, dexterous, and highly reflexive; capable of physically reacting to situations with almost inhuman speed. His metabolism is notably above-average, allowing him to burn unnecessary fat far faster than a mortal or even other demigods could.
  • Swordsmanship & Combat- A sub-skill of his heightened athleticism, Griffin is a remarkably skilled swordsman, noted for being fast, precise, and deadly. Preferring ingenuity and creativity over sheer might in combat, Griffin frequently incorporates hand-to-hand techniques and misdirection to his arsenal when fighting.
  • Intelligence- Noted for his creativity, resourcefulness, and sharp mind, Griffin possesses an instinctual, intuitive intelligence that allows him to make various intellectual leaps that others who rely on logical conclusions would not be able to. This cleverness is matched by an inborn curiosity, as Griffin constantly desires to gain knowledge of new things or subjects that intrigue him.
  • Cunning- Uncommonly crafty, Griffin is highly adept at all manners of misdirection, ranging from pulling humorous pranks to manipulating key situations to his favor using sly rhetoric. He is an especially consummate liar, showing little, if any change in facial or body language when lying.


Weaknesses:
  • Cockiness- Priding himself among the quickest of the demigods in Camp Half-Blood, Griffin's confidence occasionally lapses into overconfidence and arrogance, making him reckless and impulsive, prone to severe wounds to his ego should he be bested.
  • Cunning- Though considered a strength, Griffin's willingness to lie and cheat even to his friends makes him difficult to trust or be held accountable, alienating himself from many of the peers outside his cabin. Griffin has few true friends, and he knows this, masking any negative emotions behind his veneer of humor or sarcasm.
  • Physical Strength- While a gifted, innately coordinated athlete, Griffin nevertheless lacks the brute strength and might of the children of Ares or Athena, relying solely on his speed and wits when in a battle.
  • Laziness- Simply put, Griffin doesn't want to do anything. Chafing under authority and resisting all attempts at responsibility, Griffin is the exact opposite of the archetypal hero, preferring to stay out of the spotlight and mind his own business. Most infamously, Griffin will outright refuse quests when offered to him unless absolutely necessary.


Biography: Griffin's backstory is a somewhat complicated and bittersweet one. His mother, at the time, was a high school senior with aspirations of being an engineer. Hermes unintentionally soon found himself involved with the young girl, first as a friend, then as something more...

Nine months later, Baby Griffin was born. Young, scared, and with no idea how to raise a child, Griffin's mother, Matilda felt that her child's best option would be with someone who could care and provide for him. That answer came in Matilda's maternal uncle, Declan. Officially putting Declan down as the baby's godfather, Griffin spent his earliest years in the capital city of Belfast in Northern Ireland under the caring, watchful eye of his great-uncle.

Highly curious and mischievous in youth, Griffin, given the first name Hawley, was an explorer, frequently running off on his own to appease his inquisitive nature. Though Declan tried his best to steer the young Griffin towards a more quiet, conservative nature, Hawley nonetheless continued his haphazard 'adventures'.

Unbeknownst to Griffin at the time, his guardian was no mere mortal - but a demigod, son of Athena. Knowing full well the dangers that came with raising a demigod, Declan did all in his power to keep the boy safe from harm, monitoring him closely for any sign of his special powers. Such a sign would come when Hawley was merely 6 years old. An old rusted shed he was trying to break into in his backyard was sealed shut by multiple padlocks. In a fit of irritation, Hawley tugged at the chains securing the doors, only for the locks to shatter into pieces, falling onto the ground.

Now with Hawley's growing powers revealed, Declan took the boy and fled to America to escape any potential monster threat, settling in the bustling state of New York in hopes that the extensive mortal presence would hide the young Griffin's blood.

As Griffin grew older, he began experiencing the various troubles that came with demigod children: crippling ADHD, dyslexia, and a feeling of disconnect with the other children. As such, when he turned 13 years old, Declan decided to reveal Hawley's heritage to him.

Learning that he was the son of Hermes, messenger of the gods, Griffin did not react with vehement disbelief like many other demigods had, but merely took the fact as an interesting note of his heritage.

Shortly after, he was sent to Camp Half-Blood, where he would be kept safe from harm, taught to hone on his abilities.





~Demigod Abilities~


Demigod Abilities:
A child of the god of messengers, Griffin's powers, while not as flashy or extraordinary as the children of other Olympians, are nevertheless powerful in their own right. Due to his father being the god of many diverse things, Griffin can be summed up as a "Jack-of-all-trades", adept at many things, master of few. That being said, Griffin focuses on the craftier elements of his father's abilities, stylizing himself as a modern-day rogue.

Lock Manipulation:
Griffin can magically sense the internal structures and mechanisms of any lock he touches, and can make it unlock with minimal effort. With enough concentration, Griffin can telekinetically force locks to unlock, the use of this ability being the first manifestation of his demigod abilities. Similarly, Griffin can identify traps and/or curses placed on locks, which he can deactivate with enough focus. Griffin's natural skill as a picklock is only rivaled by his half-siblings and surpassed by his father.

Enhanced Thievery:
As his father is also the god of thieves, Griffin is a master pickpocket, capable of stealing just about anything from one's pockets without them noticing. It's even theorized that his ability with thievery can work on the Olympians.

Money Skills:
Due to another of his father's roles being the god of merchants, Griffin is quite skilled when it comes to dealing with finances. He has a keen mind for mathematics, and is remarkably adept at poker, with a notorious winning streak rivaling the children of Nike.

Enhanced Stamina:
Aside from his great physical ability, Griffin possesses remarkable, almost inhuman levels of endurance and stamina, no doubt due to his heritage; capable of running great lengths, swimming vast distances, or engaging in combat for an extended period of time without appearing to tire.





~Weaponry Information~


Weapon: A single xiphos sword, given to him by his father.
Weapon's Name: ฮบฮฟฯ…ฯฮฌ ฮฑฮญฯฮฑ - Roughly translated to: The Shear Wind
Weapon Type: Wrought of Celestial Bronze
Attributes: The blade is said to be remarkably light, yet weighed almost inhumanly perfect for one's grip. Shearwind is nigh-indestructible and dangerously sharp, capable of slicing through stone with relative ease. Perhaps most remarkably, the sword is capable of teleporting individuals when swung through the air. Similar to the infamous Shadow Travel used by children of the Underworld, the blade's reach is capable of sending one nearly anywhere they desire, though it causes Griffin great fatigue which only increases with the gain of distance, thus he limits himself as much as he can. Likewise the blade needs time to recharge between instances, as overuse will cause it to shatter.







~Other Information~


Other:
  • Griffin despises his first name, not liking the sound of it. As such, he introduces himself solely by his surname, and reacts negatively anytime his first name is said.
  • Griffin has never met his birth mother, and yearns to one day meet her, though he keeps this hidden from all but his closest friends.
  • Griffin is somewhat known for a trademark two-fingered salute that he will use as a greeting or acknowledgement.
  • Though raised in America for most of his life, Griffin speaks with a somewhat heavy Irish accent, and semi-frequently tosses in jargon from that region.
  • A self-proclaimed aficionado of western pop culture, Griffin frequently makes various references to books, movies, TV shows, and video games.
  • An avid fan of music, Griffin carries an iPod on his person at all times, loaded with a vast assortment of Classic Alternative Rock music from the 1990s-2010s
  • It is believed that Griffin's interest in intellectual pursuit and skill in battle come from his ancestral ties to Athena.






~Theme Song~

Theme Song:
"Learn to Fly" by Foo Fighters



โ€” โ‡‹ โš’ โ‡Œ โ€”


"๐’œ๐’ฝ... ๐’พ๐“‰ ๐“ˆ๐’ฝ๐‘œ๐“Š๐“๐’น ๐’ท๐‘’ ๐’ป๐’พ๐“ƒ๐‘’.... ๐ผ๐“‰โ€™๐“ˆ ๐‘œ๐“ƒ๐“๐“Ž ๐“‰๐’ฝ๐“‡๐‘’๐’ถ๐“‰๐‘’๐“ƒ๐‘’๐’น ๐“‰๐‘œ ๐’ท๐“๐‘œ๐“Œ ๐“Š๐“… ๐‘œ๐“ƒ๐’ธ๐‘’..."





๐’ข๐‘’๐“ƒ๐‘’๐“‡๐’ถ๐“ ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Name:
Ky' vie Morgan.

Nick-Names:
Ky, Speed Racer, Apple, The Mechanic.

Gender:
Female.

Species:
Demigod.

Occupation:
๐Ÿ”ฅ Weapon Smith
๐Ÿ”ฅ Mechanic
๐Ÿ”ฅ Street Racer
๐Ÿ”ฅ Full-time Camper.

Place Of Origin:
Melbourne; Australia.

Age:
Nineteen Years Old.

Birthday:
21st of October.

Camp Cabin:
Counselor of Cabin Nine - Hephaestus.





๐‘…๐‘’๐“๐’ถ๐“‰๐’พ๐‘œ๐“ƒ๐“ˆ๐’ฝ๐’พ๐“… ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Relationship Status:
Single.

Sexuality:
Heterosexual/ Straight.

Partner:
None.

Ex-Partner:
Derek Corvine (Still In Love With Him).

Father:
แผฉฯ†ฮฑฮนฯƒฯ„ฮฟฯ‚ - Hephaestus; God of fire, metalworking, stone-masonry & the art of sculpture.

Mother:
Cheryl Morgan (Never there).

Siblings:
Charles Beckendorf (Older Half-Brother - Deceased), Leo Valdez (Older Half-Brother - No Longer A Camper).

Legacy:
ฮ‘ฮณฮปฮฑฮนฮท ฮ‘ฮณฮปฮฑฮนฮฑ - Aglaea, Goddess of beauty, splendor, glory, magnificence & adornment (One of the three Graces).

Pets:
Ky' vie has a mechanical dog the size of a husky that was given to her by her father which she calls Ratchet.

Other:
Sharon Morgan (Grandmother; Deceased), Bruce Morgan (Grandfather; Deceased).





๐’ซ๐‘’๐“‡๐“ˆ๐‘œ๐“ƒ๐’ถ๐“ ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Personality:
โ™ฆ Immensely Protective โ™ฆ Majorly Stubborn โ™ฆ Extremely Passionate โ™ฆ Viciously Hot-Headed โ™ฆ Natural Born Leader โ™ฆ Easily Frustrated โ™ฆ Exceedingly Strong-Willed โ™ฆ

Known throughout the camp as a mechanics expert, and intellectual genius when it comes to all things involving the use of tools and fire; Ky' vie is an extremely resourceful young woman who throws herself forward and into her work with an intense fiery passion that is unmatched by any other she has come across (so far) in her lifetime. With a knack for thinking through things in an 'out-of-the-box' manner, the rather handy young woman has proven on multiple occasions that she is most definitely a force to be reckoned with- her many designs and creations like nothing ever seen by those made by others of her generation. A very keen, and exceedingly driven young lady when it comes to her future, Ky' vie pushes the boundaries of inventing as far as she possibly can; her hard work and determination helping her to further her current projects and the advancements of the camp within the fields of both technology, and transportation.

Though known to be rather loud, however always dependable whenever it comes to a job, Ky' vie's knowledge within her chosen field seems to give her an edge over many others who try and challenge her high intelligence; the young woman, while quick of wit and more stubborn than an ox, also seen by all those who know her to be (on occasion) not only extremely high-tempered, but also easily frustrated... her hot-headedness, sometimes literally, causing her to lash out at those who have either angered or frustrated her, allowing her to speak her mind no matter the situation, or the person that might be on the receiving end of her wrath.

An exceptionally vicious little thing when she's pushed too far off the edge, Ky' vie is known for being what many describe as the stereotypical tough biker chick; able to both deliver and receive a beating not only physically, but also mentally as well when and if a situation ever calls for it. With a strong determination to get things done, and get them done right, Ky' vie is tremendously strong-willed; rarely ever changing her mind once she has set it, at least, not without first getting into a heated argument or two about it- her uncanny ability for calling others out on their behavior and actions often leading some to think of her as nothing more than a typical bitch, though once given the opportunity to show someone who she truly is, they are quick to realize just how wrong they are with their assumptions.

A remarkably brave girl at heart, Ky' vie is unafraid to jump in and take action; the reckless girl willing to do whatever it takes in order to get the job done, even if it means putting her own life on the line in order to save others from harm. A major risk taker, and driven by the thought of protecting those she cares for, Ky' vie has a strong love of racing, especially to make a bit of extra money on the side of her normal job; the teenagers skills on a motorbike unmatched by any other she had faced out on the streets. Grown up in an family environment with very little to their name, Ky' vie learnt very quickly that she needed to become a fighter in all senses of the word in order for her to live, and to survive all that life and everyone in it had to throw her way, believing that no matter what... even in the toughest of situations, there was a bigger force out there that had a plan for her, and for all those she loved.

Intensely loyal to the ones that she loves and cares for, Ky' vie (though never knowing her mother or father) is highly family-oriented, and is particularly sentimental when it comes to both of her late grandparents, and her home back in Australia; the young mother going above and beyond the duties of a normal teenager by working her hardest in order to provide those she cares for with a life better than she ever had- immensely protective over her family, Ky' vie tends to take any threats against them with a severity like no other, willing to do whatever it takes in order to make sure that they are safe... well looked after... and that they have everything in life that they could ever possibly need.

Likes:
โœ” Racing; of all kinds (motorbikes, cars, horses, etc).
โœ” Going out, or just hanging out, and drinking with friends.
โœ” Spending time with her older half-brother, Leo Valdez.
โœ” Tinkering, and working in the forge and her garage.
โœ” Kicking ass in the chariot races, and on the obstacle course.
โœ” Cooking for all those that she cares for.

Dislikes:
โœ˜ Arguing with her siblings and friends.
โœ˜ The relationship she has with her father, Hephaestus.
โœ˜ Slow drivers, and having to drive slow for any reason.
โœ˜ Being underestimated, challenged, or not taken seriously.
โœ˜ Threats of any kind towards her family and friends.
โœ˜ The way things ended with her ex-boyfriend.
โœ˜ The Goddess, Ate, and the stupid games she plays.

Hobbies:
With immense talent for drawing up both blueprints and plans; Ky' vie has an absolute love for tinkering with parts, building machines and other items from scratch, and for fixing broken things that others come to her for help with; whether it be as simple as fixing hair curler for the Aphrodite kids, or something more complex such as cars or motorbikes which have been custom ordered by those in the camp, or living outside of it who have heard of her skill.

Strengths:
โ‡‹ Mechanical Genius- Thanks to growing up surrounded by people who encouraged her to pursue what mattered most to her, Ky' vie has an extensive and expert knowledge base when it comes to mechanics and inventing, the young woman learning everything she knows by not only silently watching as others worked, and explained what it took to make different things work as one to get a job done, but also thanks in large part to the natural powers passed down to her by her father.
โ‡Œ Communication- One of the youngest and most talented mechanics in not just the camp, but also Australia, Ky' vie is able to effectively communicate with others about both the diagnosis and how to repair a range of different machines, allowing her to quickly identify the source of a problem and any other related issues before having them taken care of in a timely manner; her excellent (and sometimes challenging) communication skills helping her to be able to translate complex and technical jargon into simple terms for all to understand easily.
โ‡‹ Strong Work Ethic- Working hard and dedicated to her particular field of work, Ky' vie has a solid work ethic and is nine times out of ten committed to quickly solving and repairing problems that seem to occur with what she's working on, the feisty woman having no issues with voicing her opinions and being brutally honest with those asking her about her work.
โ‡Œ Flexible- Able to use a wide variety of technical (and at times strange) tools to address various issues that might occur, Ky' vie also has a mastery over several integrated systems such as: electrical, fuel, air, and cooling.
โ‡‹ Family-Oriented- Her family and friends meaning everything to her and more, Ky' vie is willing to go above and beyond to make sure that those she loves are safe, well looked after, and that they have everything in life that they could ever possibly need.
โ‡Œ Riding Skills- An extreme and intense love of racing; Ky' vie can not only skillfully drive both motorbikes and cars, but is also very skilled at riding horses.

Weaknesses:
โ˜  Insecure- Though appearing confident and tough on the outside, Ky' vie is rater extremely insecure with herself, and oftentimes seconds guesses whether or not she's doing the right thing for both her, and those who depend on her.
โ˜  Forgiving- Even while knowing that she may have been hurt by them in the past, Ky' vie is especially forgiving towards all and any that she cares for, always willing to give them a second... third... forth... or even fifth chance despite the fact that they might end up hurting her all over again.
โ˜  Hot-Headed (Literally)- Though showing a strong control over her powers, Ky' vie does sometimes have trouble whenever she gets overly excited, scared or even flustered; her emotions causing varying effects such as causing her to heat up and smoke, or even have her hair flair up or burst into flames.
โ˜  Bad Taste- Despite the fact that she knows better; Ky' vie can't seem to help but be attracted to guys who are no good for her; always ending up with guys who either won't commit, who treat her badly, and who others refer to as nothing more than dead-beat assholes who don't deserve her.
โ˜  Naive- Trusting people much too easily, Ky' vie is exceedingly naive, a trait that (despite it being pointed out to her over and over by her friends) she doesn't know how to go about fixing.

Biography:
Growing up under the loving care of her mothers parents, Ky was always a sweet and kind young girl. Forming a stronger relationship with the guys of the group rather than the girls, the young Australian learning from a young age how to look after and defend herself. Hanging out with the guys helped her to grow into a beautiful, confident young lady. Wanting to do her best and help her family in anyway she could, she threw herself into her studies, raising her grades so that she could make her grandparents proud of who she was becoming. Deciding that it was time for their granddaughter to become a woman of her own, her grandparents sat her down telling her the truth about her past their wishes for her to seek out and live within the camp that her father had spoken to them about many times. Reluctantly she packed her bags saying goodbye to her family before heading off for a new life within Camp Half-blood where she met her several people who welcomed and accepted her for who she was. After a year of arriving in the camp the close knit group of friends decided it was time to travel packing their things into the back of her newly build car before they set out to travel around unknowingly putting a target on their backs and causing them to land in a hell they never believed they would get out of; the Goddess Ate unintentionally teaching them that they needed to be more careful about what they do.

After what seemed like days of torture, Ky woke up finding herself in the infirmary surrounded by the Apollo children who worked tirelessly to keep the pain of her injuries at a bare minimum; just another reminder of what their lives would have in store for them all. Soon after getting back to a normal daily routine Ky pushed herself into her work growing closer and closer to one of her friends who had been by her side since day one in the camp, the two of them eventually giving into their feelings for each other and beginning a relationship. After a year, one trip back to her hometown and the loss of grandfather caused a strain on their relationship and in turn caused the love of her life to walk out and leave the camp to be with his family, leaving her on her own once more with those she thought were friends moving on with their lives one by one. At the loss of her last known family, her grandmother, she flew back home for the last time knowing that once she had set all affairs in order she would no longer be able to return to the place she grew up into the loving arms of people she once knew. Now a mature polite young teenager, Ky stepped out of the safety walls of the place she had called home and back into the world nervous to rejoin camp and mess things up for her family who are watching over her. Slipping back into a semi-normal daily routine she tries her best to keep out of trouble and reform the bonds she once had while forgetting the love she once shared, knowing that it wasn't meant to be.





๐’Ÿ๐‘’๐“‚๐’พ๐‘”๐‘œ๐’น ๐’œ๐’ท๐’พ๐“๐’พ๐“‰๐’พ๐‘’๐“ˆ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Demigod Abilities:
Born as a child of the forge; Ky' vie was lucky enough to inherit two of her father's more notable of traits and abilities; the demigod herself holding a strong and rather controlled power over not only the more common ability of Technokinesis, but also the more rarer of her father's abilities, Pyrokinesis- the young woman herself, the first after her older half-brother Leo Valdez to master this particular and rather fiery ability.

๐Ÿ”ฅ Technokinesis: Taking after her older half-brother, Leo Valdez, when it comes to her both strong and rather impressive mechanical abilities; Ky' vie is able to skillfully manipulate both machines and technology by not only physically animating them, but also by controlling and communicating with them- this part of her abilities allowing her to manipulate a rather extensive amount of machines and technology including things such as lamps, vacuums, computers, ect. Seen to be the most experienced and skilled within the Hephaestus cabin; Ky is able to understand and sense machinery, and has the rare talent of being able to expertly operate machines in which she had no prior knowledge or experience with- the young woman able to instinctively fly and or drive any mechanical vehicle proficiently; including vehicles such as cars, trains, and helicopters.

Also able to sense faults in metal ore, and able to identify different types of machinery and it's use with a simple touch; Ky is also able to (in particular types of mechanical traps) sense traps, the demigod capable of disabling such complex traps of her father's design when others might find it impossible- while showing that she is more than capable within her abilities, there are certain types of her Technokinesis are also dependent on Electrokinesis as most of the machines used are run by electricity.


๐Ÿ”ฅ Pyrokinesis: The very first demigod after her older half-brother, Leo Valdez, to master the more dangerous and at times extremely unpredictable ability of Pyrokinesis; Ky' vie is able to proficiently generate as well as both manipulate and control the flames of a fire- allowing her the ability to manipulate something as small as lighting and or playing with the flame of a candle, or something much grander as being able to shoot or cover her entire body with white-hot flames; the temperature of such flames able to reach such heights that, despite her well-known and extremely strong resistance to fire and heat, are able to both char and damage her body to the point that she will need to spend time with the Apollo children within the infirmary.

Though showing mass amounts of control over the rare ability of a child of Hephaestus, Ky' vie does however have sometimes have trouble whenever she gets overly excited, scared or even flustered; her emotions causing varying effects such as causing her to heat up and smoke, or even have her hair flair up or burst into flames- however on any normal circumstances, Ky is able to both create and throw such things as fireballs, fire bolts, fire blasts, and when concentrating hard enough on the task at hand, can create impressively large and intense columns of fire; her ability showing that she could potentially be held in comparison to the children of the big three, though her passive nature and non-violent persona help to keep her grounded and down to earth.





๐’ฒ๐‘’๐’ถ๐“…๐‘œ๐“ƒ๐“‡๐“Ž ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Weapon/s:
Though once known to be one of the more violent people within the camp, her strength and skills in fighting matching even that of the Ares children; Ky' vie no longer relies or believes that fighting should be used to solve all her problems like she did when she was younger, the demigod only ever using her weapon when the situation calls for her to do so.







๐’ช๐“‰๐’ฝ๐‘’๐“‡ ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Other:
A lover of taking major risks, and driven by the very thought of feeling the rush of adrenaline through her veins, as well as being able to live the rest of her life to the fullest; Ky' vie has both an extreme and intense love of racing, not only while on a motorbike, but also while sitting behind the wheel of a car, or in the saddle on a horse.

With a simple need and enjoyment of both spending time and entertaining her friends and family, Ky' vie has a strong love of cooking and will often throw barbecue's with open invitations, giving those who wouldn't normally the chance to hang out and mingle with others around them- the young woman sometimes showing her musical talent by even not only breaking out her guitar, but also her singing voice when those around her all ask for and cheer her on to do so.





๐’ฏ๐’ฝ๐‘’๐“‚๐‘’ ๐’ฎ๐‘œ๐“ƒ๐‘”

โ€” โ‡‹ โš’ โ‡Œ โ€”


Theme Song:
"Come Home" by Tonight Alive.


~Deon Alexander~




"If you're gonna be the best, you have to take out the best."
~ Deon Alexander.


~General Information~


Name: Deon Alexander.
Nick-Names: D, Big Dog.
Sex/ Gender: Male.
Age: Twenty Years Old.
Place Of Origin: New York City, New York.
Camp Cabin: Cabin Eight - Ares.

Appearance - Twenty Years Old:


~Relationship Information~


Relationship Status: It's complicated.
Sexuality: Heterosexual.
Partner: Vander Pzypialkowski (the woman he knocked up).
Ex-Partner: He has had too many to remember.
Godly Parent: Ares - Aris; God of War.
Human Parent: Maya Alexander - Middle-class single parent that always did what she could.
Siblings: Elena Reese (Younger half-sister), Aella Stedford (Younger half-sister)
Legacy: Tyche - Goddess of fortune, chance, providence, fate, luck, success, and prosperity.
Pet/s: Though he doesn't consider it his dog, his mother has a pet German Shepherd named Frankie
Other: Simon Pzypialkowski - 2 year old son.

~Personal Information~


Personality:
Firstly, Deon is incredibly conceited and self-centered. His only priority is himself which he often-times refers to as "number one." He is incredibly boastful and cocky and appears to believe himself invincible, given his parentage of a god. He will stop at nothing to prove himself better than the rest in whatever he can, and when losing, he somehow twists his words to make himself the Victor in one way or another. He doesn't know how to lose.

In battle, whether it be verbal or physical, he is extremely cut-throat and merciless. Though he has never taken a life, his reputation of landing many people in the infirmary for months at a time has instilled fear in others for facing the proverbial beast. It has been noted by many that a literal fire takes place in his eyes when he has had a victory and in holding his weapon to their body where he very well could kill a person. This fire, coupled with a twisted, smug smile on his face is a thirst for warfare that he simply gets drunk off of, and had become addicted to. In many people's opinions, it is only a matter of time before he does kill, and steer clear of him in battle to keep from being his first.

He holds no remorse for those he injures while fighting in camp and on more than one occasion has attacked with a more powerful purpose than to simply injure or knock unconscious. It is said that Deon holds a certain, animalistic rage when he fights which has kept him champion in most games even when he was outmatched. He laughs at his pain, showing no weakness and many times others have often wondered if he is even human. Well... they were half-right.

His hardened exterior can be chipped away, though, when a woman or two come into play, as he is a bit of a womanizer and has a pretty high sexual drive. He will, however, never put a woman on too high of a priority level, especially when his reputation is on the line of being a "bad boy."

When enticed, he can be quite charming and ever the smooth-talker. This, along with his bad boy nature, for some reason, always manages to have a handful of girls out for his attention and hanging off his arm.

Strengths:
Deon's strengths boil down to his physical body and prowess in battle. He has a higher amount of stamina and dexterity than most demigods, and can fight for hours at a time before he starts feeling drained. He has a small amount of control of when his second wind comes into play and even has third and (very rarely) fourth winds to keep him going.

Biography:
Deon grew up knowing that he was capable of great things. It seemed that right out of the womb, Deon's abilities began to showcase themselves, leaving his mother no other choice than to tell Deon at a very early age about his father. Deon took the information in stride, always running around the house chasing their cat at the time with a foam sword, screaming "I am the God of war!" He pretended to be Ares quite regularly, and though he had never met him, constantly asked his mother when he would be coming home.

Because of her son's special background, Maya remained single despite being still quite young and very attractive. She knew Deon was a handful and didn't want to bring anyone else down with her baggage, so Deon became her one and only.

Deon was only eight when the first monsters began to show. Amphisbaenas, empousas, and then finally harpies. The older he got, the more powerful the monsters that began to try and attack him became. For a while, Maya was able to defend her son against these monsters, but in an accident by a harpy who's claws nearly ripped his head from his young body, leaving the child with a mutilating scar from his brow to the top of his head, she decided to she could no longer protect him, and took him to Camp Half-Blood.

He was twelve when Deon first arrived, though for the first few years it was for the summer only - enough for the camp to teach him how to fight and defend himself for when he would return for the school year. It wasn't until he was fifteen did Deon even realize that it was because of the goddess Tyche that he was even still alive. Ares had known for quite some time that Deon was attracting monsters at a young age. Not wanting to get involved first hand, he instead sent the goddess to bless his son with her ability of luck, thus sparing his life from the harpy attack. Though he still has the scar, raw and mutilated as the day he got it, without Tyche he would certainly have died.

At fifteen, the camp strongly recommended that Deon start staying with them year-round, as the world outside only continued to become more and more dangerous for him. It took much more convincing on his mother's part than Deon's, as he was all she had, but she eventually agreed that it was for the best.

There have been a few times Deon has been allowed to return home to see his mother. It was during one of these visits he grew bored and went out to meet some girls. A few months later, Deon recieved a text from a girl he had hooked up with that she was pregnant. Deon became a father at the age of eighteen.

He doesn't see his kid very often, and isn't exactly interested in seeing him either. Like his father before him, he is distant by choice and blames it on the fact that he doesn't live in the same city as them, so it makes visits difficult. Most of the time, he even forgets he has a kid, but there are times when he remembers, he can't help but to wonder if his kid has inherited any of his abilities.

~Demigod Information~


Demigod Abilities:

Telumkinesis: As a son of the God of War, Deon has the potential to have a great amount of control over weapons, just like his father.

- Weapon Conjuration: Perhaps his most honed skill, Deon can transform a weapon into seemingly any handheld weapon conceivable, including a "huge" hunting knife, an aluminum baseball bat, a Late Medieval two-handed greatsword, and a shotgun.

- Weapon Transformation: Though much more difficult, Deon can also transform weapons into something far less threatening, like turning a gun into a plastic toy that shoots corks.

- Weapon Curses: Deon has very little experience in this field, but is hungry to learn anything and everything he can about it. He has only ever successfully cursed a weapon once - a pair of tweezers that whoever used it, ended up with twice as many hairs that had been plucked. He still hasn't figured out how to take the curse off.

- Disarmament: Deon has the ability to disarm an opponent of their weapon with a simple gesture, however it has only ever worked for him when his adrenaline has spiked to extreme levels that are rooted from fear.

- Weapon Omniscience: It was this ability that led Deon to believe that he wasn't normal. Upon touching a weapon, he learns of not only it's history, but somehow automatically learns how to use it.

Odikinesis: Still not able to control it as it only seems to happen when he is angry, Deon does possess the ability to control feelings and emotions of war (such as hate and rage), and can induce them in order to start fights.

- Battle Jitters: If he concentrates hard enough, Deon can cure someone of their "battle jitters" by simply making eye contact. However this ability is better and easier used by speaking to them.


~Weaponry Information~


Weapon/s: Inherited by his father, Deon has a significant amount of strength and dexterity, making him out to be quite the power house. And when wielding either Rigormortis or Heart Seeker, that strength shows significantly, striking terror into the hearts of his opponents.
Weapon/s Name: Rigormortis, Heart Seeker
Weapon/s Type: Sword, Spear
Attributes: None


~Other Information~


Other:
Deon smokes and never passes up an opportunity to get drunk off his ass even when expected to train that day. He also has connections within the camp of dealing and selling harder drugs which he usually then sells to others at a higher price. Though occasionally he will indulge. He is also known to sell these goods to women for sexual favors instead of money.

Deon uses a small pocket knife to transform into his main weapon - his sword Rigormortis. Thanks to his weapon manipulation ability, with a certain flick of the wrist, Rigormortis can then change into his spear, Heart Seeker.

~Theme Song~


Theme Song:
Don't Stop - Innerpartysystem




โ€” โ‡‹ โš’ โ‡Œ โ€”
Kalinda Franklins


""Sometimes, there has to be a dark time, it helps us appreciate the light times, and makes us fight for them"
~ Kalinda





๐’ข๐‘’๐“ƒ๐‘’๐“‡๐’ถ๐“ ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Name:
Kalinda Franklins.

Nick-Names:
Kali.

Gender:
Female.

Species:
Demigod.

Occupation:
- Full time Camper

Place Of Origin:
New York.

Age:
17 Years Old.

Birthday:
January 27th, 2000

Camp Cabin:
Cabin 11 - Apollo





๐‘…๐‘’๐“๐’ถ๐“‰๐’พ๐‘œ๐“ƒ๐“ˆ๐’ฝ๐’พ๐“… ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Relationship Status:
Single.

Sexuality:
Bisexual

Partner:
None.

Mother:
Sara Franklins.

Godly Parent:
Apollo.

Siblings:
Theodore Bixler (Half-brother).

Legacy:
Nemesis.

Pets:
A Ferret named Chaos.

Other:
N/A.





๐’ซ๐‘’๐“‡๐“ˆ๐‘œ๐“ƒ๐’ถ๐“ ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Personality:
โ™ฆ Friendly โ™ฆ A bit of a perfectionist โ™ฆ caring โ™ฆ Dependable โ™ฆ Gives all that she has โ™ฆ determined โ™ฆ Quick Witted โ™ฆ

An overly kind person, Kalinda is far from soft-hearted. Considered a serious, independent young woman who never gives up, she is driven, hardworking and determined to anyone that knows her. She knows her own and and isnโ€™t afraid to stand up for others, whether it be a friend or an enemy. Quick witted, funny and with an ability to often make others laugh when they are feeling down.

She has integrity, practical logic and a tireless dedication to duty that make her a vital core to just about anything, upholding both traditions and rules and standards. She enjoys taking responsibility for her actions and takes pride in the work that she does, when working towards a goal, she holds back none of her time and energy in completing it with accuracy and patience (although there are some people that push this). Kalinda doesn't make any assumptions, preferring instead to analyse her surroundings, to check her facts and arrive at a practical course of action. She has a bit of a no-nonsense attitude and when she has made a decision, she will relay the facts necessary to achieve her goal, expecting others to grasp the situation immediately and take action.

When Kalinda says she is going to get something done, she does it, meeting her obligations no matter the personal cost, and she often finds herself baffled by people who don't hold their own word in the same respect. Combining laziness and dishonesty is the quickest way to get on her bad side. Because of this, Kalinda often prefers to work alone, or at least have her authority clearly established by hierarchy, where she can set and achieve her goals without debate or worry over others reliability.

Kalinda needs to remember to take care of herself, her stubborn dedication to stability and efficiency can compromise her goals in the long term as others lean ever harder on her, creating an emotional strain that can go unexpressed for years, only finally coming out after it's too late to fix it. If those that genuinely care for her appreciate and compliment her qualities and enjoy the brightness, clarity and dependability that she offers, she will find that their stabilising role is a tremendously satisfying one, knowing that she is part of a system that works.

An intelligent individual, Kalinda has excellent time management skills, she is responsible, organised and a little bit of a perfectionist. Generally, she is the voice of reason amongst her friends, with varying levels of success. If she canโ€™t be the voice of reason, she is generally the one to put things back to rights and pick up the pieces. She is brave, and rarely panics. Being responsible, she rarely lets herself panic, however there are times when she is overwhelmed. All in all, she is a steady individual.


Likes:
โœ” Music.
โœ” Reading.
โœ” Drawing.
โœ” Sunshine.
โœ” Ferrets.

Dislikes:
โœ˜People who are opinionated without having the knowledge to back it up.
โœ˜ Being alone.
โœ˜ Bullies.
โœ˜ Irresponsibility.
โœ˜ Emotions.


Hobbies:
- Reading.
- Drawing.
- Archery.


Strengths:
โ‡‹ Honest Honest and direction, integrity is at the heart of everything Kalinda is, emotional manipulation, mind games and reassuring lies all run counter to her nature, and she prefers to address things with plain and simple honesty.
โ‡Œ Strong willed Strong willed and dutiful, Kalinda embodies the integrity in her actions too, working hard and staying focused on her goals. Patient and determined, she meets her obligations, period.
โ‡‹ Calm Calm and practical, Kalinda's promises would mean nothing if she lost her temper and broke down at every single sign of hardship. She keeps her feet on the ground and make clear rational decisions. People's preferences are a factor she considers in this process, and Kalinda works to make the best use of individual qualities, but these decisions are made with effectiveness in mind.


Weaknesses:
โ˜  Stubborn The facts are the facts to alna and she tends to resist any new idea that isn't supported by her. It makes it difficult for her to accept that they are wrong about something, but anyone can miss a detail, even her.

โ˜  Hard on herselfKalinda often unreasonable blames herself, and this can combine to make alinda believe that she is the only one who can see projects through reliably. She loads herself with extra work and responsibilities, turning away good intentions and helpful ideas, but sooner or later, she hits a tipping point where she simply can't deliver, and believe that this failure it hers to bear alone.

โ˜  She doesnโ€™t trust easily Because of her past, and what she has done, Kalinda doesn't like to get close to people because it means she'd have to explain what she's done, but also because sometimes its simply too hard to let someone in.


Biography:
Born nine months after her father left her mother, Kalinda grew up thinking her her father was merely a doctor who left for a new job. Her mother kept this as the story she told her, never revealing the truth to Kalinda, merely hoping it was a crazy story she would never have to tell her daughter. Her mother worked in a medical clinic as a receptionist, and it was there she told Kalinda she met her father. She gave Kalinda everything she could, trying desperately to be both parents to Kalinda and she did well. Every year for her birthday and Christmas, Kalinda was sent a present from her father, things a child would like. A stuffed bear, a trinket bracelet, marbles, things like that. She treasured them, but by far her favorite was the Ferret, Chaos, given to her on her 16th birthday.

Her mother worked hard to make sure Kalinda went to good schools. Kalinda was a friendly person, and she made friends easily. She joined many after school activities and sports, and was generally well liked. When she was 13 her mother told her about the camp, and during the summer holidays, Kalinda became a part time camper, learning about what she could do, and who she was.

However when Kalinda was 18 when her mother died in a car accident. From there she fell into a cycle of depression. Her friends tried to help, but it didnโ€™t seem to help. She became reckless, and did whatever came to mind for her. She fell in with a bad crowd, began to take drugs, and began to drink, using a fake ID to get whatever she wanted, and seemed to leave the camp for good.

Finally though her friends tracked her down, worried about they essentially shoved her into rehab, and one of them was always with her, and so she never had a choice but to clean up her act. Finally she returned to her home, and began to clean out her mother's stuff, in it she found a letter addressed to my darling daughter in her mothers hand writing.

She has never revealed what was in that letter, but Kalinda returned to camp, and became a full time camper.





๐’Ÿ๐‘’๐“‚๐’พ๐‘”๐‘œ๐’น ๐’œ๐’ท๐’พ๐“๐’พ๐“‰๐’พ๐‘’๐“ˆ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Demigod Abilities:
As the daughter of Apollo, Kalinda has a few over his powers, her current known ones are:.

๐Ÿ”ฅ Vitakinesis Kalinda can manipulate and modify a personโ€™s anatomy. She also has a healing ability, however this ability is nowhere near as powerful as her father's, at the moment. She has enhanced healing and minor control over disease manipulationr.


๐Ÿ”ฅ Photokinesis Kalinda has the ability to control light, and to a great extent, she could become invisible, concentrate light particles into lasers and manipulate any part of the light spectrum. She can create illusions, light shields/force fields, project healing energies, and use lights in ways she still doesn't understand.


๐’ฒ๐‘’๐’ถ๐“…๐‘œ๐“ƒ๐“‡๐“Ž ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Weapon/s:
A bow, much similar to her fathers.



Weapon/s Name:
Sunshine.

Weapon/s Type:
Bow and Arrow.

Attributes:
None.





๐’ช๐“‰๐’ฝ๐‘’๐“‡ ๐ผ๐“ƒ๐’ป๐‘œ๐“‡๐“‚๐’ถ๐“‰๐’พ๐‘œ๐“ƒ

โ€” โ‡‹ โš’ โ‡Œ โ€”


Other:
She has a skill with music, although she is merely good, nothing like a true master of such things, this also makes her a good poet.

Sheโ€™s good with medical treatments, with a wide range of knowledge about the subject and the ability to provide healing.

Skilled in archery, Kalinda has learned how to pull a bow since the first day she arrived at camp.





๐’ฏ๐’ฝ๐‘’๐“‚๐‘’ ๐’ฎ๐‘œ๐“ƒ๐‘”

โ€” โ‡‹ โš’ โ‡Œ โ€”


Theme Song:
โ€œFight songโ€ by Rachel Platten.


~Alan Carpenter~




"The day you die is worth living for."
~ Alan Carpenter.


~General Information~


Name: Alan Carpenter.
Nick-Names: Fly Boy, Horus.
Sex/ Gender: Male.
Age: 18.
Place Of Origin: Little Rock, Arkansas.
Camp Cabin: Cabin Six - Hermes.

Appearance - Eighteen Years Old:


~Relationship Information~


Relationship Status: Single.
Sexuality: Heterosexual.
Partner: None.
Ex-Partner: None.
Godly Parent: Hermes.
Human Parent: Cybil Carpenter - Contortionist and acrobat in the circus. Married to the ring leader and Alan's step-father, Jack Carpenter.
Siblings: Luke Castellan (Older Half-Brother/ Deceased), Chris Rodriguez (Older Half-Brother/ Camp Alumni), Connor Stoll (Older Half-Brother/ Camp Alumni), Travis Stoll (Older Half-Brother/ Camp Alumni), Cecil Markowitz (Older Half-Brother/ Camp Alumni), Hawley Eames Griffin (Older Half-Brother), Octavia Ramรญrez-Arellano (Younger Half-Sister), Magnolia Hartford (Younger Half-Sister)
Legacy: Eros - God of love.
Pet/s: Growing up in the circus, Alan considers all of the animals, ranging from monkeys to tigers to elephants, his pets. Although he has none in camp with him. He does, however, volunteer a lot of his time to the stables and helps out looking after the Pegasi.

~Personal Information~


Personality:
Alan has a very positive outlook on life and is generally a very easy-going kind of guy. Having been subjected to a rather poor lifestyle, constantly surrounded by the smell of shit and sweaty bodies, Alan has always taken the little things in life for full value. The smell of a flower, the feeling of a gentle breeze rolling over his skin, the soft touch of a woman...

He is most often times a quiet sort of guy when it comes to day to day activities, however when he uses his shoes to fly, his whoops and hollers of excitement can be heard all throughout the camp.

Most of his (male) companions in both the circus and camp poke a bit of fun at him for being overly sensitive, but Alan's thick skin and playful personality doesn't take their teasing negatively, though in the more quiet times in his life, he does wonder if perhaps they might be right.

He's got a very adventurous spirit about him, always wanting to make each show or quest he does different and more exciting and while it can be dangerous, Alan finds that he practically craves the adrenaline rush he gets at the very idea that injury could very much be a thing. This makes him a bit reckless at times though at face-value, Alan tends to be more calm and calculated on the outside.

Strengths:
His acrobatic skills he learned in the circus gave Alan the art of timing, able to calculate jumps and honed his reflexes into something superior to avoid injury. Tightrope walking and the trapeze being his two main events, he learned these very quickly and has only gotten better and more fluid in his movements as a performer.

Biography:
Alan was born and raised into a family deep into the traveling circus business, and was raised in the carny lifestyle. As a kid, Alan was tasked with caring and cleaning up after the animals though eventually worked his way up to aerial acrobatics. His parents were amazed at just how natural Alan acted when it came to heights. Even when the trapeze artists tried to discourage the young boy from the dangerous act by having him join them in practice, including jumps (with a safety net), twists, grabs and so on, Alan only grew to love the sport even more. So in the air he stayed and as he grew older, became one of the most famous aerial acrobats.

The nickname "Horus" was given to him by his fellow trapeze group, joking about how he was a "God" of aerial acrobatics. Alan went with the jest, finding the humor in it himself and found himself rather liking the nickname, though there was something just not quite right about it.

As he grew from a youth into a man, strange things began to happen. So strange, in fact, that during the middle of a show, Alan's vision blurred for a few moments before he was suddenly able to see things with the utmost precision and clarity, over twice as well as he had been able to before. He could hear heartbeats - hundreds at a time. He could even see in fine detail the dirt under his partner's fingernails as his calloused hands reached out to grab him. It all happened in a split second, but it was enough to throw him off balance in his jump and ended up missing his partners hands, falling into the safety net below. That in itself had been humiliating, and after trying to explain what had happened to his friends and parents, they shrugged it off as some sort of "you need more sleep" explanation.

But the weird only kept coming. He would be backstage, helping to clean up the previous shows act when he saw the Strong-Man speaking with one of the jugglers. Normally, this would be an every day occurrence and for a year or so, people within the circus began pestering the Strong-Man about asking her out already. But as Alan paused to witness their conversation, something just wasn't feeling right to him. Instead, he began to imagine the Strong-Man with someone of a much more delicate nature, someone that hadn't yet been brought into the carny lifestyle. The thought was so intense, so realistic, that Alan was forced to shut his mind off before he began to grow sick. He ran from the scene, and made it back into his trailer in record time. Just a few seconds, in fact, when he knew prior that normally it would have taken him a couple of minutes. Pushing aside the whole instance as a fever, Alan put himself to bed early, and waited for the new morning. Fate had something else in store for him.

A cyclops attacked their camp just a few moments before dawn. After realizing that this wasn't just some carny joke, Alan sprung to action, at first running from the beast as he wasn't sure what to do. The Cyclops, for some reason, seemed trained on him, but after making sure his mother and step-father were safe (his running faster than normal coming into play), Alan made a decision that if it was he that the monster was after, then he needed to protect his large, carny family. Before taking off, however, Alan's mother stopped him, and pleaded that he follow her quickly as there was something she wanted to show him. Reluctant at first, Alan obliged and followed his mother to her trailer where she handed him a small, pocket-sized multi tool that would usually belong on a key chain. Skeptical, Alan took it, and with a little instruction from his mother, the multi-tool transformed into a bow in the likes and craftsmanship he had never before seen. Alan's mother went on to tell him that it was a gift that was left behind for him some years ago, and that it would come into play when he needed it most. Not having much else to go on, Alan accepted the bow, and went to confront the monster. A quiver with three arrows appeared on his back, but not having much time to be able to question anything anymore, Alan took to the circus and on his third attempt, managed to stick the cyclops in the eye with one of the fast-moving arrows. The carnies were safe, but Alan had questions.

Together, Alan's mother and step-father sat him down and began to explain the years-long legacy that had been created from the time he was conceived. He learned that his father was Hermes, the messenger god, and that Eros, god of love, had taken quite a shine to him over the years and not only blessed him as an infant, but left gifts for him over the years to his mother - most recently being the bow he had used to slay the cyclops. It was a bit of an emotional conversation between Alan and his parents, as he had never even heard whispers of his true father before until then. And then, learning that he was a god, and that his powers were starting to manifest and attract monsters... it was almost too much. Alan's mother then handed him over a pamphlet with tears staining her cheeks. Another "gift" from Eros (Alan was starting to consider the god of love more of a father figure than his true father. At least Eros showed an inkling of interest in him, even from afar), Alan read the pamphlet over carefully and within the hour, decided on what he needed to do.

Camp Half-Blood was his next stop, wanting more answers that his parents could not provide him with. He was claimed shortly after by Hermes with a box of flying shoes left on his bed he had been staying in (ironically enough, in the Hermes house) and has been residing there ever since. However, unlike most of the other campers, Alan is only there for a few months during the year, as he has not been able to pull himself away from the carny lifestyle completely as of yet.

~Demigod Information~


Demigod Abilities:

Love Sense: One of two abilities given to him by the God, Eros, Alan is able to look at a person and get a vague depiction of the kind of person they are meant to be with. If such a person is around, he is able to sway emotions just slightly in their favor as a sort of push to help them fall in love. Unfortunately, he is unable to use this ability on himself. If he happened to be someone's type, even if sitting right next to them, he would never know.

Archery: The second, more prominent ability that Alan was given by Eros is near perfect archery skills. He also excels in other target-precise/shooting-based activities such as basketball or football, and aerial acrobatics. He has been known to be able to split his own arrows in half on a target, and be able to shoot an apple off of someone's head while blindfolded. Because of his natural demigod abilities of heightened senses like sight, his range has been measured to around 500 meters before his accuracy starts to wane.

Athletics: As the son of the god of Athletics, Alan has a naturally enhanced athletic ability.

Enhanced Speed: Like his father, Alan has an incredible amount of speed and when wearing his father's shoes, can even reach supersonic speeds. He can use this ability even to run on walls and ceilings.

Flight: Thanks to his father's shoes that were gifted to him in his first days at Camp Half-Blood, Alan is able to take to the skies and fly for long periods of time. The altitude changes do not affect him as it would others, and is able to reach limits up and into the clouds before the temperature drop and lack of oxygen slowly start to effect him.

Prophecy: Inspired by his own fathers ability of being able to roll dice to predict the future, Alan has been working hard on this birth-given ability to refine it into something more. But just like his love sense ability, he is unable to use this on himself, nor can he predict himself in other peoples futures.


~Weaponry Information~


Weapon/s: Alan is quick, so if his enemy can not see him, he can not be hurt. Alan uses his speed and quick reflexes to gain the advantage on an opponent, and with his near-perfect archery skills can be quite a force to be reckoned with on the battle field, however Alan has never shot to kill or severely injure. His style is much more catching the baggy part of their clothing and pinning them to a wall.
Weapon/s Name: Swiftwind
Weapon/s Type: Bow
Attributes: Speed (arrow travels faster than normal)


~Other Information~


Other:
Materializing arrows: Since Alan can't be expected to carry around a quiver of arrows on his back at all times, his bow has been modified so that when a simple multi-tool he has in his pocket is activated to Swiftwind, a quiver and arrows will materialize on his back. It is still in the works, but Alan is currently limited to five arrows in his quiver as of date.

~Theme Song~


Theme Song:
Higher - Taio Cruz


@Leaves; uh... it should get pretty dark as the game draws on, that's all I'm going to say so that I don't end up spoiling the movie should you wish to watch it...
@December; it's not just going to put a huge wedge in the relationship between Seraphina and Leo... it's going to drive a huge wedge in ANY relationship between Seraphina and ANY supernatural... He's underestimating her completely, and it is going to backfire on him, and cause shit for others cause she's the most knowledgeable when it comes to the supernatural creatures of the world. She's going to become so paranoid; and honestly, she only trusts two people at the moment... she's a major flight risk as it is; what Leo is doing, once she senses she's being watched, is going to drive her away, and she will very quickly start working up plans to flee from Klamath within the next few days if she isn't stopped...
@Juno; I'll have a look over him today :'3

Also; once all CS' are up and accepted, I'll choose counsellors for the cabins..!!
Here's my daughter if Hephaestus guys..!


@Lockhart; hey, welcome..! Unfortunately, I have to put a limit of only two children to each of the big three (spread over the two camps), and one of my Co-GM's has already asked for the second child in the Hades cabin; I'm really sorry about that- is there any other God or Goddess that has caught your interest..?

We also have a Zeus spot reserved by the same GM.
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