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Fandom 𝒂 𝒅𝒊𝒗𝒊𝒏𝒆 𝒑𝒖𝒓𝒔𝒖𝒊𝒕. [characters]

fraxiom

monkeying around
Roleplay Availability
Roleplay Type(s)

I
APPEAR
MISSING,
NOW.
placeholder | code by low fidelity.

character thread for a divine pursuit.
 











































  • orin daithi gorman ━ the fool














1



2



3














coded by mountainpost
 
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ignore him for now x
  • THE SUN
    PROFILE
    NAME...
    TEILO GRIFFITHS
    NICKNAME...
    TAFFY
    GENDER...
    CIS MALE
    AGE...
    NINETEEN
    DATE OF BIRTH...
    FEBRUARY 18
    SEXUALITY...
    HOMOSEXUAL
    GODLY PARENT...
    ARAWN
    ROLE...
    THE SUN
    GROUP...
    RENEGADE
    Appearance
    The wild regrets and the bloody sweats, none knew so well as I; for he who lives more lives than one, more deaths than one must die.
    height:
    five ft eleven
    hair color:
    black
    eye color:
    light blue

    Teilo doesn't stand out from the crowd so much as he sinks into its shadows. Those lucky enough to witness him and remember the event would report a mop of dark hair, crystal-blue eyes, and a stature of five foot eleven. Graced with high cheekbones and a square jaw, he has a seemingly permanent poker-face, eyes not so much windows to his soul as they are shut doors. Normally, he's seen in dark and notably average-looking clothing - hoodies, jeans, the like - he doesn't wish to draw any unnecessary eyes to himself. His posture is impeccable, gait and stride long and domineering. Despite a the notably average height he boasts, Teilo seems to loom over people even if they are inches taller than him; an energy of power that exalts his body beyond its physical limits.

    Underneath a heap of fabric is the body of a rugby player. He is lean but strong, runs like a dog and lift like a fireman when needs must. Across his left cheek is a thick, jagged scar from an incident in his youth with a Stymphalian bird.
    ⬩ ⬥ ❖ ⬥ ⬩
    Personality
    There are no eyes here in this valley of dying stars, in this hollow valley, this broken jaw of our lost kingdoms.
    It is difficult to know a man who hardly knows himself, but those in close proximity to him would first come to describe him as emotionally distant. A quiet, dutiful and reserved man, this son of Arawn seems the perfect soldier. Expressing feelings has never come naturally to him, and though relatively personable, he keeps his true self under lock and key.

    Frankly, Teilo finds it difficult to share his emotions with even himself. Plagued by a history of emotional neglect, he has found that the best way to get through a hard time is to pretend he does not feel it. A kind therapist would call him depressed. A realistic one would deem him sociopathic. Both may be true, but not in the ways they would expect. Teilo is not bogged down by a feeling of emptiness so much as he is revitalised by it, and though emotions don't come to him the same way they do other people, it by no means insinuates that he doesn't feel them. Those who look close enough, who spend enough time with him, who really dig, find that he is riddled with a great fear of being truly known.

    He is polite and level-headed, but has a streak of cruelty about him. With great knowledge and vast amounts of power under his fingertips comes a sense of superiority when he comes to encounter other people. In spite of this, he does not feel himself worthy of appreciation, love, or reverance, and finds it mind-boggling and stressful when people wish to grow closer to him.
code by Nano
 
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Marella, child of Poseidon
















# the moon




# kanashkova.lera on Instagram










♡coded by uxie♡



 
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Zacharias Blake.





  • cis male.

    eighteen.

    heterosexual.




    zac.

    the sun.

    son of hades.




    appearance.

    Nothing about Zac's appearance makes one immediately think 'child of Hades'- with his golden blonde hair, bright blue eyes, and tanned skin, he's more akin to those of the Apollo cabin than anything else. He stands at an even 6', with an athletic build gained from years spent combat training. Several small scars mark his body from questing, though most have all but fully faded, being only small reminders of his past ventures.


    abilities.

    umbrakinetic form - one of zac's most potent, yet most draining abilities, allows him to tap into the pure dark energy of erebos and dissolve his physical form into shadows, making himself intangible and greatly heightening his other abilities. in this form, zack appears as a semi-opaque, completely dark figure, able to dissipate at will, with only his eyes visible, which become completely white. whilst he's in this form, zac's physical body is tethered to the underworld, and, if he stays in this form for too long, his physical body will become permanently bound to his father's domain, leaving him a shade, a spirit with no physical body.

    fear inducement - when in his shadow form, zac subconsciously inspires a sense of dread and impending doom in those who look at him, which greatly increases when he looks directly at them. this will often cause mortals and lesser monsters to immediately flee his immediate area, though divine beings and half-bloods of a higher will may stave off this instinct to stay engaged in combat. this ability does not discriminate against friend or foe, however, and can- and often times, will- cause a shift in perspective regarding him from his allies.

    death sense - whenever someone zac has interacted with recently, or is in close vicinity to, is close to death, he gets an intense metallic taste in his mouth, akin to blood. he can also get a general sense of when someone's soul is being judged in the underworld.

    retrocognition - whenever zac comes into contact with something that has an extremely strong connection to a soul present in the underworld- typically, something from when they passed- zac can tap into the energy left behind by these spirits, reliving a memory in real-time. much like his shadow form, tapping into this ability tethers zac directly to the underworld- and, more specifically, the spirit whose energy he's tapped- leaving his physical form vulnerable to the influences of the spirit he's 'communicating' with.










 
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scroll








scroll



























the justice



sora.







full name

sora mizuno






nicknames

soso +






age

seventeen






d.o.b.

may 4






godly parent

apollo






sexuality

undecided
































tabun


yoasobi




















01.



visage

















height

4’11






build

petite






hair c.

brown






eye c.

dark brown






faceclaim

mina yamauchi























02.



psyche










When you think of Sora, she is just like her name: short, sweet and straight to the point. To some, she can seem as unpredictable by the weather, a smile as bright as the sun one moment for it to be replaced with a stony look the next. To others she may seem stubborn and hard to approach particularly from those who haven’t had the honour of making her acquaintance yet. In reality, Sora is just a simple introvert who revels in able to analyse the complexity of human nature from afar which many find unbefitting due to her more childlike physique. On the surface, Sora reflects a more positive outlook on life in general whilst trying to be the one to keep the peace amongst the group, providing a friendly and welcoming demeanour even if it means often she is the confidant, not that she matters too much. Yet beneath that sunny exterior, Sora harbours a more negative viewpoint of the world and the horrors within it, particularly after living the life of a demigod. But alas, what good does complaining do.

Being a daughter of Apollo, she has an affinity for more creative activities such as the thrills of music (especially musicals), or working within the high pressure environment within an archery range. But her true talents lie within the medicinal field: the true art of healing only had one goal, to preserve life or to allow it to end. This talent had been honed significantly throughout her training at camp and although she’s not able to stop death itself quite yet, who knows, someday she could.

Though outsiders may find Sora a people-pleaser and somewhat of a pushover in her attempts to keep the peace, once the right person (or people) gain her friendship, she will open up to reveal a more genuinely quiet but sensitive soul which also makes her a little bit of a crybaby underneath the amiable exterior, often falling victim to intrusive thoughts especially when stressed because of her inability to share her own heavy burdens with others very easily.

Sora is practical and amicable to almost anybody she meets whether ally or enemy alike, preferring negotiations, facts and figures to being impulsive and quick to blow up when the heat turns a little. Amongst friends, she is rather blunt and open when speaking which can sometimes cause discourse though this is partially due to her neurodivergence than meaning any true harm.

The very aspect of being the mature and agreeable young woman she is can often result in it being a disadvantage rather than the opposite because of the fact that nobody is able to please everybody all the time; whenever there is significant discord it can leave her feeling more depressed and grouchy, particularly when nobody will work in collaboration with each other to solve the problems. Although she works hard to get to know her teammates to create synergies and arrangements and tries to be the voice of reason regardless, she can sometimes come across as meddling despite it being for what she feels is a good cause and has a strong need for routine and structure that many find pointless or flat out weird particularly when dealing with a camp full of ADHD demigods. Needless to say, she dislikes dealing with people who refuse to listen to others or compromise, or who prefer to try and ‘lone wolf’ everything at the expense of the team. And if she finds out someone lied to her, even a small white lie, only true anger awaits.

Whilst at times her persona may seem a little inconsistent, Sora is able to adapt well to her surroundings and read the room a lot easier than most which allows her to match her own outward persona to her environment. Whilst internally enjoying the deep conversations that conflict can bring about, for the most part she will try to diffuse them and quell any potential discourse that occur within her presence at least, rather solving issues through words than weapons. That isn’t to say that she is not a proficient warrior, but even her role as a healer is testament to her wish for truth, clarity and understanding than the impulsive behaviours without reason.

Like most children of the Sun God, Sora is more of a big sister figure who has an affinity for protecting those within her orbit, particularly if they are younger than her, she will instinctively take on the big sister role without a second thought., though often it is more humorous considering her short stature.






likes

scary movies, early morning sunrises, spicy foods, traditional music + more tba






dislikes

too much caffeine, feeling tired, rodents,






fears

snakes, losing control or clarity, being forgotten or left behind


















03.



history










Sora was born in the bustling, bright haven of New York as the only daughter of a middle class businesswoman who was often too busy with work to be home as much as she should, and naturally, the sun god Apollo (as you do), they had lived a relatively normal life… well as normal as the life of a dyslexic demigod with ADHD could have.

She would attend a regular middle school with less than regular grades and a very irregular school life; although Sora would never intentionally cause trouble, it would always seem to find her. Whether it be the various bullies who would tease her throughout her years of education suddenly finding themselves talking in senseless riddles until she had calmed her anger, to the fact she was… more than aggressive in the team sports like dodgeball or soccer that she claimed was not her fault. That wasn’t even counting the different kinds of monsters she claimed to see, earning her the nickname of a witch all throughout most of her early school years. She would have few acquaintances and even fewer people she could call friends, but she would make up for it by creating her own ones: ones that couldn’t leave her or call her names. Whilst Sora could never truly enjoy writing stories the way ‘normal’ kids could, she was above average at journalling and writing poetry, but found both of them unable to keep her interest for more than a few minutes.

The true monster attacks would begin around when Sora was nearly thirteen, increasing in their severity as the years would go on and her mother would finally indulge in the true identity of her father at the expense of higher monster attacks from the knowledge and finally the suggestion that she should go to camp permanently. Her mother was expecting Sora to immediately disagree with going to the camp, wanting to stay at home but for someone who had such little social interaction throughout most of her life, and barely any positive influences in her life… It felt like a new beginning despite her mother being more attached than she was. At the beginning, Sora would naturally have some scepticism about the entire scenario, but upon further reflection, she would come to terms as much as a pre-teen could that she was apparently half god and half mortal.

The transition from her home life to one where she would be staying mostly full time at camp was hard. With an overprotective mother reluctant to let her go despite rarely being home herself, they would eventually reach a consensus that it would be safer, and more practical, to train at the camp rather than putting everyone else at risk by remaining at home. Once having moved into the walls of her new home, she would initially find it harder to cope, barely enjoying any of the activities and becoming more homesick for the city life that she was used to as well as the newfound joy of having very little privacy in a cabin full of people supposed her be her new ‘siblings’, but as time would go on, she would eventually let her more ‘sunny’ disposition show and become one of the positive influences within the camp.


Throughout her time at camp, Sora would occasionally go home for the holidays to celebrate cultural holidays, but would mostly be a full-time resident of the camp and friendly face to all who would come and go throughout the years whilst preferring to stay out of the limelight of leadership roles in Cabin 7.


















04.



gallery


































05.



connections

















character name



To be added.

















character name



To be added.

















character name



To be added.

















character name



To be added.





















06.



miscellaneous

















powers

most proficient in healing arts and has a natural ability to absorb medical knowledge though for more complicated skillsets (e.g. surgical procedures) that knowledge is not able to be applied without actual training. also has basic knowledge on medicinal herbs and plants, her secret talent is being able to tell poisonous mushrooms from regular ones.

energy healing ; sora is able to use her own energy to heal herself/others through direct or indirect touch, works upon critical+non criticial injuries but the worse the injury, the more energy required.

blood healing ; although the weakest of sora's abilities, she can use her own blood to heal larger wounds but is /only/ used as a last resort due to the mass amount of energy required to sustain ++ the less blood used, the slower the healing process. this power has barely been honed so who knows whether its one she'll learn to master. requires verbal affirmations (or a haiku) to apollo and a calm and clear mind else energy will be drained but with no results.

precognitive synaesthesia ; able to experience glances of future events when playing music though the visions themselves are unpredictable and not guaranteed to be of any importance or occur every single time, primarily occurs when experiencing stronger emotions.

light conversion ; self explanatory for a daughter of apollo however sora is currently only confident converting energy when absorbing from natural light sources and is primarily used to support healing abilities







weapon(s)

ah of course the ever clichéd bow. Simple but effective for a daughter of apollo. But also carries a personal pair of twin daggers affectionately nicknamed ‘Hikari’ rather than their actual Greek name; able to be hidden in plain sight as chain bracelets; though she dislikes using them often.




















♡coded by uxie♡
 
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Placeholder for Renegade Demi-God to be used later.​







Brenna, Child of Freyja
















# The Magician




# Kathryn Newton










♡coded by uxie♡



 
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Soldier, Poet, King



The Oh Hellos












viii. strength















R

equisite.










name


ian cadmus lowenthall







nicknames


een, achilles







age


17







dob


april 3, aries







gender


cis-male







orientation


bisexual







godly parent


athena













V

isage.










height


5'11''







build


lean but with a muscular, almost militaristic build







hair color


auburn







eye color


slate grey







style


Ian has never had a proclivity for fashion or dressing with intention. He's perfectly content spending his days in a pair of shorts and his CHB shirt, but he's very particular about the cleanliness of his clothing; especially after a day of camp activities. His typical attire when not in camp garb is something he can move around easily in, that's relatively neutral; dark shirts, sweatsuits, shorts, ect. He prefers to not draw attention to himself, but occasionally, he does like to show off his siblings sewing projects no matter how ugly the clothes may be.







appearance


Even before becoming aware of his demigod status, Ian was a very active and pent up kid. He frequently needed to stay moving, and having monsters that wanted to kill him just gave him something to channel that energy into. Ian became a year-rounder at 11 years old, and ever since then he's become more adept at fighting. Because of this, his build is relatively slender but just slightly too muscular for the average teenage boy. He stays quite pale despite spending most of his time outside, gets sun burnt way too easily, is a severe looking young man, despite his apparent baby face. He's still a teen boy that laughs, smiles, gets sad or angry, but his face defaults to a perpetual frown as if he’s disapproving of something or thinking. Ian may be a more casual dresser, but he still manages to micromanage the other things like his skincare and keeping his hair neat and out of his face. More than anything he hates being dirty, so if he's not in the midst of fighting, you won't see a speck of dirt on him.








faceclaim


kit connor













p

ersona.





INFJ - A

Ian is a tender heart with a tough exterior. He cares a lot , but he's just a little too emotionally repressed to show it; letting people in isn't an easy thing for him to do since it means more people to worry about. The friends that stick around are typically the persistent ones that Ian no longer has the heart to say no to. If they've determined that his stiff, stubborn personality is worth keeping around, he's not going to fight them on it. On the other end, Ian can be unexpectedly funny. He's so focused on academics and fighting that he never really took the time to develop social skills, resulting in a nonexistent filter and the occasional bouts of cluelessness. He really only lets his guard down around other during camp activities or when working on his hobbies. It's like the wide-eyed energetic child is allowed to resurface and he's just a teenage boy at summer camp, not a demigod who constantly worries about the safety of those around him.

In an almost contradictory way, Ian is very cocky and playful when fighting. He takes combat seriously, but once he's in action, he's electric. It's the adrenaline and lack of filter, that shows the part of Ian he typically keeps reserved for his family. Truly, it feels as if he's been so focused on staying alive that he's started to tuck pieces of himself away so as not to get distracted.

Ian is a bit of an ambivert. He focuses best when left to his own devices, but he doesn't enjoy being alone for long periods of time. He prefers to be around company, but as a spectator rather than fully engaged in the action. He's a pretty level-headed young man, and relatively open to new experiences and ideas but wary of people. He's naturally suspicious of anyone new and keeps them at arms length at first so he can observe them. If they're deemed okay, maybe he'll say hi in the mess hall. Maybe...

He's always looking for new hobbies, for those days he's banned from the training field, and tends to try and find ways to segway trivial facts about things into conversations.

Likes
funfacts, horses, arts and crafts, sword combat, constellations
Dislikes
spiders, invasion of personal space, domineering personalities, soda, dirtiness









h

istory





Ian is adopted. It's not the start of the story, but it's where he prefers to say it began. He's the eldest of 3 in a single parent household. He has a younger brother, Mikey, a baby sister Lily, his mother Ada, and he is fiercely protective of all of them; becoming a year-rounder was a choice made by Ian alone.

But to backtrack a little, Ian Lowenthall was actually "born" to a graduate student named Sarah Hawk. There was no birthing involved, obviously, but for whatever reason Athena decided that this high-achieving woman was someone worthy of bestowing a brain-child to. Sarah thought otherwise. One moment she's working towards her PHD, the next she has a male duplicate version of herself with the grey eyes and intense gaze of the TA she'd been enamored with. She'd agreed to having her baby as a joke. A child of theirs could only be exceptional, and to cut men out of the picture in the pursuit of having a family sounded like a dream. But then it happened. The TA was gone - a goddess in disguise apparently! And she felt as if she'd been entrapped.

Fair to say, Sarah was no mother-figure to Ian.
She tried to tough it out at first. Being chosen by Athena, even for something as... career halting as a child must be a good thing! The child was 3 when she gave him up. It was an open adoption so the kid could have access to his family medical history, his birth certificate, ect, and she personally took Ada and, at the time, her late husband Jonathon aside to explain the "circumstances" of her child's birth, but was very explicit in that she did not want to be contacted.

Ada, although not believing Sarah’s claim, agreed to her stipulations and took as her own. Ian remembers very little of his birth mother (if you can really call her that), but he’s definitely not losing sleep over it.

He had a happy home life, despite the occasional moving around when unsafe things begun to happen around the Lowenthall household, paired with them triggering Ian’s anxieties about “monsters” following him. Ian even turned out to be an exceptional big brother when his parents fostered and eventually adopted his younger brother Michael.

Things only really begun to change when Ian was attacked in broad daylight. It was supposed to be a nice father son outing at the park while his mother took Mikey to the dentist, but was promptly curtailed when a well-meaning satyr approached them insisting that they leave the area.

Of course, Ian’s dad didn’t understand why they should leave their perfectly safe outing, but Ian had tuned out much of the debate. Instead, he was much more focused on a familiar “monster” hunched in plain sight. Too scared to move, Ian remained frozen even as the creature lurched for him. He was shoved out of the way but his father wasn’t so lucky, getting hit by the invisible threat.

Completely unconcerned with the mortal man, the monster returned its focus onto Ian, and it’s only by the presence of the satyr intending to bring him to camp that he survived. And later that day, the same satyr spoke to Ian’s parents, and he was brought to camp for the first time.

That day was full of high stress and despite being unable to do anything to defend himself against a Greek creature that had been trailing his scent (for who knows how long), Ian’s 7 year old brain understood just enough about the circumstances to understand that it was inherently his fault that his dad got hurt and internalize it.

Ian’s adaptation to Camp Half Blood and training was less about being a child of the Combat Strategy goddess Athena and more a mix of guilt and intense protectiveness. He couldn’t forgive himself, and that’s why right before he was set to start middle school, Ian decided to become a year rounder at camp. The only thing he regrets is not being around more when his dad died when he was 15. After that, he went back to mortal school and only coming to camp in the summers, but the one thing he kept up with was constant training.









C

onstitution.










powers


TELUMKINESIS: As a child of a combat strategy goddess, much like some of the children of Ares, Ian is naturally more skilled at handling different kinds of weapons. Even if he hasn’t touched a weapon before, he’s able to pick up on it much quicker than the average person. And sometimes this is amplified by the glimpses he gets from the residual energy of a weapon.

OBJECT MANIFESTATION: If Ian has a visual of an object, he is able to manifest it into existence for a period of time. He most often does it to summon weapons in fights. But the limitations of his ability are specifically manifesting objects, he cannot conjure living things or magical objects, and he has to see them to create them. One annoying little quirk that occasionally causes him issues is that the size of the object = the more drain on his energy. Weapons are easy, but anything larger than maybe a chair starts to tap into his reserves.

PSYCHOMETRY: A power that Ian still has yet to master. Ian can sense residual energy. He describes it as watching the memory of an object. It’s almost like an objective 3rd person view of where the object has been and who has interacted with it. He can’t sense or feel anything about the people who have touched the objects, only see, and it’s never lasted more than a brief glimpse since Ian is not doing it intentionally.







strengths


Like the majority of athena’s children, Ian is good at the typical stuff crafts, overall intelligence, knowing trivial fact that no one cares about, and strategy. But in terms of Ian’s individual strengths as a demigod of the wisdom goddess,

He excels at combat itself. Strategy is cool and all, but he prefers execution over theory, and it’s even better if he’s doing it himself. He’s also rather light on his feet, giving him an edge on speed even though he’s not one for running away from a fight.

Ian is also very empathetic, he understands where people are coming from, even if he doesn’t know how to address it.

Finally Ian is a quick-learner, it seems apparent, but he’s always been a sort of “jack of all trades, master of none” kind of kid when it comes to anything but what he’s inherently good at. He tends to stay at the introductory or intermediate level in most things, but it’s still handy to catch on to things quickly, when needed.







weaknesses


Ian doesn’t listen to his body when he is in a zone. He’s always pushing himself, but when he’s angry or determined to prove someone wrong (or himself right), he pushes himself too hard, ignoring every indicator from his body until things become too severe to ignore

He has so many fears and anxieties, but rarely will voluntarily share them with someone else. Because of this Ian has chronic nightmares, and has had many restless nights that have left him anything but in tiptop shape.

Despite his empathetic and overall kind nature, Ian’s suspicions can make him rather ambivalent towards those he doesn’t fully trust. One minute he’s fine and enjoying their company, but all it takes is one incident to put him back on his guard and them on his watch.







weapons


One of the more versatile weapons, Ian has a lightweight collapsible staff, but with the addition of retractable blades at either end for when he has to dust some monsters; a handy and treasured invention by one of the Hephaestus kids.







personal items


Maps, What's more pragmatic than a child of Athena lugging around maps? Ian has learned from recounts and personal experience that demigods and mortal technology do not mix. But a map can't freak out on you, so he always makes sure to have some handy whether to keep or to hand out. Plus they're fun to study.
Amulet of Eiríni, a one-off talisman from Athena that simply helps to channel Ian's focus and keep him grounded. It's more sentimental than anything, at this point, since Ian never takes it off.
Magic spring water from Crete, or so the demigod who sold it to him on a family vacation says. All Ian knows, is that so long as he doesn't use it up entirely, the water will replenish itself inside of the container it's kept in.















g

allery.
































♡coded by uxie♡
 
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think.









hanako tanaka.










01.



02.



03.














  • 01.




















    01


    name.


    hanako tanaka







    02


    a.k.a.


    hana (to people close to her)







    03


    age.


    fifteen years old







    04


    gender.


    female







    05


    date of birth.


    december 15







    06


    sexuality.


    aroace







    07


    godly parent.


    omoikane







    08


    role.


    justice







    09


    group.


    renegade



















    visage.







    height.


    five foot five






    appearance.


    Hanako was never born for anything highly athletic. In fact, she looks like any normal Japanese schoolgirl her age. She has a fair, borderline pale complexion that seemingly never tans and just burns when underneath the sun. Her figure is quite skinny, to say the least, and built muscles are practically non-existent to her. When you initially look at her, she looks as pure as an angel. Her face was round, you could see it in her cheeks alone. The expression on her face is one that usually looks of grace and elegance. Natural black shoulder length, big dark brown eyes, and even her bangs were the things people remembered her for if people remembered her at all. Although her skin looks seemingly unscathed, she does have a scar running across her right shoulder blade from her stepfather. Her petite and small stature made her easily forgettable but also incredibly agile. Although her strides aren’t long, she always walks with a bounce in her step, always trying to look upbeat and unaffected by the things happening around her.






    faceclaim.


    suzu hirose


















♡coded by uxie♡

 
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One of the many Renegades in this story.​

MAZOKU HAKOMONO

Mazoku Hakomono
Undecided
Male
Renegade
魔族 箱物
DOSSIER
Age: 18
Place of Birth: Kyoto, Japan
Race: East Asian

Appearance
Mazoku has somewhat-straight black hair that sometimes tends to curl near the tips. He also sports dark brown almost-black eyes. He's 6', and weighs 154 pounds, and has a semi-athletic build due to working at a few athletic hobbies.

Faceclaim: Sakaguchi Kentaro
Role: The Fool

PERSONA
Mazoku is a somewhat average player in the social class. He isn't timid, but he won't butt into activities or sports when it's clear he is not wanted or needed. He likes practicing things, no matter what that may be, so as to improve, and severely despises cheating if it can be avoided. Mazoku is also very studious and works hard at most things he does. While he knows his abilities are good, he's careful not to get careless. There are a lot of crazy things in a world full of mythology, and even if your father is a god, you can never be too careful.

Likes
  • Literature
  • The Color Red
  • Mystery/Horror
  • Autumn and Winter
  • Festivals
  • Clarity
  • Rainy Days
  • Origami
  • Tabletop Games
  • Walks

Dislikes
  • Heat Waves
  • Heat
  • Cheating
  • Psyche Altering Chemicals
  • Unclear Statements
  • Height of Summer
  • Yokai
  • Yurei

Hobbies
  • Reading
  • Light Novel Writing (Only Drafts)
  • Practicing
  • Swimming
  • Piano
  • Paper Crafts

Fears
  • Not living up to the duties of the Onmyoji, which his father once was

ABILITIES

  • Shikigami: In tradition, the power and size of a Shikigami was the test for an Onmoyji, the court diviner, to see how powerful they truly were. However, Mazoku has a tendency to change the shape and function of each time he makes them, never settling on one type. As a basis, Shikigami, or servants for Onmyoji, can come in many forms, the most basic being magic in paper which is what Mazoku uses. He already had an aptitude in creating origami and thus was halfway there. This ability allows Mazoku to summon spirits within paper and origami and give them orders or functions. The more there are and bigger they get uses more focus and more energy from Mazoku, so he tends to create smaller ones, most of the time not even enlarging them from the initial vessel. In the future, he hopes to reach the level where he can summon ghosts and Yokai as Shikigami, but is focusing on the paper ones to start out with. Mazoku can also de-summon Shikigami with ease but sees no other use for this except with himself.
    • Shikioji: A special type of Shikigami that Mazoku creates when in emotional peril, with similarities to that of an Oni, or ogre based Yokai. Usually has minor connections with a base element and will not be easily swayed from its usual hostile goal (though, once again, it will most likely be the size of a paper-back book).
    • Minor Bind: If Mazoku faces a weakened spirit or entity, he may be able to influence that spirit, and persuade it or force it into a Shikigami body, where he may focus his energy on trapping it there. Powerful entities cost quite a bit on his mental state to keep at bay, and must focus at all hours of the day, even when sleeping to hold something of average or higher power. Mazoky has only attempted this a few times, but is better against Yokai or vengeful Yurei than other spirits.
  • Transmutation: A basic spell of Abe no Seimei's, where Mazoku can turn one living material into another. However, for now, the item/creature must be living in some sense, and be the same size or general shape as it's resultant. A famous example is the ability to turn a box of oranges into a box of rats, though Mazoku has no control over these creatures or materials.
  • Divining: An Onmyoji's job was mainly as a diviner for the emperors court, and thus a major spell that Seimei wrote on. Mazoku has the ability to discern divinations in various mediums, like strange coincidences or the position of the stars at night. These divinations are broad, usually, like telling the weather, explaining the outcome of a days-long decision, or making a vague answer on whether or not Mazoku might pass a test or not.
  • Weather Manipulation: Not a major ability, but Mazoku can cause weather to get lighter or harder, including examples like making lightning have a higher chance of striking, making a flash flood warning into an average shower, etc.
    • Rain Illusions: A special spell that Seimei only used once, which Mazoku uses as a parlor trick when it rains. Mazoku can create illusions of grandiose detail when it rains with the drops sculpting to hit certain areas, creating the illusion of an item or creature. Mazoku's favorite of these is his Rain Dragon Technique, which is all in the name.
  • Astrological Knowledge: A basic part of his ancestry, Mazoku has knowledge of the stars, their meanings/messages, and connections when they are closer or farther apart.
  • Spiritual Resistance: Mazoku has been training his body and mind in the spiritual planes, and thus has a larger resistance to influence in this nature.
  • Ward Writings: Mazoku can write traditional paper wards, sigils, talismans, or lucky charms, and has knowledge of other protective decorations from his family teachings that could possibly be of use.

Gifts
  • Seimei Amulet: a moderately sized amulet with the Seimei Star insignia on it, this being a pentagram star in a silver circle, with a Japanese Bellflower pattern engraved on the back. Acts as a reminder of Mazoku's legacy.
  • Hoki Naiden: The 'book of spells' written by Abe no Seimei. Is thick and full of possibilities, but takes care to complete, with many readers taking ritual steps before one can cast them on the fly. Mazoku hides it away as secretly as he can, since it's his families pride, and a direct connection to Seimei's influence. Written in Heian-era Japanese, and is a bit difficult to understand, though Mazoku has his own notebook which he uses to take notes and add tips from himself to help improve on Seimei's methods as best he can without being disrespectful. While it is easier to read for Mazoku due to his bloodline, the book itself is not magical, and can be held and read by others.
  • Kinkou (均衡): The main weapon Mazoku wields, which also takes the form of a folding fan. Kinkou was one of Mazoku's first tests as a son of Seimei, as it is one of the cursed Muramasa blades. Like all of its brothers, the sword has an impenetrable bloodlust aura, affecting both its wielder and anyone close by. However, Mazoku was able to exorcise the blade, and uses it as a normally strong sword now, when in combat. However, if Kinkou were ever to be apart from Mazoku for very long and someone else wielded it, the consequences may not be pretty.

BACKGROUND
Son of Abe no Seimei

Abe no Seimei is a what one would call a Scholar's Discussion. The reason behind this is simply, his divinity is a mortal question. Abe no Seimei, while holding immense wisdom and power, was mortal for all of his storied legends, and only became a deity much later in his life, though changing very little. With his new divine abilities, he only used one among his own mortal spells: longer life. Not immortality, mind you, but the chance to get a second chance after his first wife cheated on him with a rival court onmyoji, Douman. Thus, turning Seimei into a deity of the Onmyoji for centuries to come.

It was the day after Mazoku's high school Graduation Ceremony. He had already been accepted into the university of his choice, when he was on a walk on the outskirts of the more rural areas of Kyoto. After getting lost in thought, he looked up to find himself deep within a forest without a path in or out, but instead of panicking, he attempted to follow signs of life before reaching a clearing, where a sumptuous estate resided appearing right out of a history film. Entering the main house, Mazoku was greeted by Abe no Seimei himself.

It turned out that long ago, Mazoku's mother and father were having trouble with creating a child of their own. Since Mazoku's mother was from a family that had long since been loyal to the Seimei line, Mazoku was given to them as a gift. Seimei himself was unsure if Mazoku would be considered a demigod, but as time went on, it was clear that was indeed the case. Even at a very young age, Mazoku caught glimpses of the hidden supernatural world, of yokai running away or yurei disappearing into the dawn.

Seimei also told him of a Camp for people like him, but that he could not attend. Mazoku was not quick to anger as much as he was confused, but Seimei informed him that there were others like him out in the world, and that they might be who he was most comfortable around.

Deciding to make his father proud and take up the duties of a part-Onmyoji, Mazoku dropped his earning in university, and packed up to leave home. Before he left, his parents gave him gifts that they had procured from Seimei: An amulet, and the book of spells that Abe no Seimei used so long ago. With that, Mazoku left for the West, and indeed found the group of renegade whom he had since joined.

© pasta
 
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basic info
backstory
abilities
Akeem Nur-Hassim
𓂀𓍝
  • PROFILE
    FULL NAME
    Akeem Nur-Hassim
    NICKNAMES
    Eye of Ma'at, Werethekau, Dr. Hassim
    GODLY PARENT
    Heka
    AGE
    20
    BIRTHDAY
    November 11th
    GENDER
    Male
    SEXUALITY
    Homosexual
    ROLE
    The Moon
    GROUP
    Renegade
    Know the world in yourself. Never look for yourself in the world, for this would be to project your illusion.
    APPEARANCE
    BASICS
    HEIGHT
    6’2” (1.89m)
    WEIGHT
    194 lbs (88 kg)
    BLOOD TYPE
    O
    HAIR COLOR
    Light Brown
    EYE COLOR
    Green
    MISCELLANEOUS

    Akeem is most often quite scruffy in nature, with unkempt clothes in contrast to his slick back hair, though he does sometimes try to make an effort depending on the occasion. Not one for formalities much, or social cues for that matter, Akeem essentially doesn't care what someone else thinks of him or how he chooses to present himself. He's not there to please others. A baggy white shirt that has never seen an iron before? Sure, why not? Those jeans with holes of an unknown nature? Yeah, put them on.

    Surprisingly fit and muscular for someone who's considered a magic user, Akeem spends enough time being busy in order to stay healthy and agile - despite his lifestyle. Due to the strain and physical drawbacks magic has on him, he often maintains his physical prowess so his body can handle the cost, giving the impression that he relies on physical power.
    PERSONALITY
    Don't try to make life a mathematics problem with yourself in the center and everything coming out equal. When you're good, bad things can still happen.
    Akeem is defined by several overpowering personality traits, some of which are at direct odds with one another. What bridges all of it is his confidence. Akeem Nur-Hassim takes great pride in his ability to depend upon himself for just about anything, and never finds a situation too grim for hope. He's of the disposition to believe that anything can be overcome with sufficient know-how, and his wide variety of skills and resources only bolster this belief in himself. Nothing is ever impossible, and Akeem has very little time for anyone who disagrees.

    Akeem is a very calm, determined individual when he wants something. He's not the type to explode into histrionics, or ever really let anyone get a good bead on how he's feeling -- stiff upper lip and all that. He can be stubborn, but only when he knows he's right, and frankly, he knows he's right 100 of the time. All the same, he's not the type to be goaded into a fight, what with cooler heads prevailing and all. Most attempts to bait him will fail.

    Even though he may not show it or tell anyone this, Akeem is quite the self-conscious individual. He's got a list of insecurities a mile long and is constantly trying to prove himself to people that could probably care less. There's always this inner voice in his head telling him that he needs to be better, at any number of things. It's not enough to actually throw him into a massive depression, but it's always there, waiting for him to screw up, and then it pounces.

    Akeem has always been alone, no matter what family figures he had around him. Thus, it's only natural, that he'd grow up to be a bit of a loner. While he has no problem working with others or on a team, he tends to lean more toward the lone coyote lifestyle. Embracing this lifestyle to the fullest, Akeem tries his hardest not to ask for help from anyone, choosing rather do everything on his own. Akeem will always be a loner, regardless of how he may act around others. It's just who he is.

    Going hand in hand with his lone coyote persona, is the fact that Akeem's a very proud individual. He doesn't like to admit that even he needs help sometimes, especially since he's been alone his entire life and made it through a helluva lot without assistance. His pride is what gets him into trouble quite often and it's not until things are dreadfully in danger of going bad does he breaks down and gets the help that he needs.
code by Nano

 
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Gabriella Vasquez.





  • cis female.

    seventeen.

    bisexual.




    gabi.

    the strength.

    daughter of tezcatlipoca.




    appearance.

    gabriella, while having a rather unremarkable appearance overall, has an aura about her that radiates power, a sense of strength that ripples just beneath her skin. to the average passerby, though, she wouldn't stand out from a crowd, standing at a fairly average 5'7", with warm brown skin and dark hair, though her eyes are particularly unique- though they seem to simply be a dark brown from afar, up close, they appear nearly black, with emerald-green undertones that spark up when using her abilities. she's been known to to partially shift her eyes into her nahuali form to intimidate or disparage.



    abilities.

    nahualism - as the daughter of the shapeshifting jaguar god, gabriella has direct access to her tonalli, or animal spirit of a panther, allowing her to adopt its' traits at will, even being able to fully transform under the night sky.

    night adaptation - gabriella is able to perfectly adapt to her father's domain of the night sky, sporting perfect night vision, enhanced speed, strength, and senses, and the uncanny ability to almost completely blend in with the shadows of the night.

    intention sense - gabriella's obsidian blade, yohuitl, when in its' disguised obsidian mirror form, allows her to see the true intentions of anyone she's been in physical contact with recently.

    obsidian weapon manifestation - when under the night sky, gabriella is able to manifest obsidian weapons from black smoke, often acting as auxiliary to yohuitl.









 
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A camper.​

CESSILY ONA

Cessily Ona
Undecided
Female
Camper
VII-XIV XXVIII
DOSSIER
Age: 18
Place of Birth: Chicago, Illinois
Race: White

Appearance
Cessily has strawberry blonde hair that she tends to keep longer, typically keeping it up in a bun or down if it's cold enough. She has brown/green-ish eyes and a fair complexion, as well as a slimmer athletic build from years of physical travel and relying on herself.

Role: The Tower

PERSONA
Cessily can be blunt, at times. After years of relying on herself and only herself, she doesn't really have much of a filter. She's not outwardly hateful towards anyone, but she doesn't care for melodrama. While she'd like people to believe that she'd rather be alone, Cessily prefers group activates over individual ones if invited. She's prideful and ambitious, and is always up to take on a challenge to prove that she's capable, but not easily provoked. She's not an idiot, she'll have you know.

Likes
  • Comics
  • The Color Blue
  • Action/Adventure
  • Spring/Early Autumn
  • Festivals
  • Clarity
  • Games of Any Sort
  • Bicycles

Dislikes
  • Incredible Cold
  • Ice
  • Cheating
  • Drugs
  • Melodrama
  • People Being Over the Top

Hobbies
  • Driving
  • Biking
  • Archery
  • Swimming
  • Metalworking

ABILITIES

  • Lockpicking: A basic real skill that's not a power. From a few years on her own, Cessily has knowledge of classic locks that she can't access.
  • Security Knowledge: Cessily worked for a major security firm for half a year before dropping it, and thus has knowledge of various types of technological security, especially in homes, offices, and cars. This includes how to hotwire vehicles.
  • Handheld Dating: By touching an object with her palms or most of her hands, Cessily is able to look back and know how old a single object is, and any major events in its past (this means she can't see the entire past, only highlights).
  • Threshold Push: If Cessily has been on both sides of a threshold, and is within 3 miles of another threshold (meaning this includes both doors and windows) where she has also been on both sides, Cessily can connect the two and jump between them.

Gifts
  • Rusted Key: An old rusted golden key with the sigil of two faces, one engraved on each side. It's a family heirloom that your family, wherever they might be, had.

BACKGROUND
Daughter of Janus

Cessily's earliest memories were of being at an orphanage. She was left there as a child, as many of her peers were as well, and lived there for a time. She never wondered who her parents were after the first few years, but she still wore the key around her neck that she was left with. Unlike what most would think, Cessily's childhood wasn't horrible. The staff were decent and if Cessily was ever bullied (which was rare), she would bluntly make a statement back and walk away, muting the conflict for good.

When she was old enough, she left the orphanage and spent four years traveling the east coast of the US, picking up jobs and trying to find her place in the world. It was during a return to her ruined orphanage in Chicago when Janus revealed himself, appearing in the old iron gate and speaking to her from there, instructing her to find Camp Half Blood. Despite being a Roman descendant, Cessily was accepted and currently attends Camp on the clock for all seasons.

© pasta
 






























Here I Go Again



Whitesnake












xvi. the tower















R

equisite.










name


kiran michael rai







nicknames


kee,







age


19







dob


october 23rd







gender


cis-male







orientation


pansexual







godly parent


renegade | angerona (pain and fear)













V

isage.










height


5'7''







build


lean in a way that indicates an athletic background of some kind







hair color


dark brown







eye color


dark brown







style


Kiran dresses like a typical guy his age. Almost, but not quite, trendy. Lots of jeans, hoodies, and things that look casual but with some effort put in to the color coordination and style of the clothing. He's a t-shirt kind of guy, but always has a jacket or hoodie on since he tends to run cold. Plus it's comforting.







appearance


Kee's relationship with Camp Jupiter is a complicated one, but one of the great parts was the access to a multitude of things to do by way of New Rome. He's a young man that prefers to stay active so that he can defend himself whenever he eventually pisses someone off. He does a lot of track running which has contributed to his lean figure intermixed with introductory hand-to-hand combat, but his real passion is Tai Chi. Tai Chi is the gift that made Kee so fluid-moving but grounded.

Outside of his physical build, Kee is a bit shifty-looking. Not in a bad way, but he's one of those guys who look like they've never had a restful sleep in their lives, with the dark veins, frequently pallid skin, and intense (gonna start shit) gaze to match. He makes people uneasy and has no control over it; his body's way of presenting his godly heritage, he guesses. Kee doesn't really mind, even if his appearance tends to be at odds with his more laid-back persona. It just makes interacting with people more interesting.








faceclaim


tenzing norgay trainor













p

ersona.





ISTJ - A
Kee is an observer but also an instigator.
He’s always been a curious type, watching and learning from the world around him, but his type of curiosity is now much less innocent and more… Seeing how far he can push something before getting a reaction of some kind. Good or bad.

It’s almost the equivalent of watching a cornered animal lashing out. Because fear and anger are practically cousins. And pain is usually a motivator for the two — physical or mental.

Even if Kee didn’t choose to be a pain in the ass, he’s forever drawn to fear and anguish like birds are drawn south for the winter. It’s a part of him, and instead of saying it’s not who he is or fighting it, he leans into it.

When he’s not bothering the masses, Kee prefers to be alone. He’s a sociable guy but a solitary creature. He never learned how to do the friendship stuff and feels it’s too late to start, at this point. Why would he force himself to spend more time around people than he already does? He’s used to doing his own thing, and his pain insists he keep people at arms length.

Even so, Kee is all too comfortable talking about the highs and lows of his life. He’s a demigod of anguish, so he doesn’t shy away from the bad bits.

And Kee in his natural, most comfortable state is a chatty contrarian. He’ll talk about the weather just because he can and argue the sky being blue if it means he can bicker. A heated exchange is always an entertaining one.

Likes
tai chi, bickering, controversy, the outdoors, pain
Dislikes
being cooped up, criticism, overt friendliness, insects, pain









h

istory





Kiran Rai. King of Light.
A name gifted to an infant by his father.

A man he never truly knew.
A man he is estranged from.

Kee doesn't know who Kiran is, but it's still important to tell his story.

~^~











C

onstitution.










powers


FEAR CONSTRUCTS: Aside from the naturally unsettling aura bestowed upon him by his parentage, Kee doesn't have as much domain in fear as he does anguish. The only thing he's managed is to be able to summon physical manifestations of fear in the form of shadowy, eldritch-esque creatures.

The process itself is intensive and tiring as Kee has to focus his energy on sensing the fear around him and then drawing it together so that the creatures may form; once formed, the creatures are obedient, but are still naturally drawn to the strongest source of fear when left to linger too long. He's rarely used this ability minus one-off summoning of creatures to entertain himself.

PAIN TRANSFERENCE: With physical contact between living creatures, Kee is able to transfer pain from one source to another. Typically, he transfers the pain to himself because his godly heritage gives him a higher pain threshold than the average being. But Angermona is a goddess that not only takes but gives pain, so just as easily as Ian can transfer another's pain to himself, he is able to transfer pain to them with a touch.

Pain transference can be risky because there is no way to gauge someone's pain threshold, and Kee has to rely on his best judgement of how much to give or take; too much can cause physical damage.

PAIN SUPPRESSION: Kee is able to block himself off from feeling pain for a period of time. Usually this ability activates on instinct when he's involved in dangerous situations, but he is also able to channel it intentionally such as when doing pain transference (he tends to avoid this since feeling the pain allows him to gauge how much he can take without causing himself bodily harm).

Pain suppression can be handy when Kee wants to avoid an initial bout of pain or ride out the intense parts. But as soon as it shuts off, he's back to experience the exact intensity of pain that his body is feeling in that moment.







strengths



Being a child of fear and anguish has some benefits. There not enough for Kee to really go listing off , but the strengths he did acquire are what helped him get this far in life.

For one, Kee is exceptional at reading people. His observant nature is what helps him pick up on people’s fear and pain (even when they’re trying to hide it), but it also translates to an overall ability to get a read on people. Which is a helpful baseline for when he’s purposely trying to set someone off.

Kee is also a skilled liar. It doesn’t sound like something to brag about. But when people are naturally wary of Kee, he has to be quick and efficient in getting them off his back.

Finally, Kee excels at physical combat. It’s a skill that he deemed important to learn after discovering his pain transference ability. He has to get up and personal to make physical contact with an enemy if he’s to use the ability, so learning how to fight hand-to-hand was essential. He’s more of an offensive fighter than defensive, preferring speed and using his abilities to stun or incapacitate as quickly as possible.







weaknesses



Kee is a resentful individual. He has a lot of hurt bubbling under the surface and a tendency to be reckless with his words and actions. Sometimes it’s like he wants to be hurt, and he’ll escalate a situation with the intent of making someone as upset as him.

Kee tends to have issues with his hands. He’s unsure if it’s nerve damage, the result of an old injury, or a drawback from his powers, but he has issues with grasping things, primarily for long periods of time as his hands start to get fatigued. He’s usually able to manage and hide this, but sometimes his hands get stiff or lock up when overexerted. It’s part of the reason he prefers physical combat to wielding a sword. The only weapons he utilizes are those that are lightweight.

He’s also extremely distrusting. Kee isn’t a boy scout and he treats others the exact way he’d treat himself (if he were anyone else), with the utmost suspicion. Because of this, Kee is the type to go against the plan, if he feels he’s being misled or keep someone out of the loop, if he feels like they may sabotage his goals or have an ulterior motive. Kee frequently acts in his own self-interest and he expects others to do the same.







weapons


Kee doesn’t prefer to use weapons, but he knows that he needs to. So he dual wielded daggers so that he can be quick and incorporate more of a physical combat style to his more lethal attacks.







personal items



The Capsule: Kee’s oldest fear construct resides inside. The others fade after a while or are recalled, but not this one. As Kee’s oldest companion, the two are practically bonded.

Compass: Rudimentary in its design. It’s just two, stacked arrows encased in a container similar to a pocket watch. But no matter where Kee goes, there always pointing dutifully to the separate magnetic sources that draw them.

Pocket Journal: Small and slim, It doesn’t seem like much. It’s written in Kee’s father tongue and appears to be short snippets written on different dates with varying lengths of time between them.















g

allery.
































♡coded by uxie♡
 
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