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Jessica Sandborn
Daughter of Mnemosyne's Cabin
Owned by: Affectos
Ellie Pettit

"Everyone loves a good conspiracy"
Healthy
Personality
While reserved, Jessica isn't shy when it comes to making and cracking codes. She enjoys teaching campers not only how to write their own secret messages, but the history of cryptology as well. In group work, she would rather prefer to be given a job rather than lead.
History

Parents Meeting When you say that you work for a government program that has a three letter acronym, most people jump to the assumption of either FBI or CIA. When people gave those guesses to Dan Sandborn, he'd sigh and tell them that he worked for the NSA as a cryptologist. He would then have to explain that he essentially broke codes for a living. If people then asked if it was like in thriller movies, Dan would sigh and tell them what he really did at work.

Normally, Dan would spend his lunch break in a small cafe near the NSA, finishing the Jumble in the newspaper, always trying to beat his previous record. One day, he was interrupted by a charming woman asking if she could barrow his paper when he was done so she could do the crossword.

Agreeing, Dan handed over the paper when he had finished his Jumble. Taking the paper, the woman mused at how quick he was able to finish the puzzle. As she worked on the crossword, the two of them started to talk about their love for word puzzles.

Realizing that he needed to get back to work, he bid the woman he came to know as Emma goodbye. As Dan went back to work, he actually had a spring in his step. It's not everyday that one meets a beautiful woman who has a mind with that.

The next day on his break, he found himself chatting with Emma again. This became a regular meeting. Between puzzles, the two of them began to grow closer. When Dan told her about his job, she became even more intrigued with him. Even though Dan couldn't tell the real secrets about his work, she understood. Little did he know that Emma had secrets of her own.

Their relationship grew deeper as Dan and Emma began dating. A common spot for them was a weekend lunch date to Kryptos where the two of them worked together on attempting to crack the statue's last code. It was on one of these weekend trips that the two turned adjectives into verbs...

That was one of the last times he saw Emma. She stopped showing up at the cafe. The happiness that Dan had held felt for the last few months evaporated. He returned to his job, more dreary than ever. A few months past until Dan arrived at work where a note was waiting for him at his desk. Finding it in code, he quickly deciphered it, as it was a basic Jumble code. The note instructed him to meet the author at the cafe. Arriving, Dan was surprised to find Emma several months along. She explained to him that she was actually the goddess Mnemosyne, goddess of language. The two continued their conversation via crossword puzzle, each filling in a few words at a time. Through this, Mnemosyne explained that her child would be threatened by monsters and that Dan would have to take care of her. Before she departed, Mnemosyne left Dan with two things, an old-fashioned decoder ring and a slip of paper that was written in code. "If our child needs more protection, have her solve this."

Dan watched with an unusual sensation of anticipation and remorse as he watched the goddess leave, knowing that he would soon see his child.

Youth: When the baby girl arrived at his home, he was elated. Again he had a person in his life that made him feel joy. Naming the girl Jessica, he raised her with care, as she had an appearence that reminded him of Mnemosyne. As the girl grew older, she began to share her father's love for codes, the two of them leaving little codes to each other to solve for fun. In school, she spent a lot of her time in the library, reading. At home, her bookshelves buckled a bit under their weight. Despite all of the books she read, her main passion of codes and code-breaking remained. When she asked about her mother, Dan would explain that her mother was always watching and that if she were able to solve the code, she'd learn more. It was when she was eight that Dan gave her the decoder ring and paper that Mnemosyne had given him years ago.

Not doing much for after-school activities, her friends remained close, but few. Usually, they'd talk about the books they were reading or played games such as Scrabble.

The Next Page: On weekends when Dan was called into work, he'd bring Jessica in with him. While he worked on his job at his desk, Jessica would typically sit on the ground either nose-deep in a book or working on a code that one of her father's co-workers had made for her.

It was one day when she was 13 when things changed for her. Jessica was taking a break from a rather difficult code and walking through the halls of the NSA, staying mainly in the public areas. It was while she was in the main lobby when the fill-in receptionist (as was told to her dad when they had arrived) began to follow her. Not trusting the malicious look in the woman's eyes, Jessica began to run back to her father's office, but as she glanced back to see the woman again, the 'receptionist's legs had melded into a single snake trunk and was slithering after her. Panicking, Jessica ran into server room to hide among the giant computer servers.

As she hid, she fiddled with her decoder ring, only to cause it to snap into two pieces, the spinning disk and the actual ring. She was only heartbroken for a second, as the ring proceeded to grow into a frisbee-like shape.

Her surprise was also short-lasted as when the metal frisbee had stopped growing, the door to the server room and the sounds of hissing reached Jessica's ears. Closing her eyes, she leaped out of her hiding spot and threw the metal frisbee at the snake-receptionist. There was a scream and the sound of sand being poured as Jessica hit the ground. Opening her eyes, she saw that the snake-lady was gone and the metal frisbee had lodged itself into a server.

Pulling it out, it shrunk back to the ring's disc to which Jessica popped it back on as the door to the server room opened again, this time several NSA agents charging in to see a young teenage girl standing next to a server had been wrecked. Jessica attempted to tell the men what had happened, but instead, the brought her to Dan's office, told them what had happened, and sent the two home for the day.

Driving home, both Dan and Jessica tried to figure what had happened at the NSA that day. Dan was starting to think that this was somehow connected to the fact Jessica was the daughter of a god. Jessica didn't know how she had managed to do what she had done, but her gut told her that whatever was on that slip of paper that her mother supposedly had gifted her, that it could provide answers.

In the weeks that followed, all of Jessica's free-time was dedicated to decoding the greek letters on the slip of paper. While her father had issues understanding each letter, Jessica could read them as plain as day. It wasn't until several months later on her 14th birthday that Jessica finally decoded the paper. Discovering an address, she showed her father who explained to her who her mother was and that she was the child of a goddess. Thinking of her safety, Dan decided that to avoid any future incidents like the one at the NSA, that this address was their best bet. Driving her up to New York on a weekend trip, Dan got her as close to the address as he could before hugging his daughter goodbye so that she could start her own story...

Journal
{{{journal}}}
Basic Info
Full Name: Jessica Sandborn
Titles: The Code-Breaker
Current Location: Camp
Affiliation(s):
Current Status: Alive
Relationship Status: Single
Born or Created On:
Current Age: 14
Species: Demigod
Nationality: American
Sexuality: Straight
Accent: None
OOC Plans & Info
Owned By: Affectos
Inspiration Behind Creation:
Love Interests Char/Owner:
Active RP's:
Created Page On:
Page Last Updated On:
Plans: See below
3/6/9 Month Powers: None

WIP

Word Bubble
Powers

Offensive

  1. Children of Mnemosyne have the ability to write/read weapons out of pure energy which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also write/read other objects that are for non-combative purposes
  2. Children of Mnemosyne can launch orbs of ink which burst upon striking the target, temporarily obscuring their vision. They can only launch three orbs of ink at a time.

Defensive

  1. Children of Mnemosyne have the ability to write/read a shield of pure energy, roughly two to three times the size of the user, which will blunt most attacks but slow the movement of the conjurer.
  2. Children of Mnemosyne have the ability to revert time around them for a short duration in order to dodge an attack that was unforeseen. After doing so, this ability cannot be used for a while.

Passive

  1. Children of Mnemosyne gain memory of the contents of any written text - such as a book or a webpage - as soon as they lay eyes on it. They would still have to learn what it all means, however.
  2. Children of Mnemosyne have an eidetic memory and can remember every detail of a previous fight with an opponent.
  3. Children of Mnemosyne can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.

Supplementary

  1. Children of Mnemosyne are able to force everyone around them within a 10-meter radius to remember and dwell on an event from their past that emulates a certain emotion from the affected. The child of Mnemosyne can choose which emotion they would like their targets to feel, be it anger, sadness, happiness, ecstasy or anything in or ecstasy. The user cannot hold the targets under their control for more than a few minutes, and the effects of the power can cause those around them to become positive and motivated from their happy memory
  2. Children of Mnemosyne can use descriptive insults used both against themselves and their opponents to gain a temporary boost in speed and strength. The longer they maintain this boost, the more energy is drained.
  3. Children of Mnemosyne can read/write wings into existence. This enables them to fly; the longer they maintain this state, the more energy it drains. They must rest between flights and cannot make long distance traveling without resting often. However the wings are vulnerable to injuries and magic; they can also be customized to the user’s preference.
  4. Children of Mnemosyne have the ability to travel back and forth in time, but they are unable to interact with or change past events they are only able to see the events play out. When they go forward in time they only see “possible” futures, that does not mean those future events will come to pass.
  5. Children of Mnemosyne can view the memories of another person that they can see, in real time. They may struggle to zero in on specific memories, however, and the target can notice and resist them if they are too forceful.

3 Months After Character is Made

  1. Children of Mnemosyne can temporarily rewrite details about the battlefield they are fighting on in order to alter it and gain an advantage over their opponent. This could include things like temporarily eliminating the shadows on a battlefield if they are fighting a child of Nyx or temporarily drying up the water if they are fighting a child of Poseidon. The change takes effect gradually and only lasts for a moderate time. The more complicated the wording of the change, and the less clear their description of it is, the more the user is drained.

6 Months After Character is Made

  1. Children of Mnemosyne can manifest a person or creature from any book in order to temporarily fight alongside them. The manifestation cannot be larger than 2-3 the size of the user and will dissipate after a short time. The person cannot be overly powerful and the user will have a hard time moving while the manifestation is in place.

9 Months After Character is Made

  1. Children of Mnemosyne can morph into a state of pure imagination. This grants them flight, receive enhancement in some of their abilities (Offensive 1, Defensive 1, 3 Month and 6 Month) and invulnerability to attacks. This effect only lasts for a short time, leaving the user extremely drained and temporarily unable to move afterward.

Traits

  1. Children of Mnemosyne typically have excellent memories, unable to forget details from their past and are therefore immune to the effects of amnesia and other memory-related illnesses.
  2. Though most demigods struggle with dyslexia, children of Mnemosyne usually do so to a lesser extent because their mother is the goddess of the written word.
  3. Children of Mnemosyne can normally learn and decipher other languages incredibly easy. Ex: Hearing a woman speak Chinese would mean the user could somewhat understand even if they never heard the language before. If they then have a lengthy conversation with the woman in Chinese, they’d be considered fluent in the language afterward.
  4. Children of Mnemosyne often grow up to become great authors, English teachers, and historians.
Skills & Weapons
Special Skills:
Preferred Weapon: Natural Claws
Strengths: Stealth, Agility
Weaknesses: Physical Prowess
Quests/Missions Led:
Quests/Missions Been On:

“Wide acceptance of an idea is not proof of its validity.” [[File:|173x0px|center]]
Possessions & Favourite Things
Bedroom:
Pets: None

Likes: Puzzles, reading, peaceful moments
Dislikes:
Colour: Parchment
Music:
Food:
Animal:
Book: Digital Fortress
Quote:
Drink:
Song:
Movie: National Treasure
Sport:
Other Favs:
Appearance & More Images
Model:
Gender: Female
Eye Colour: Green
Hair Colour: Brown
Height:
Weight:
Ethnicity: Caucasian
Handedness: Right Handed
Shoe Size: size 7
Blood Type: {{{blood}}}
Voice: Alto
Distinguishing Marks:
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Family & Childhood Info
Mother: Mnemosyne
Father: Dan Sandborn
Creator: None
Half-Siblings: Mnemosyne Cabin
Full-Siblings: None
Other Relatives:
Home: Virginia
Earliest Memory:
Best Memory:
Schooling:
First Kiss: N/A
First Love: N/A
First Sex: N/A
Other Firsts:

General Info
Nicknames:
Native Language: American English
Character Flaw:
Fears/Phobias:
Hobbies: Breaking Codes/Solving puzzles
Personal Motto:
Things He Won't Do:
Most Admires:
Most Influenced By:
Moral Compass:
Most Important Person Before:
Most Important Person Now:
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Faces Their Problems:
Reacts to Change:
Alignment:
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Current Job:
[[File:|173x0px|center]]
Traits
Vices:
Bad Habits:
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Other Info
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Past Failures:
Biggest Accomplishment:
Darkest Secret?:
Secret Known by Anyone?:
Personal Tragedy:
One Wish:
Relationship Info
Ever Cheated?
Relates to Others?
Perceived by Strangers:
Perceived by Lover:
Perceived by Friends:
Perceived by Family:
First Impression:
Family/Friends Like Most? WIP
Family/Friends Like Least? WIP
Relationships

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