Her father was an excellent archer, so good in-fact that he barely ever lost. This drew her mothers attention. Edward first saw Nike at a tournament. He then saw her again during the finals, whenever she was there he felt as if he couldn't lose. About a week later Nike approached him, Edward offered to buy her a drink and that's how their relationship started. They had been together only a week when she left. Edward was heart broken, he began to lose confidence and was about to give up archery altogether when Kará arrived.
He found her at the doorstep, she was wrapped in a blanket embroidered with a torch and laurel wreath. There was a note tucked into the folds of the blanket. It simply read: Edward, this is your daughter. I'm sorry that I left so suddenly but I can't tell you why. Maybe one day you will learn the truth, maybe not. Her name is Kará. Along with this note you will find a dagger. Make sure you give it to her before she turns thirteen. Along with the note he found a (CB) dagger, he found that a little strange but promised himself he would give it to Kará when she was older.
At first he was reluctant to take on the father role but he grew to love Kará, even though he pushed her hard he couldn't imagine a life without her.
In primary school Kará was a loner, she didn't really mind though. It meant that she had enough space, as soon as she could she joined as many sport's clubs as she could fit into her week. That was pretty much her life. If she wasn't doing sports she was reading or going for a jog.
During her early life Kará never really fitted in, she tended to put herself above others and rush into things. When she started at preschool they found out that she was also ADHD and dysleix, asides from that her life was fairly normal. When she was old enough she found out about her talent for sports.
She excelled at almost every sport that she tried but despite this she still was a loner. So when the harpie attacked she was alone. Despite only being 13 she survived, thankfully she was walking home from hokey practice and had her hokey-stick with her. When the harpie dived for her she managed to hit the harpie and ran, it pursued her as, Kará tripped and lost any lead she had on the harpie. Her hokey-stick had skittered away so there was no hitting the harpie again. Kará's backpack had split when she tripped and the contents had spilled out, she spotted her dagger and grabbed it. Kará gripped it tighter and swung it at the harpie. It disintegrated, covering her in yellow powder. Kará didn't hang around she grabbed the spilled contents of the bag and ran home. After that she always kept the dagger on person.
When she was 14. her father died of a heart attack. The first foster home was far from her home town. A few days after moving in, the nightmares started they were vivid and left her sleepless. Then her teacher suddenly retired and a new one that she had never heard of before took her place. The new teacher constantly blamed Kará for everything that went wrong in the class even if it went her fault. It was as she hated Kará personally. The day after the new teacher arrived she tried to kill Kará, she attacked her at break. No longer a human instead a Scythian Dracanae. This time Kará got a lucky first shot disintergrating the monster with the dagger. That was the final straw, Kará ran.
second foster home (she was 14 1/2 now) : this time she kept what she saw to herself, she though that she might just be able to live normally. It was around about then when she met a Naiad, the water spirit was friendly and seemed to know what was happening to her but before she could explain one of the jock's saw her. From then on she was teased mercilessly. She started to cause trouble at home as it seemed her foster parents didn't have time for her. Especially since they had there own child now. She ran again. she knew her life could never be normally. But why was this happening to her. What had she ever done to deserve this.
During a netball tournament at her third foster home (She's 15 now), a poodle attacked her. Well thats what everyone else saw. Kará saw it's true form. A hellhound.
One of the other students lept off the stands and ran over to her. It was that kid with crutches. Except now he wasn’t using them. Instead he carried them and used them to whack the hellhound or the head. He ran and indicated she should follow but the Hellhound was back on its feet. there was no way they could out run it. Kará's hand immediately went to the dagger. But of course she didn't have it. It was in her backpack in the stands. She ran for it. The stands weren't to far off so she made it (thankfully) and manged to pull out the dagger. The hellhound lept at her. She slid underneath it and stabbed its underbelly it disintegrated as the others had.
Kará made her way over to the boy who was still waiting for her. She disn't know why she followed him but it felt right.The boy called a cab to take us to long island south. Thankfully we weren’t to far from it. He paid the taxi driver and got out the cab. He finally introduced himself as Mark.
Mark led Kará up the hill and took her inside camp half blood. Kará took it all rather well. She finally knew that what she had seen was real and that she wasn't alone.
It was there she got her other 3 trusted celestial bronze throwing knives and Katanas.
Childhood & Family Info
Childhood & Firsts:
The other children of Nike.
Family Photo Album
Physical Appearance & Images
5'5 and a half
Combat & Abilities
Weapon of Choice
Throwing knives or katanas
Quests Been On
Children of Nike are able to channel their energy with and create a link to an object, can be a weapon or a sports related item, which causes their next attack with this object to be two times more powerful. Once used, it can not be used again on the object for the remainder of the fight and it drains the user somewhat.
Children of Nike are able to clap their hands so hard and fast due to their enhanced strength that it sends a small shock-wave out. The shock-wave generates enough force to knock an opponent off their feet and possibly leaves bruises on their skin.
Children of Nike can become resistant to all types of physical attacks for a short time.
Children of Nike are able to increase their speed and stealth in short bursts, making them faster than most and undetectable for a short time. However, they cannot have a weapon drawn so the speed is purely for evasion.
Children of Nike are innately proficient in most forms of combat and hold a higher state of physical prowess. They wield higher levels of strength, speed, endurance and stamina than the average human.
Children of Nike have innate reflexes which allow them to fight and dodge quickly.
Children of Nike have the ability to predict the path of projectiles and dodge them, as well as identifying the weak points of opponents. This ability does not always work and could mislead the user, leaving them open to attacks.
Children of Nike wield an amazing amount of willpower and fighting spirit, allowing them to partially resist any attempt to control their mind and resist any urge to surrender or quit.
Children of Nike have the inhuman ability to leap great distances and perform dodge-rolls with ease, which can aid the user with dodging and attacking.
Children of Nike have the ability to empower strength upon nearby allies and instill fear upon nearby enemies with a deafening war cry.
Since their mother was depicted as a winged goddess, children of Nike can sprout wings for a short time, 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.
Children of Nike can create a false illusion of what their opponent needs to do to achieve victory for a short time. This can cause an opponent to attempt foolish strategies that work against them and gives the user a chance to attack or flee.
3 Months After Character is Made
Children of Nike have the capability to fluidly move around on both land and air making the environment their playground allowing them to kick off almost any surface and air dash across moderate distances, swing around lampposts, maneuver their motion while airborne and grind along rails and battle enemies with speed, agility and style. Using this ability, the user can easily use their environment to their advantage, such as running up walls to escape enemies.
6 Months After Character is Made
Children of Nike have the power to turn an opponent’s semi-living construct and/or animal ally against them by inducing a powerful desire for victory and the idea that only the user can provide it. So they will be under the complete control of them. The more allies and constructs the user usurps control from, the more energy is drained.
9 Months After Character is Made
Children of Nike can draw power from all the victorious actions and desires they’ve seen, felt, or committed in their lives and become an become an embodiment of victory for a short time, in this state they are as twice as stronger and faster than before and are immune to all attacks. They emit a powerful aura which somewhat makes enemies think they are weak and doomed for failure. Once the transformation subsides and the user reverts to normal, they are immensely drained, cannot move and could possibly faint.
Children of Nike are usually excellent charioteers and horse-riders.
Children of Nike are often athletic and great sportsmen.
Children of Nike normally love winning and are very competitive, typically being confident in their skills and wanting to show off.
General & Misc Info
Sometimes the prize is not worth the costs. The means by which we achieve victory are as important as the victory itself.
Kará is hot-headed and often acts before she's thought it through so this is one way to put it: "Ready...FIRE!...aim.". She's also over confident due to being used to being the best at sports as well as having high academics. Kará is highly claustrophobic and tries to avoid crowds and small spaces. She is proud and hates losing. Kará tends to look down on others.
Meaning of Sign
Sports, fairness, animals, pizza.
Cheats, pizza toppings (chicken, pineapple, ect)
Reading, swimming, sports.
Great victory requires great risk
Things She Won't Do
Person They Secretly Admire
Most Influenced By
Most Important Person Before Camp
Most Important Person Now
To go on a quest.
Long Term Goals
Reacts to a Crisis?
She'll jump right in to the thick of it and hope for the best.
Face Their Problems?
Same as above.
Reacts to Change
Doesn't bother her.
Images of Possessions
Habits & Traits
She can't wink.
Not good with more than one person at a time.
Victory is not possible, if one doesn't learn from the past.
Occupation & Self-Perception
One Word to Describe
Best Physical Trait
Worst Physical Trait
Things to Change About Self
You can’t win unless you try to win, but you can lose by trying not to lose.