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Zosimos "Simon" Zografios ~ Son of Hope
Rowe 3 Resized

"Hope is the pillar that holds up the world. Hope is the dream of a waking man."
The 2018 Winter Paralympics Games were in full swing, and Simon spared no expense in cheering for his teammates. Although he was less familiar with the winter athletes due to his own sport, running, being a summer event, he still knew a few of Team USA's winter members from training sessions and media circuits around the country. Within the very large and very empty Elpis' Cabin, Simon had set up a wide projector screen enchanted (with the help of some Hecate sports enthusiasts) to display the current Paralympic competitions taking place. However, try as he might, he couldn't watch the Paralympics for more than a few hours without feeling the need to get up and out for a run of his own. Partly due to the inspirational quality of the Games, partly due to ADHD making him restless, and partly due to his desire to exercise away his excess energy after sitting still for so long, Simon strapped on his running leg during a commercial break and bounded out of the cabin. With fresh air in his lungs and a brisk wind behind his back, he silently issued a prayer of thanks to Nike for allowing him to experience his favorite part of life once more.
Character's Bio


 Age: 3276 (biologically 22)  Height: 5'10" / 1.78 m  Weight: 155 lbs / 70.3 kg
 Sexuality: Pansexual  Relationship Status: None
 Birth Place: Athens, Greece  Main Weapon: Fitbit turned CB sword
 Accent: Neutral

Character's Powers

 

Offensive

  1. Children of Elpis can summon small, combustible jars which explode upon impact when thrown at enemies. These jar bombs release minimal shrapnel (i.e.: several large shards that make a blunt impact, not countless tiny shards that can pierce skin) and cause a mild feeling of negativity and unease to linger over the area of the explosion. The more bombs summoned, the more energy they use.
  2. Children of Elpis can hope for an event to happen (e.g.: for an attack to hit or for them to remember where they misplaced an object) to slightly increase the chances of that event occurring, but with no guarantees it'll actually happen. Hoping for events that are outlandish or overly specific (e.g.: for their opponent to spontaneously catch on fire as meteorites rain from the sky) has virtually no effect, since the chances of those events occurring are extremely low in the first place. The more strongly they hope for an event to happen, the more effective the boost will be, but the more energy they use. This ability must be selectively activated: if children of Elpis hope for an event without deliberately intending to boost the chance of that event occurring, they will not use energy but thus will not receive the boost.
  3. Children of Elpis can fire an intense, golden beam of fiery hope which will burn anything it touches.

Defensive

  1. Children of Elpis can blind an opponent with hope. This affects all forms of sight (spiritual vision, foresight, seeing potential futures, etc.) beyond just physical sight. Children of Elpis can maintain this ability indefinitely, but they themselves will be blinded by hope for the entire duration they maintain it.
  2. Children of Elpis can rapidly summon a large Greek jar (pithos) around themselves to act as a resilient shield. The lid of the jar can be removed, but anyone who tries to open it in such a manner immediately feels sick and is hit by a wave of negativity and unease. The jar disappears after the user exits it.

Passive

  1. Children of Elpis radiate an aura of hope and optimism which can be suppressed through conscious effort. Furthermore, they have the ability to detect how hopeful people near them are feeling.
  2. Children of Elpis do not tire as easily when they have their hopes up. They are more energetic and heal more quickly in locations where hope is especially strong.
  3. Children of Elpis see potential positive futures and ways to achieve them, though they have difficulty visualizing negative futures.
  4. Children of Elpis feel comfortable in small, confined areas (e.g.: inside a pithos they summon for defense). They can breathe freely in tight, enclosed spaces without running out of air, as long as the enclosed space is not filled with a substance such as water or sand.

Supplementary

  1. Children of Elpis can project their consciousnesses to locations where hope is especially strong. Although they can see, hear and smell their projected surroundings, they are unable to touch anything. They appear to onlookers as faint, intangible apparitions, and their physical bodies are unable to move during consciousness projection. The longer they project themselves, the more energy they use.
  2. Children of Elpis can summon a pair of shining, golden wings that allows them to fly briefly. The longer they fly, the more energy they use.
  3. Children of Elpis can bolster their teammates' spirits through their motivational words and actions, granting them a boost of hopeful energy in combat.
  4. Children of Elpis can summon several pithos to hold objects or act as decorations. Maintaining these constructs requires concentration, for they disappear once the user stops concentrating on them.
  5. Children of Elpis can emit a faint golden glow to brighten their surroundings in the dark. They can glow more brightly in locations where hope is especially strong.

Passive

  1. Children of Elpis radiate an aura of hope and optimism which can be suppressed through conscious effort. Furthermore, they have the ability to detect how hopeful people near them are feeling.
  2. Children of Elpis do not tire as easily when they have their hopes up. They are more energetic and heal more quickly in locations where hope is especially strong.
  3. Children of Elpis see potential positive futures and ways to achieve them, though they have difficulty visualizing negative futures.
  4. Children of Elpis feel comfortable in small, confined areas (e.g.: inside a pithos they summon for defense). They can breathe freely in tight, enclosed spaces without running out of air, as long as the enclosed space is not filled with a substance such as water or sand.

3 Months After Character is Made

Children of Elpis can blind more than one person with hope at once. If this power is used, it will simultaneously blind everyone, friend or foe alike, within what would be their field of view. Children of Elpis can maintain this ability indefinitely, but they themselves will be blinded by hope for the entire duration they maintain it.

6 Months After Character is Made

Children of Elpis can summon a pithos containing an essence of negativity, representing a negative spirit which was trapped inside Pandora's Jar alongside Elpis. When the essence of negativity is released, it will plague a single target for several minutes, affecting the target differently depending on which negative spirit it represents. Children of Elpis can choose only one essence of negativity to summon at a time and will feel moderately drained afterwards.

  1. The essence of disease (representing the Nosoi) causes the target to feel sickly and nauseated once released. The target may develop a fever and shiver uncomfortably, and their limbs may feel weaker than normal due to illness. In rare cases, the target may spread the disease to their nearby allies, causing them to experience similar symptoms.
  2. The essence of pain (representing Achos) causes the target to feel sharp, stinging pain across their entire body once released. The target may develop headaches, and they will experience greater pain when moving or being hit.
  3. The essence of hunger (representing Limos) causes the target to feel a deep, insatiable hunger--like someone who hasn't eaten in a week--once released. The target may be distracted by the severity of their hunger during combat and will feel much less energetic than usual.
  4. The essence of despair (representing Oizys) causes the target to feel hopeless and distressed once released. Though they experience no physical discomfort, the severity of their mental pain will be strong enough to distract them during combat. Thrown into the depths of despair, they may be overwhelmed by anxiety and will have difficulty summoning the motivation to keep fighting.
  5. The essence of insanity (representing Mania) causes the target to have difficulty thinking rationally once released. The target may make abrupt, uncontrollable movements and may mutter nonsensically or laugh crazily. They will have little to no sense of self-preservation for the duration they are targeted.
  6. The essence of old age (representing Geras) causes the target to feel decades older once released. The target may have much lower energy than usual and will have aching joints that noticeably slow down their movement and reaction speed.

9 Months After Character is Made

Children of Elpis can draw power from all the hopeful actions or environments they’ve witnessed, committed, or visited in their lives in order to become an embodiment of pure hope. This would make them more powerful and immune to all attacks, enhancing both their physical prowess and power over hope. In this state they retain access to their other powers, enabling them to fly freely using their golden wings, to passively radiate hope among their surroundings, etc. This only lasts for a short time, after which the user will be extremely exhausted and unable to use this ability for at least a day. However, the more frequently children of Elpis use this ability, the more hope they will have experienced in their lives, so later uses of this ability will be progressively stronger than the first.

Traits

  1. Children of Elpis tend to have inspirational, uplifting personalities.
  2. Children of Elpis tend to make natural-born leaders, revolutionaries, and motivational speakers.
  3. Children of Elpis tend to be highly driven to make their hopes and dreams come true.
  4. Children of Elpis tend to have good mental and physical health.

Owned by: Nata ~ Posted on: 21:42, March 12, 2018 (UTC)
Adrasteia WB3

Adrasteia Eliopoulos - Daughter of Hera
- f.t. camper • former lt. of the hunt • brilliance
-Where there is a flame, someone's bound to get burned.

Message Me – 16:25, March 15, 2018 (UTC)
To be very truthful, Adrasteia has yet to become accustomed to her new living details. The quality of life in Camp Half-Blood is different than what she'd lived through before, and that went without taking into account how weird it felt to have siblings of her own after so long believing her mother had no other legacy but the one Adrasteia imprinted. And Paios - Paios, who is alive and well and here in Camp Half-Blood, residing in the infamously treacherous cabin of love. There is a lot she's yet to fully process and accept, but throughout all her years, one thing has been a solid constant that's provided her much comfort: running. She runs and runs, feeling the blood rush through her veins and feed her heart. There's nobody but herself, her thoughts, and her short breaths. Running has always provided solace. Not only does it ensure the best possible health status for her, but it also enables her to be quick on her feet when it's most important: during monster attacks. Given the frequency in which she becomes overwhelmed with the occurrences of the modern world, she's been resorting to running more and more frequently; this is one of those times. She hadn't taken the rediscovery of Paios lightly; her husband was alive and well. The same one who'd continuously attempted against her life throughout history. Their story stresses her, as she knows it's far from done. And don't get her started on televisions. How do they work? How is it you can see the people on those screens, but not vice versa? How can you see things happening the time it does? The concept has long since existed, but given how she has spent so much time saving demigods and running godly errands, it wasn't until very recently that she found out of their existence. Plagued by the thoughts of the things that concern her, her only viable option is to run, and so she does; she runs around camp once, twice, and is now entering her third round. She's tired, but not to the degree at which she'll pass out. She can handle this.


RP

  • Simon: In his youth Zosimos had been able to run for as many hours as the day was long, leisurely but ceaselessly, his heart beating a steady pace to the tune of his bare footfalls. Chemotherapy had stolen his hair and his energy, but only temporarily--what were a few months compared to three thousand years of life?--and with every passing day, both his strength and scalp grew anew. Although Simon competed professionally as a sprinter and not a distance runner, during his casual training he enjoyed pushing the boundaries of his endurance. Long runs through the woods surrounding Camp provided him a blessed opportunity to explore the natural splendor of his surroundings. As Simon wove between trees and trotted alongside fields, the dirt cushioned the impact of his prosthetic, muffling the uneven tempo of his gait so that he could hear the birdsongs of early spring echoing amidst the pines.

    After what felt like an hour--being alive for millennia may have altered his perception of time--Simon returned to Camp. His right leg was chafing from the prosthetic, and although he could bear the discomfort, he didn't want his leg to blister and grow infected. On the cooldown jog back to his cabin, he fell in line behind a fellow runner, a young woman with an unplaceably regal bearing. Her posture and countenance displayed some solemn, dignified quality which Simon couldn't adequately describe in words. He briefly wondered if she might be a goddess disguised in mortal form, but he rapidly dismissed that thought. From his eternity on Olympus, he knew that very few goddesses would deign to visit Camp for the simple sake of a run, and the two that would preferred to take on the form of either a prepubescent huntress or a winged athlete. Curious, Simon quickened his pace to close the distance between the not-Artemis, not-Nike character and himself.

  • Adrasteia: She is, in part, aware that other people are doing the same as she. Likewise, she can feel someone's eyes burning the back of her skull. Three millennia worth of experience had enabled her to notice whenever she was being ogled and/or followed. And right now, all of Adrasteia's senses were tingling. This was Camp Half-Blood, and no place would be safest for her. Not even her uncle's palace, which was demolished hundreds upon hundreds of years ago. She is home, and the people inside it are her family. Nonetheless, her experiences have also told her even family can turn into backstabbing traitors, and thus she become wary. Who is following her, and why? For now, she tries not to heed too much attention to the occurrences, procuring herself with running until her lungs gave out. It wouldn't be any time soon, she knew, thus eliminating the possibility of an encounter with the person any time soon, unless provoked. While she's been able to ignore it for the most part, a small part of her brain is constantly buzzing, wariness ever-growing at the back of her mind.

    She's burning with curiosity, but she knows good things come to those who wait. All she has to do is bid her time. If she's truly in a sticky situation, she'll know to react, but for now, she doesn't think she has to. I mean, there's always the chance the other person is on a jog, just like her, no? It doesn't mean she should jump to the worst conclusion. Where has that ever gotten anyone? Both old and modern politics have been defiled over and over by people who like to jump to conclusions. She's learned from this, and so it's not something she's keen on doing. Nobody can judge except those who decide your posthumous fate, for you to serve for all of eternity, she remembers. It's an old quote, one uttered by Orion himself, and even though he turned out to be one of the rotten kind, she still likes to think that's the best advice she's gotten in her three thousand years of living.

  • Simon: Although he did not consider himself stupid, Simon recognized that he was a simple man. His thoughts and actions alike were simple in the straightforward sense, with no room for gradiose schemes or calculated gestures. He had an aversion for overthinking and a talent for simply moving forward, step by step, guided by an unwavering hope that he could manage whichever situation awaited him at his destination. Perhaps that was why he preferred running, the simplest sport, Simon mused.

    Even though millennia of dealing with Olympians and mortals alike had certainly granted Simon an awareness of the intricacies of social interaction, his preference for a simple approach surpassed his willingness to account for every potential outcome in social situations. As he approached Adrasteia, he briefly thought that chasing after a running woman might give off an unfortunate impression, but that thought quickly vanished from his mind, too ephemeral to leave him with any sense of worry. He simply wanted to converse with this strangely regal character, and he was confident that his intentions would prove clear. Once Simon had caught up with Adrasteia, he adopted her pace and jogged alongside her at a respectful distance. "Χαῖρε!" he greeted in Greek, laced with the Athenian accent of his ancient origins. Out of all the languages he had learned over the years, he still preferred the old tongue. Although very few campers understood the language, over the past few weeks Simon had found it to be an excellent conversation starter, at the very least. "I don't believe I've seen you around Camp before," he continued. "My name is Simon. I apologize for interrupting your run so suddenly, but may I ask who you are?"

OOC

Nata: Feel free to make much shorter posts than that last one because I suddenly had a burst of writing motivation and then looked back an hour later and there were too many words for a single paragraph OTL

Nata: I found the ancient Greek word for "hello" on Omniglot, which had this handy pronunciation clip along with the translation: Χαῖρε! Simon doesn't know that Addy is a fellow Greek demigod at this point; he's just greeting people in a foreign language in the same manner I say "aloha" all the time in chat haha

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