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Characters

Ryder Leighton ~ Germanicus Triumph
Burk 4

The harder the battle, the sweeter the victory.
{{{1}}}
Character's Bio


 Age: 17  Height: 5'10  Weight: 136 lbs
 Sexuality: Straight  Relationship Status: Crushing on Cambria
 Birth Place: Hamburg, Germany  Main Weapon: Celestial bronze sword
 Accent: American
 – Pain is only temporary, but victory is forever.

Character's Powers

 Powers of a Child of Nike

Offensive

  1. 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.
  2. 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.


Defensive

  1. Children of Nike can become resistant to all types of physical attacks for a short time.
  2. 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.


Passive

  1. 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.
  2. Children of Nike have innate reflexes which allow them to fight and dodge quickly.
  3. 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.
  4. 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.

Supplementary

  1. 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.
  2. Children of Nike have the ability to empower strength upon nearby allies and instill fear upon nearby enemies with a deafening war cry.
  3. 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.
  4. 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

  1. 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

  1. 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

  1. 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.

Traits

  1. Children of Nike are usually excellent charioteers and horse-riders.
  2. Children of Nike are often athletic and great sportsmen.
  3. Children of Nike normally love winning and are very competitive, typically being confident in their skills and wanting to show off.

Owned by: Summer ~ Posted on: {{{2}}}


Gabrielle Javier ~ Guide of Paths
Emer 1

Life is a story; make yours the best-seller.
{{{1}}}
Character's Bio


 Age: 18  Height: 5'9  Weight: 119 lbs
 Sexuality: Straight  Relationship Status: Single
 Birth Place: El Salvador  Main Weapon: Celestial bronze sword
 Accent: American (with a hint of Spanish)
 – Life is Short. Smile while you still have teeth.

Character's Powers

 Powers of a Daughter of Ariadne

Offensive

  1. Children of Ariadne have the ability to cause someone to believe that they are trapped inside a labyrinth, disrupting their senses into seeing anything else for a short time. While under its effect, they become more vulnerable to attacks.
  2. Children of Ariadne, while a labyrinth is summoned, have the ability to create 1 to 3 lesser monsters (those classified as “easy” in the Monster Encyclopedia) nearby them within it; these monsters, however, will not be controlled and will attack anyone they see.

Defensive

  1. Children of Ariadne have the ability to create a large portion of a labyrinth wall to protect themselves until it corrodes after a short time. The walls can be created at all directions to create an absolute defense, but drains more energy from the user. Conversely, this can be used to imprison enemies.
  2. Children of Ariadne can cause a person to feel/be lost, as if they don’t know how to reach their desired destination and wander off aimlessly which may induce distress, confusion and loss of concentration, for a short time. The effect can be used on a larger number of people, but drains more energy.

Passive

  1. Children of Ariadne have the innate ability to find their way through/around any sort of puzzle, maze or obstacle without any aid, as if they have a psychic compass within them. They are also able to perceive any kind of hidden obstruction, trap or dead-end within a 10 meter radius around them.
  2. Children of Ariadne have the innate ability to see in multiple directions at once, allowing their senses of sight to become more finely attuned to their surroundings.

Supplementary

  1. Children of Ariadne have the ability to create a real labyrinth which traps anyone inside it for a short time. The user has total control over the creation, such as altering and closing its walls or even expand the maze at any time. However, a larger maze will consume more energy from the user. The maze has a roof over it and cannot be teleported out of.
  2. Children of Ariadne can conjure a very durable wool string that can be used to navigate around a place, mislead or ensnare victims, bind or strangle enemies, hold or suspense things firmly, weave fine cloth or in any way possible. The longer the string, the more energy it drains. The string can also be conjured from the ground or from any surface.
  3. Children of Ariadne can increase or decrease a person's passions, whether the purpose is to weaken one’s will to fight, or to motivate them to do a certain hobby or to love, etc. The longer this state is maintained, the more energy is drained from the user.
  4. Children of Ariadne are able to teleport themselves through the mazes they created. The further the distance traveled, the more energy drained.

3 Months After Character is Made

  1. Children of Ariadne have the ability to construct paths out of materials found around them that they can use to take them anywhere (up into the air, over trees, etc.) but as they move along the path, the path behind them slowly corrodes. The longer they use the energy required to make a path, the more they are drained.

6 Months After Character is Made

  1. Children of Ariadne have the ability to enchant a localized location into becoming an illogical, yet illusory, maze which traps anyone inside it. With this ability, the user can cause a building’s passageways to lead somewhere else such as an upstairs flight lead to the basement, a closet room lead to the rooftop, lead a door back to itself, and so on and so forth. The larger the area of effect and the longer it is held, the more it drains the user.

9 Months After Character is Made

  1. Children of Ariadne have the ability to materialize a shadowy form of the Minotaur into existence which is capable of both fighting and dying under their control, in a sense; afterwards, it will vanish and drains the user extensively. However, the Minotaur conjured is weaker than its real counterpart would be.

Traits

  1. Children of Ariadne have an excellent sense of direction, and are able to navigate and locate any location with ease, rarely getting lost.
  2. Children of Ariadne are typically willing to help others, even to strangers.

Owned by: Summer ~ Posted on: {{{2}}}



Aedlyn Aspenreiss ~ The Music of Revenge
Mi5

My silence is not weakness. But the beginning of my revenge.
{{{1}}}
Character's Bio


 Age: 16  Height: 5'4  Weight: 127 lbs
 Sexuality: Straight  Relationship Status: Single
 Birth Place: Gold Coast, Australia  Main Weapon: A CB bow and arrow and CB dagger.
 Accent: Australian accent/ English
 – Beware the fury of a patient man.

Character's Powers

 ====Offensive====

  1. Children of Nemesis have the ability to send a small wave of energy which will cause anyone affected to lose their balance and fall; after the effects have worn off, a person is immune to further effects of this for a moderate time.
  2. Children of Nemesis, after receiving a wound, are able to empower their next successful attack, causing it to do more damage than it normally would.

Defensive

  1. Children of Nemesis can create a field of energy around them that causes all people nearby to lose their balance fall to the ground and continue to fall if they try to get up; the user is drained the longer the field is sustained.

Passive

  1. Children of Nemesis are innately balanced and are great at climbing.
  2. Children of Nemesis have innate reflexes which allows them to fight and dodge quickly.

Supplementary

  1. Children of Nemesis are able to empower a wounded ally with the fervor to achieve vengeance upon the one who wounded them; this effect greatly increases the strength and speed of the ally when they fight the one who wounded them until vengeance is achieved.
  2. Children of Nemesis have the ability to cause someone near them to regard others with no personal favor or disdain and consider everything based purely upon facts.

3 Months After Character is Made

  1. For every attack against them, Children of Nemesis have the ability to create a counter-attack that is equal in force to the attack made against them. The user is temporarily vulnerable and weakened after each use, so they must be used sparingly

6 Months After Character is Made

  1. Children of Nemesis have the ability to link themselves and another person into a state of pure balance, forcing the other person to mirror the child of Nemesis’ movements without the ability to move of their own accord and while this link is sustained, any wound that either of the two suffers, the other suffers it as well; once the link is broken, on top of retaining any wounds sustained while linked, the child of Nemesis is greatly drained and unable to fight for a moderate time.

9 Months After Character is Made

  1. Children of Nemesis can create a field around them, and anyone within that field has their demigod powers neutralised for a short time, anywhere from a few seconds to a few minutes, this puts anyone fighting around the child of Nemesis on even turf as they all can only use their melee/hand to hand combat skills to fight with. While the child is perpetuating this field, they are not able to attack themselves and are vulnerable.

Traits

  1. Children of Nemesis tend to be well balanced people
  2. They can tell when someone's life is out of balance with either too much good or too much bad

Owned by: August ~ Posted on: {{{2}}}



Ayarie Leonhart ~ Military Child
An3

The purpose of all war is peace.
{{{1}}}
Character's Bio


 Age: 16  Height: 5'5  Weight: 120 lbs
 Sexuality: Straight  Relationship Status: Single
 Birth Place: Just in Germany  Main Weapon: A CB bow and arrow and a pair of CB daggers
 Accent: German accent/ A little American accent
 – No one won the last war, and no one will win the next war.

Character's Powers

 ====Offensive====

  1. Children of Ares can decrease an opponent’s strength and combat abilities for a short time, leaving them vulnerable to attack.
  2. Children of Ares 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.

Defensive

  1. Children of Ares can become resistant to all types of physical attacks for a short time.
  2. Children of Ares have the ability to call forth civil justice onto the battlefield for a short time, making all opponents lose the will to fight if their actions are unjust. However, if the actions of the opponent are justifiable the power becomes redundant, and if the user attempts to attack the opponent while the power is in use it immediately wears off.

Passive

  1. Children of Ares are innately proficient in all forms of combat.
  2. Children of Ares are stronger and faster than the average human. Their skin is also capable of enduring more injuries.
  3. Children of Ares are always emitting an aura of violence and war, which makes people around them more likely to attack each other and start fights. They can shut it off for a long time.

Supplementary

  1. Children of Ares have the inhuman ability to leap great distances at once which can be used to dodge or attack. Upon landing, a small tremor is unleashed which causes anybody within a few feet to lose their balance.
  2. Children of Ares have the ability to empower strength upon nearby allies and instil fear upon nearby enemies with a deafening war cry.
  3. Children of Ares have the ability to enchant nearby weapons with either a positive effect or negative effect for the duration of a weapon; some examples would be increasing the sharpness of a blade or dulling it.
  4. Children of Ares are sometimes able to cause a small (3-5) group, to turn against each other by inducing a lust for violence and victory in combat. The targets would become irrational and fight among themselves determined to be the last warrior standing, causing chaos for a short time. The more affected the more energy is drained.

3 Months After a Character is Made

  1. Children of Ares can create an illusion of massive bloodshed, destruction and devastation on a battlefield, instilling everyone around them with cowardice and terror, causing them to panic and be routed for some time, until it wears off and they return to battle. Similarly, they can also do the opposite, causing everyone nearby to go into a battle frenzy, in which they recklessly fight the enemy. This power drains them significantly.


6 Months After a Character is Made

  1. Since their father has command over dead soldiers on the losing side of every war in history, children of Ares have the ability to summon a large group of armed skeletal soldiers, up to seven, which can then be controlled by the mind of their summoner. The longer the period of time for which they are summoned, the more the summoner is drained. Ex: The user can summon skeletal red coats, confederate soldiers, Nazis etc. Dead Soldiers who belonged to the winning side of the war cannot be summoned.

9 Months After a Character is Made

  1. Children of Ares can draw power from all the violent actions and desires they’ve seen, felt, or committed in their lives and become an embodiment of war for a short time, in this state they are as twice as strong and fast 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.

Traits

  1. Children of Ares are usually more courageous than most, especially when facing danger.
  2. As Ares is the god of civil order, his kids are often adept at creating order when there is chaos and fighting around them
  3. Children of Ares tend to love the thrill of battle and fighting, feeling natural when partaking in combat.
  4. Children of Ares often love the chance to show off their abilities, they’re often somewhat arrogant and hotheaded.
  5. Children of Ares typically have the potential to become great soldiers, agents or generals. Able to perform remarkable feats within the Military.

Owned by: Cupcake ~ Posted on: {{{2}}}


Roleplay

The morning dew fell onto everything possible to hold water. The mist covered most of the Camp, as the dawn came to rise. It wasn't very early, well, for demigods, and there were some who started wandering around as if they were lost boys and girls. The lake was eerily silent, save for the ripples and constant movement underwater. Crickets chirped loudly, and birds sang through the trees.

Ryder: "Well, why did you wake up too early, then?" he asked to Gab, who was sitting grumpily on a rock. "I thought you are the nocturnal girl. Even Xander's still asleep, and you always wake even past his waking time."

Gabrielle: "I don't know. I probably slept the whole afternoon yesterday and now my body's too energized to sleep," she replied." She stood up and stretched. She took a tie and created a messy bun of her hair. "And you? Why are you so early, too? Waiting for someone here, right?" she teased.

Aedlyn: Waking up early in the Nemesis Cabin, it isn't her duty to wake up early, nor jogging. Looking at her half-siblings, they were all asleep except for her. Why did I woke up early? She thought. Then she tried to walk around the Camp to rest under the shade of a tree and throw stones on the ground she collected. Well, I'll be bored 'till noon, I guess.

Ayarie: Sitting on a bench near the lake, she thought she has the most boring feeling when waking up early. Her eyes looking at the silence, from lake to trees. Her mouth open from upper lip to the lower lip now on the ground. How boring'.

Ryder: "Oh, shut up!" he said, rolling his eyes. "Never even thought of that yet!" He stares with a scrunched expression at the lake. "I just heard a noise. A cat. And I never went back to sleep. That's it."

Gabrielle: "Oh really? Well, you said 'yet'. Means, you're planning to think of it!" she continued teasing. "Anyway, I'm just gonna know about it. You're don't keep secrets that good enough to hide it from me." She poked him by his side. "Idiot."

Ryder: He flinched from her touch. "No tickling!" She started poking her fingers on his side and he felt like he wanna run instead of laugh. "Hey, stop it!" He tried to tickle her back, and they went chasing each other, screaming and yelling loudly.

Aedlyn: While she's on a rest under the tree, she heard loud voices screaming and yelling. What? Early morning there are people awake and screaming? No respect for others who were still sleeping. She scratched her head hard and the scratch turned into a small wound and she yelled. "Ouch!"

Ayarie: Almost asleep on the bench, her eyes closing, and then suddenly noises disturbed her. " Oh, c'mon!" she yelled, while standing and her hands up in the air, but she was talking to herself. She groaned. Ugh, what a freaking mess.

Gabrielle: She skidded to a stop, hands in defence. "Wait, wait, Ryder! We might be disturbing someone!" she tried whispering, but it came out louder than she expected.

Ryder: "You just can't outrun me," he said. She made a face at him. "Well, whatever." He spotted a girl sitting under a tree, looking shocked. "Hey, miss, are we that noisy?" He heard Gab snort behind him, like saying, Isn't it obvious, idiot?

Aedlyn: Shocked, she almost cried. Then she met a boy asking. "Oh? Are you the one who is noisy?" She scratched her nose lightly. "Well, honestly yes. You are noisy." She said, like an old woman.

Ryder: He bowed. "Please forgive our rudeness," he said with all respect.

Gabrielle: She ran towards Ryder and the girl. "Uh, hi! Sorry for the noise." She slapped Ryder's back and he made muffled sounds of protest. "I'm Gabrielle, and this is Ryder. I haven't met you yet, so may I ask your name?"

Aedlyn: Two. They're two. That's why it's noisy like more than one person. "Hello. I'm sorry if I told you like I'm older than you." She apologized. "My name is Aedlyn. Nice to meet you two."

Ryder: "Nah, don't mind. We deserve it, anyway. Nice to meet you, Aedlyn," he said, holding out a hand to her.

Ayarie: She can't take it already. She went back again to the cabin grumpily. While heading back, she saw three persons beside a tree. So they're the ones who's noisy.

Aedlyn: She took Ryder's hand and shake it. "I like to know you two. Can you be my friend?"

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