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*'''Gale; '''"Oh, thank you.'
 
*'''Gale; '''"Oh, thank you.'
 
*'''Andra:''' "You're welcome."
 
*'''Andra:''' "You're welcome."
  +
*'''Gale; '''He smiles and pauses for sometime,'So, do you like rock climbing?'
[[Category:Roleplay]]
 
  +
*'''Andra: '''She looks up at the cliff. "Um, if your thinking about climbing this, your crazy. But, I think I could do it."
[[Category:Nat25]]
 
  +
*'''Gale; '''He shakes his head,'i was talking about your fall there.I wouldn't mind climbing but i don't carry that much ambrosia.'
  +
*'''Andra: '''"Oh. Yeah, I should start carrying ambrosia on me shouldn't I?"
  +
*'''Gale; '''He shrugs,'not really a necessity when in camp, but when ouside, Its a good idea."
  +
*OOC: you wanna end this RP?
  +
*OOC: If you want to, I don't care either way
  +
[[Category:The Lonely Stargazer]]
 
[[Category:Isabella Chase]]
 
[[Category:Isabella Chase]]
 
[[Category:Archived Roleplay]]

Revision as of 20:49, 29 December 2017

Index > Roleplay Forum > Main Forum/General/ Natalia And Isabella

Beach 

  • Gale: He is walking alone along the shore.


Andra Sydney ~ Child of Themis

"Justice is the need for order within a society, therefore justice will always be there to thwart chaos."
Andra is walking along the the top of the cliff when she slips and slides down the gradual slop.
Character's Bio


 Age: 16  Height: 5'6"  Weight: 125 lbs
 Sexuality: Straight  Relationship Status: Single
  Main Weapon: A sword and a shield
 Accent: Neutral/American

Character's Powers

 ====Offensive====

  1. Children of Themis can cause someone to forget their current morals and act savagely for a short time, leaving them vulnerable to attack.
  2. Children of Themis, after receiving a wound, are able to use the justice of vengeance to power their next attack. This empowerment results in the attack having enhanced speed and strength.

Defensive

  1. Children of Themis are capable of forcing everyone near them for a short time into a state of lawful peace, where no one can fight. After the effects subside, it cannot be used again for the rest of the fight. The user is also unable to fight due to the lawful peace.
  2. Whenever a child of Themis takes part in a fight, a law automatically comes into existence, and its' purpose is to forbid enemies from attacking them. After this law is broken substantially, the user can create a field of energy that would imprison the opponent for a short time. The energy field would serve as a punishment for breaking the law. The target cannot escape in anyway, but also cannot be attacked while the imprisonment field is active. This power can only be used twice during a fight.

Passive

  1. Children of Themis can see a few seconds into the future; allowing them to possibly predict the actions of others, but also hindering their sight at times.
  2. Children of Themis are able to detect any lie and know if someone's telling the truth or not, though it doesn’t always work. This works much better if the lie is directly related to a law or rule being broken
  3. Whenever someone is around a child of Themis, they’d feel at least slightly guilty for their wrongdoings. They can shut off this ability for a long time if they wish to do so.
  4. Children of Themis can sense whenever a crime is occurring in a 10-meter distance, whether it’s illegal or just morally wrong. The user cannot sense crimes being committed against themselves.

Supplementary

  1. Children of Themis can create a rule and can make someone follow that rule for a short period of time, as long as the rule does no harm and doesn’t completely stop an opponent from fighting, as well as a suitable punishment if the rule is broken. Possible punishments are substantial pain inducement, banishment (via instant teleportation) from the surrounding area, power/weapon negation (only one weapon or power) for a short time. All punishments subside after a short time; only one rule may be enforced at a time.
  2. If an ally is wounded, Children of Themis are temporarily empowered to achieve justice for them towards the one who wounded them; this effect greatly increases the strength and speed of their attacks until justice is achieved.
  3. Children of Themis are able to turn even the most un-ordered situations into well organized and properly structured systems. An example would be a chaotic battle, where movements and emotions are wild and erratic: the user would cause the battle to stop or organize it to become more calm, precise and well thought out.

3 Months After Character is Made

  1. Children of Themis have the ability to lawfully force another person to follow their will for a few minutes, forcing them to follow their commands as long as they are not going to be forced harm themselves. The person will remain under the control of the law forcing for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made

  1. Children of Themis can create paradoxical laws that allows the user to affect reality in illogical ways. For example, they can splash water on an opponent and cause severe burns and get hit with a hammer and it will just tickle. Only one reality-warping law can be implemented at a time and it will only be in effect for a short time. Afterwards, the user will be substantially drained. The power cannot be used to implement a law that would cause severe damage, such as breathing or blinking would cause their brains to explode.

9 Months After Character is Made

  1. Children of Themis can become an embodiment of order for a short time, giving them the power to immediately judge a person according to their intentions. They are immune to all attacks. The user can implement up to 5 laws at once in this state, but not those that bend reality. (The laws should be similar to ones created and possess penalties like Supplementary 1) The user emits an aura of duty and respect for authority, so the person will be more likely to follow the laws created. This ability only lasts for a short amount of time. Once the child of Themis exits this form they are drained for a moderate time and cannot move until they are rested. Additionally, the more they do in this state, the greater they are drained, sometimes they may even faint.

Traits

  1. Children of Themis are normally able to tell if someone is guilty or innocent and tell fact from fiction easily.
  2. Children of Themis often make great lawyers since they have natural knowledge of law/order systems and tend to be fair and unbiased, whether they are prosecutors or attorneys.
  3. Children of Themis tend to be good at understanding prophecies and thinking about the future.
  4. Children of Themis generally take law and order very seriously, working hard to follow/enforce rules and keep things clean and orderly.

Owned by: Tardis ~ Posted on: 16:22, August 18, 2014 (UTC)


  • Gale: He reaches the edges of the cliffs and spots someone walking arouns. he calls out,"hello.'


Andra Sydney ~ Child of Themis

"Justice is the need for order within a society, therefore justice will always be there to thwart chaos."
Andra lands at the bottom, not seriously hurt. She tries to stand but is weak.
Character's Bio


 Age: 16  Height: 5'6"  Weight: 125 lbs
 Sexuality: Straight  Relationship Status: Single
  Main Weapon: A sword and a shield
 Accent: Neutral/American

Character's Powers

 ====Offensive====

  1. Children of Themis can cause someone to forget their current morals and act savagely for a short time, leaving them vulnerable to attack.
  2. Children of Themis, after receiving a wound, are able to use the justice of vengeance to power their next attack. This empowerment results in the attack having enhanced speed and strength.

Defensive

  1. Children of Themis are capable of forcing everyone near them for a short time into a state of lawful peace, where no one can fight. After the effects subside, it cannot be used again for the rest of the fight. The user is also unable to fight due to the lawful peace.
  2. Whenever a child of Themis takes part in a fight, a law automatically comes into existence, and its' purpose is to forbid enemies from attacking them. After this law is broken substantially, the user can create a field of energy that would imprison the opponent for a short time. The energy field would serve as a punishment for breaking the law. The target cannot escape in anyway, but also cannot be attacked while the imprisonment field is active. This power can only be used twice during a fight.

Passive

  1. Children of Themis can see a few seconds into the future; allowing them to possibly predict the actions of others, but also hindering their sight at times.
  2. Children of Themis are able to detect any lie and know if someone's telling the truth or not, though it doesn’t always work. This works much better if the lie is directly related to a law or rule being broken
  3. Whenever someone is around a child of Themis, they’d feel at least slightly guilty for their wrongdoings. They can shut off this ability for a long time if they wish to do so.
  4. Children of Themis can sense whenever a crime is occurring in a 10-meter distance, whether it’s illegal or just morally wrong. The user cannot sense crimes being committed against themselves.

Supplementary

  1. Children of Themis can create a rule and can make someone follow that rule for a short period of time, as long as the rule does no harm and doesn’t completely stop an opponent from fighting, as well as a suitable punishment if the rule is broken. Possible punishments are substantial pain inducement, banishment (via instant teleportation) from the surrounding area, power/weapon negation (only one weapon or power) for a short time. All punishments subside after a short time; only one rule may be enforced at a time.
  2. If an ally is wounded, Children of Themis are temporarily empowered to achieve justice for them towards the one who wounded them; this effect greatly increases the strength and speed of their attacks until justice is achieved.
  3. Children of Themis are able to turn even the most un-ordered situations into well organized and properly structured systems. An example would be a chaotic battle, where movements and emotions are wild and erratic: the user would cause the battle to stop or organize it to become more calm, precise and well thought out.

3 Months After Character is Made

  1. Children of Themis have the ability to lawfully force another person to follow their will for a few minutes, forcing them to follow their commands as long as they are not going to be forced harm themselves. The person will remain under the control of the law forcing for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made

  1. Children of Themis can create paradoxical laws that allows the user to affect reality in illogical ways. For example, they can splash water on an opponent and cause severe burns and get hit with a hammer and it will just tickle. Only one reality-warping law can be implemented at a time and it will only be in effect for a short time. Afterwards, the user will be substantially drained. The power cannot be used to implement a law that would cause severe damage, such as breathing or blinking would cause their brains to explode.

9 Months After Character is Made

  1. Children of Themis can become an embodiment of order for a short time, giving them the power to immediately judge a person according to their intentions. They are immune to all attacks. The user can implement up to 5 laws at once in this state, but not those that bend reality. (The laws should be similar to ones created and possess penalties like Supplementary 1) The user emits an aura of duty and respect for authority, so the person will be more likely to follow the laws created. This ability only lasts for a short amount of time. Once the child of Themis exits this form they are drained for a moderate time and cannot move until they are rested. Additionally, the more they do in this state, the greater they are drained, sometimes they may even faint.

Traits

  1. Children of Themis are normally able to tell if someone is guilty or innocent and tell fact from fiction easily.
  2. Children of Themis often make great lawyers since they have natural knowledge of law/order systems and tend to be fair and unbiased, whether they are prosecutors or attorneys.
  3. Children of Themis tend to be good at understanding prophecies and thinking about the future.
  4. Children of Themis generally take law and order very seriously, working hard to follow/enforce rules and keep things clean and orderly.

Owned by: Tardis ~ Posted on: 21:12, August 19, 2014 (UTC)


  • Gale:He slowly climbs over to Andra and takes out a small ambrosia square from his pocket,'take this." he gives it to her,"i'm gale."


Andra Sydney ~ Child of Themis

"Justice is the need for order within a society, therefore justice will always be there to thwart chaos."
Andra takes the square and eats it, feeling better. "I'm Andra. Andra Sydney. Thank you." She smiles up at Gale."

OOC: Do you need help creating a word bubble or do you choose to not use one? I'm just curious.

Character's Bio


 Age: 16  Height: 5'6"  Weight: 125 lbs
 Sexuality: Straight  Relationship Status: Single
  Main Weapon: A sword and a shield
 Accent: Neutral/American

Character's Powers

 ====Offensive====

  1. Children of Themis can cause someone to forget their current morals and act savagely for a short time, leaving them vulnerable to attack.
  2. Children of Themis, after receiving a wound, are able to use the justice of vengeance to power their next attack. This empowerment results in the attack having enhanced speed and strength.

Defensive

  1. Children of Themis are capable of forcing everyone near them for a short time into a state of lawful peace, where no one can fight. After the effects subside, it cannot be used again for the rest of the fight. The user is also unable to fight due to the lawful peace.
  2. Whenever a child of Themis takes part in a fight, a law automatically comes into existence, and its' purpose is to forbid enemies from attacking them. After this law is broken substantially, the user can create a field of energy that would imprison the opponent for a short time. The energy field would serve as a punishment for breaking the law. The target cannot escape in anyway, but also cannot be attacked while the imprisonment field is active. This power can only be used twice during a fight.

Passive

  1. Children of Themis can see a few seconds into the future; allowing them to possibly predict the actions of others, but also hindering their sight at times.
  2. Children of Themis are able to detect any lie and know if someone's telling the truth or not, though it doesn’t always work. This works much better if the lie is directly related to a law or rule being broken
  3. Whenever someone is around a child of Themis, they’d feel at least slightly guilty for their wrongdoings. They can shut off this ability for a long time if they wish to do so.
  4. Children of Themis can sense whenever a crime is occurring in a 10-meter distance, whether it’s illegal or just morally wrong. The user cannot sense crimes being committed against themselves.

Supplementary

  1. Children of Themis can create a rule and can make someone follow that rule for a short period of time, as long as the rule does no harm and doesn’t completely stop an opponent from fighting, as well as a suitable punishment if the rule is broken. Possible punishments are substantial pain inducement, banishment (via instant teleportation) from the surrounding area, power/weapon negation (only one weapon or power) for a short time. All punishments subside after a short time; only one rule may be enforced at a time.
  2. If an ally is wounded, Children of Themis are temporarily empowered to achieve justice for them towards the one who wounded them; this effect greatly increases the strength and speed of their attacks until justice is achieved.
  3. Children of Themis are able to turn even the most un-ordered situations into well organized and properly structured systems. An example would be a chaotic battle, where movements and emotions are wild and erratic: the user would cause the battle to stop or organize it to become more calm, precise and well thought out.

3 Months After Character is Made

  1. Children of Themis have the ability to lawfully force another person to follow their will for a few minutes, forcing them to follow their commands as long as they are not going to be forced harm themselves. The person will remain under the control of the law forcing for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made

  1. Children of Themis can create paradoxical laws that allows the user to affect reality in illogical ways. For example, they can splash water on an opponent and cause severe burns and get hit with a hammer and it will just tickle. Only one reality-warping law can be implemented at a time and it will only be in effect for a short time. Afterwards, the user will be substantially drained. The power cannot be used to implement a law that would cause severe damage, such as breathing or blinking would cause their brains to explode.

9 Months After Character is Made

  1. Children of Themis can become an embodiment of order for a short time, giving them the power to immediately judge a person according to their intentions. They are immune to all attacks. The user can implement up to 5 laws at once in this state, but not those that bend reality. (The laws should be similar to ones created and possess penalties like Supplementary 1) The user emits an aura of duty and respect for authority, so the person will be more likely to follow the laws created. This ability only lasts for a short amount of time. Once the child of Themis exits this form they are drained for a moderate time and cannot move until they are rested. Additionally, the more they do in this state, the greater they are drained, sometimes they may even faint.

Traits

  1. Children of Themis are normally able to tell if someone is guilty or innocent and tell fact from fiction easily.
  2. Children of Themis often make great lawyers since they have natural knowledge of law/order systems and tend to be fair and unbiased, whether they are prosecutors or attorneys.
  3. Children of Themis tend to be good at understanding prophecies and thinking about the future.
  4. Children of Themis generally take law and order very seriously, working hard to follow/enforce rules and keep things clean and orderly.

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


OOC: This is a role play forum. We use a role play form to not make word bubbles. So, word bubbles in a role play forum doesn't make sense. Therefore, I do not use one.

  • Gale: He helps her up,"You should be more careful if you are coming up here alone."

OOC: point taken, and touche.

  • Andra Brushes herself off. "Yeah. I will. Thank you. I mean, um, that was embarrassing."
  • Gale: He smiles kindly,"i don't see how it is embarrassing. Anyway, lets go over to the beach, I don't have any more ambrosia."
  • Andra: "Good idea. I like the beach." She smiles and blushes slightly.
  • Gale:He doesn't notice her blush and starts walking down to the beach slowly so that if one of them falls the other one can catch them. " come on."
  • Andra: She follows and then catches up to him. "So...I'm the Daughter of Themis. What about you?"

OOC: I'm terrible at coming up with conversation starters.

  • Gale:He turns to smile at her," Son of Ariadne. So, I'm a MAZEing."
  • Andra: She laughs "You're PUNny."
  • Gale: he laughs as they enter the beach,"Well, this seems a lot more safer than rocky cliffs."
  • Andra: She wiggles her toes in the soft sand. "Softer too. I think I like the beach better."
  • Gale: He smiles,"You should. Come on." he steps into the shallow waves.
  • Andra: She follows slowly and then chooses to walk along the beach in the small waves.
  • Gale: "So, Andra,"how long have you been at camp?"
  • Andra: "Roughly six months. What a bought you?"

OOC: I'm worse at them. OOC: No, your not....

  • Gale: "I came around seven , eight months back. i've been here so long that i'm head couns."
  • Andra: "Yeah, it would be cool to be head councilor. But I think my brother will be councilor before me."
  • Gale: he smiles,"Wow! it must be cool to have siblings."
  • Andra: "It's cool. Hes my twin so it's even better.... I guess you don't have a sibling?"
  • Gale: he shakes his head,"No, but i've someone as close as a sibling"he whistles loudly.
  • Andra: She had heard about Percy and Jason and how they had been able to call upon their steeds when the whistled. And Hazel too. She looked around expecting a horse to show up out of nowhere.
  • Gale: He smiles as he sees his pet pig run towards him," Look behind you and be careful, he's extremely muddy. And good he came this time, you have no idea how long it took me to teach that fat lump of meat that trick."
  • Andra: She looks behind her and screamed. The pig was charging at her at full speed. Instinctivly, she put her hands over her head and made herself as small as possible.
  • Gale: The pig jumps into his arms and gale falls on his back and he calls out laughing,' You don't need to hide, I caught him. Meet solomon.'
  • Andra: She slowly un curls herself and looks at the pig. "You named a pig, Solomon?"
  • Gale: He nods seriously and sets the pig on the ground,"He might be a little slow sometimes but he is clever. And he is a gift from mom, I can't name him something bad.'
  • Andra: "You DO realize that a solomon is a fish right?"
  • Gale:He looks surprised,"um.. no. I named him after the wise king from the bible.'
  • Andra: "Oh, um, the Bible? Gotcha. I've never read it though..... Hm. Anyways. That's cool you have a pet. I want one... But I guess I'll have to wait..... Um.... I'll be quiet......" She blushes slightly..
  • gale: he looks puzzled," Um... what?"
  • Andra: Blushes "I want a pet, but well....... I don't know what I want or if Themis will send me one for any reason......"
  • Gale; "The only reason i got a pet was because i asked for it." he pauses,"That and because i was lonely."
  • Andra: "Oh, how many siblings do you have in your cabin?"
  • Gale; He shrugs,"I havefive or six, but I'm kinda shy."
  • Andra: "I am too. I guess that I feel better when I'm with my brother."
  • Gale: he nods," Me too, but not with a sibling, with my pig."
  • Andra: She smiles and nods. "Yeah...."
  • Gale: "So, your favourite part of camp?"
  • Andra: "Like to do? I guess it would have to the sword fighting. In general. I really like it and I usually beat my brother...."
  • Gale: He smiles,"Sounds nice, you must be good at swordfighting. I like the beach."
  • Andra: She too smiles. "So do I."
  • gale: "Did you live near the sea?"
  • Andra: "No. I lived inland, Alabama. My first memories were that of the courtroom. My brother and I always looked forward to when dad was in the court. They were often very one sided once he got going. What about you?"
  • Gale: "I lived around here, in new York,  my dad worked in a bookstore."
  • Andra: Her eyes light up. "Really? Could I go there sometime? I LOVE books."
  • Gale: He smiles,'I'd like to show you the store. I loved sitting and reading on the little benches in the corners.'
  • Andra: "Really? I'd love that." She cocks her head. "So, what's your favorite past time?"
  • Gale: "Well, i like reading, and i usually play with solomon."
  • Andra:"That's cool..." She looks over at the water. The sun was starting to set.
  • Gale: he looks at the sun in wonder,'it's so calm here.'
  • Andra: "I know..." She keeps looking at the sunset.
  • Gale: He smiles a bit at the sunset and turns," We must get back to our cabins.'
  • Andra: She looks at him and nods. "Yeah, we should..." She turns and looks at the cliffs. "Do you know an easier way up?"
  • Gale; "yeah, there's route that doesn't go through the cliffs.
  • Andra: "Cool, We should probably take that route."
  • Gale: They start on the path,"how old are you?"
  • Andra: "I'm 16. You?"
  • Gale: "I'm only 14."
  • Andra: "Oh. Okay. So..."
  • Gale; "Are you surprised?"
  • Andra: "Kind of, but around here. Anything is possible. And 14 isn't the lowest age I have seen."
  • Gale: "Those are a few, most people i've seen are 16, 17 some even in their 20's.'
  • Andra: "Yeah, those are probably the people who can't leave camp. You could, but some of us, if we leave, we will be attacked."
  • Gale: "It is easier to live here compared to living out of camp, not just because of the monsters but because here we all are almost the same."
  • Andra: "That's true. We all have roughly the same background. The same past. Some of us just have it harder than others. And I guess that's what makes us so, unique."
  • Gale: he smiles,"You certainly put it together very nicely."\
  • Andra: She shrugs. "I'm a thinker. I tend to think things through."
  • Gale: He smiles,That's an admirable quality.'
  • Andra: She blushes slightly. "Thank you. What's your best quality do you think?"
  • Gale: He shrugs,'i'm not the best to judge, but my dad uses to tell me that i am kind and calm."
  • Andra: "Those are admirable qualities."
  • Gale; "Oh, thank you.'
  • Andra: "You're welcome."
  • Gale; He smiles and pauses for sometime,'So, do you like rock climbing?'
  • Andra: She looks up at the cliff. "Um, if your thinking about climbing this, your crazy. But, I think I could do it."
  • Gale; He shakes his head,'i was talking about your fall there.I wouldn't mind climbing but i don't carry that much ambrosia.'
  • Andra: "Oh. Yeah, I should start carrying ambrosia on me shouldn't I?"
  • Gale; He shrugs,'not really a necessity when in camp, but when ouside, Its a good idea."
  • OOC: you wanna end this RP?
  • OOC: If you want to, I don't care either way