Camp Half-Blood Role Playing Wiki
Camp Half-Blood Role Playing Wiki
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Revision as of 08:41, 28 December 2015

Index > Roleplay Forum > Main Forum/General/Vis and James' RP


WB

James Spall ~ The Aussie
James Spall

"The ocean is unpredictable. Well so am I"
James was up a tree watch the people bellow him go about their daily business
Character's Bio


 Age: 15  Height: 1.7 meters  Weight: 54 kilograms
 Sexuality: Straight  Relationship Status: Taken
 Birth Place: Australia  Main Weapon: celestial bronze sword called tsounámi (tsunami), can turn into a pen. Silver sword that is the same style as sword as first one
 Accent: Australian
 – You don't turn your back on the surf, so don't turn your back on me

Character's Powers

 3/6/9 Month Powers Unlocked

Offensive

  1. Children of Poseidon can fire a powerful blast of water from their hands, equivalent to that of a fire hose, which evaporates after a short time.
  2. Children of Poseidon have the ability to conjure and freeze small amounts of water into durable ice weapons, 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 make small non-combative objects out of ice.

Defensive

  1. Children of Poseidon can create an area around themselves that inflicts others with intense seasickness, making them dizzy and nauseous for as long as they remain inside. The user must keep their focus on maintaining the effect for the duration.
  2. Children of Poseidon can turn their body to water for a very short time, letting an attack pass harmlessly through them. This can cause extreme dehydration with repeated use.

Passive

  1. Children of Poseidon can breathe, are swifter and more powerful, and can heal slightly faster while underwater.
  2. Children of Poseidon can keep themselves and everything they touch dry in the water, unless they choose to become wet.
  3. Children of Poseidon can survive falling from any altitude as long as they land in water, and can go as deep into the ocean as they desire without any effects from the cold or water pressure.
  4. Children of Poseidon can communicate with and command equestrian animals, as well as all creatures that dwell in the sea.
  5. Children of Poseidon are innately less inhibited by severe wind and precipitation.

Supplementary

  1. Children of Poseidon have the ability to create minor earthquakes, large enough to knock anyone nearby off their feet, for a few seconds.
  2. Children of Poseidon are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains. This can be used on ice, but is much more difficult and draining.
  3. Children of Poseidon are are able summon a specific horse, pegasus, or sea creature directly to their position, regardless of distance. This only works on creatures that they have a strong personal bond with.
  4. Children of Poseidon can calm, strengthen or influence the direction of the winds, though to a much lesser extent than children of Zeus or the anemoi.

3 Months After Character is Made

  1. Children of Poseidon have the ability to create a torrential rainstorm overhead, which will downpour and cause high winds over a large area. The storm will gradually clear over time, and afterward the user would be substantially drained.

6 Months After Character is Made

  1. Children of Poseidon are able to shape a semi-living construct out of water, no larger than 3 to 4 times the size of the user, that fights for them for a short time. The user is weakened while the construct is active, and the longer they maintain the it, the more energy it drains.

9 Months After Character is Made

  1. Children of Poseidon are able to transform their bodies into a state of pure water for a short time, becoming immune to most attacks. The hydrokinetic abilities they already possess are enhanced by this state, and they are capable of covering great distances in an instant while underwater. The user will be extremely drained once the transformation ends, and could possibly faint.

Traits

  1. Children of Poseidon always know their exact coordinates when in water and are able to innately feel the difference between freshwater and saltwater.
  2. Children of Poseidon normally have a love for water, and generally excel at water sports.
  3. Children of Poseidon tend to be favored by animals of the sea.
  4. Children of Poseidon often have a natural affinity for horses and many grow up to become equestrians.


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


Felicitas "Zita" Kirk ~ Daughter of Tyche
AnastasiyaJepsen3

Fortune favors the bold.
Zita had heard stories of shapeshifting spirit things called 'nymphs' that lived in the trees around camp and, having decided to witness these things firsthand, set out towards the wooded areas with just her colorful umbrella and natural good fortune to keep her company.
Character's Bio


-Lady Albatross
 Age: 16  Height: 5'8  Weight: 134 lbs.
 Sexuality: Uncertain  Relationship Status: Single
 Birth Place: Preston, Connecticut  Main Weapon: CB Sword (rhomphala) and shield

 – "Luck" is the great equalizer between those born with fortune and those seeking it.

Character's Powers

 ====Offensive====

  1. Children of Tyche are able to bless a weapon with a “lucky” shot so that the next attack has a 95% chance of striking the target. This power cannot be used to launch fatal or severe blows, it can only be used twice in a fight.
  2. Children of Tyche can enhance their bodies with success and prosperity, enhancing their physical strength and speed for a short time.

Defensive

  1. Children of Tyche have the minor ability to foresee the action of others, such as the course of action an opponent will take when attacking and dodge or parry accordingly; however, if the prediction is wrong, this may cost the child of Tyche dearly.
  2. Children of Tyche are able to curse a weapon with misfortune so that the next 3 attacks with it will not strike its target. This can only be used once in a fight.

Passive

  1. Children of Tyche emit a lucky aura, so everyone around them will be slightly luckier. They can shut it off for a long time if they wish.
  2. Children of Tyche are able to see all the possible outcomes of any situation, whether it be a gamble, battle or even nearing dangers, in order to react with the best tactic and reach the best conclusion. They can figure out any chance of success, and even if the odds are overwhelming, they are still able to perceive and understand any cause and effect relation regarding the situation. As such, they make better strategists.

Supplementary

  1. Children of Tyche are able to bless an object, making it into a “lucky” charm, that they can either keep for themselves or give to someone else, the object when used can bless the user with one shot of extra luck that will land. This can not be used to severely harm others, and can only be used once in a fight.
  2. Children of Tyche can cause someone to hallucinate about their impending doom and bad luck, distracting them momentarily from the task at hand. This allows the user to attack or flee freely. The intensity of the hallucination can be augmented but drains more energy.
  3. During battle, children of Tyche are able to utilize their life-force and use it as an aura of luck over their allies. The aura protects the child's allies for a short period of time, and can be used on groups of up to ten demigods. the more allies the child protects, the weaker the luck aura will be. The use of the power is severely draining and while in use the user is completely incapacitated. The allies are able to move and attack freely under the barriers, depending on the strength of the barrier their attacks will be stronger/more likely to land and it’ll be easier to avoid attacks.
  4. Children of Tyche can jinx an opponent, making their luck so bad that they’d constantly trip on their two feet, drop their weapons, get dust in their eyes etc. The jinx only lasts for a short time and leaves the opponent vulnerable to an attack or gives the user a chance to flee.


3 Months After Character is Made

  1. Children of Tyche can turn their surrounding area into either a bliss zone, terror zone or a black box. The area will be a 10-meter radius with the user’s location as the center. In a bliss zone, everything good that can happen will happen. In a terror zone, everything bad that can happen will happen. And in a black box, outcomes of actions will be wild and unpredictable. Ex: an animal could run in and interfere with an attack. Someone getting hurt in one of the zones will count as good or bad, depending on how much damage they’ve taken/given beforehand. An injured character getting hurt more counts as bad and an uninjured character getting hurt counts as good. This will not ensure permanent or lethal damage. The zone only lasts for a moderate amount of time before fading away. This power can only be used once in a fight.


6 Months After Character is Made

  1. Children of Tyche are able to induce terrible luck on a target for a short time, an enhancement of Supplementary 4. The probability of terrible things happening to them drastically increases. They could be in the epicenter of a mild earthquake, powerful storm or even in the destination of a meteorite shower etc. The user must ensure they’re a safe distance when creating the curse and thus can curse someone from up to a 20-meter distance. The curse cannot be used to instantly murder someone and the user is substantially drained once it ends.

9 Months After Character is Made

  1. Children of Tyche are able to make themselves so lucky for a short time, it will enhance their abilities. In this state, the user will be so lucky, all attacks aimed towards them would fail. Their physical prowess substantially increases and all their attacks have an 85% chance of success. Once the luck enhancement subsides, the user will be so drained they won’t be able to move and could possibly faint.

Traits

  1. Children of Tyche are generally very lucky in all that they do.
  2. Children of Tyche are typically adept at playing games of chance.
  3. Children of Tyche normally see the luck of any person, whether they’re incredibly fortunate or plagued with terrible luck. They can also see different possible fates of others when idle, but the child will have no idea which one shall come to pass. Ex: They’d be able to see a person’s possible future of where they become a famous celebrity and another one where they’re a homeless vagrant.

Owned by: Vis ~ Posted on: Something probably goes here.



RP

James: James saw a girl with a umbrella walking into the forest not far from the tree he was sitting in. "It is not raining is it" James said to himself while he checked if it was raining

Zita: Rain was irrelevant; here there be dragons.  Unaware of being watched, Zita continued into the treeline, whistling idly as she swept her eyes through the underbrush.

James: Directly under the branch James was sitting in, was a deep pond. James looked to see how far off the girl he saw with the umbrella and jumped straight into the pond

OOC