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Character Spots (Not including BC)

  • Originally: +8
  • General Contests: +10
  • Adopt a Newb: +4
  • BC Spots to Camp: -1
  • Yearly: +4
  • Given to Others: -1
  • Given by Others: +0
  • Total: 24

Count as Minor (4/4)

  1. Andre Gregory Monroe (Character Contest; Note:Adopted by Brocky)
  2. Cecilia Levine (Broken Covenant Character Contest)
  3. Godfrey Strauss (Broken Covenant Character Contest)
  4. Rho Jin-Ho (Birthday Character Contest)

Turn into Minor (7/7)

  1. Akihiko Sugimura (Survival)
  2. Audie Clarke (Featured Camp Demigod of the Wiki Contest)
  3. Caesey Ongsee (A Broken Truce)
  4. Casper Hughes (Battle of the Bands)
  5. Daniel Mendes (A Matchmaking Event of a Lifetime)
  6. Sealtiel O'Shaughnessy (Award Ceremony April 2013)
  7. Cato Sylvester (The Camp Half Blood Reaping; Note: Adopted by Kevin)

Adopt and Turn into Minor (4/6)

  1. Ianto Gorman (Roleplays to Short Story Contest)
  2. Meribel Rebane (Cabin Symbolic Theme Contest)
  3. Gabriel Sharpe (Character Poetry Contest)
  4. Satoshi Lioka (Cabin Symbolic Theme Contest)
  5. ??? (Character Poetry Contest)
  6. ??? (Luckiest in Love)

Early Power-Up (8/15)

  • Adopt a Newb (3/4): Ivan Concord, Pierre d'Arc-Mauri, Fabian Martell
  • Survival (1/1): Mitsuru Matsui
  • Reporting the New Contest (1/1): Godfrey Strauss
  • Battle of the Bands (2/3): Siegmund Haugen, Joachim Flamel
  • Half-Blood in History (1/1): Stefan Herschel
  • Cabin Symbolic Theme Contest (0/3): None
  • Broken Covenant Character Contest (0/1): None
  • Two Hours with Dad and Mom (0/1):  None

God RP (3/6)

  • Adopt a Newb (3/5): Marvel Carleson (Palaemon, deleted), Sealtiel O'Shaughnessy (Apate), Koreen Trent (Mnemosyne)
  • Two Hours with Dad and Mom (Special Outing RP): Casper Hughes (Melinoe)
  • Cabin Symbolic Theme Contest (0/1): None

Undecided (0)

  • None

Note: Word bubbles displayed here are the only characters that are active at Camp/BC, currently in my possession, and reserved ones for my future characters.

Active Characters

Agnes Iglesias ~ Lt. Huntress
AgnesWB

"People often believed they were safer in the light, thinking monsters only came out at night."
Test.
Character's Bio


 Age: 17 (Immortal)  Height: 5'7  Weight: 135 lbs
 Sexuality: Asexual  Relationship Status: Single
 Birth Place: Santa Fe, New Mexico  Main Weapon: Bow and Arrows, Daggers
 Accent: Catalan Titles: Daughter of Hyperion, Beacon of Hope
 – "Everywhere the human soul stands between a hemisphere of light and another of darkness; on the confines of the two everlasting empires, necessity and free will."

Character's Powers

 Powers of a Huntress of Artemis:

  1. They possess great strength, agility and dexterity.
  2. They carry magic silver bows, arrows, and two hunting knives, which appear whenever they are needed
  3. They make great combatants and archers.
  4. They are able to withstand greater temperature changes (extreme heat or cold) more than most, but the hotter or colder it is, the more draining it is on their body and the more it effects their ability to react
  5. They do not age physically and do not die of old age or disease, but can be killed in a fight or battle from severe wounds
  6. They have a empathy/telepathic connection with wolves and falcons
  7. If they fall in love they lose their immortality
  8. They make great hunters, attaining great tracking skills.
  9. They can see excellent during the night, nearly as well as they can see during the day.
  10. They remain the age that they became a Huntress. If they fall in love and/or leave the hunt for any reason, they start ageing again from that point on.
  11. They enjoy hunting, as well as being by Artemis' side.
  12. They have a silvery aura.

Owned by: Hyu ~ Posted on: ~~~~~

Avan Bachelder ~ Son of Hypnos
AvanWB

"Whatever it may bring, I will live by my own policies, I will sleep with a clear conscience, I will sleep in peace."
Test.
Character's Bio


 Age: 21  Height: 5'7"  Weight: 139 lbs
 Sexuality: Bisexual  Relationship Status: Single
 Birth Place: Vancouver, Canada  Main Weapon: Celestial bronze dagger
 Accent: Catalan Titles: Cheshire Cat, Head Counselor
 – "The bed is a bundle of paradoxes: we go to it with reluctance, yet we quit it with regret; we make up our minds every night to leave it early, but we make up our bodies every morning to keep it late."

Character's Powers

 Powers of a Child of Hypnos (has 3/6/9 month powers):

  1. Children of Hypnos have the ability to, upon direct contact, to force someone to fall asleep for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time. They can also fire a wave of energy with the same effects and limitations. The wave is singular and is only big enough to hit one person.
  2. Children of Hypnos have the ability to cause someone near them to feel extremely tired and become sluggish for a short time. Leaving the target vulnerable to attack.
  3. Children of Hypnos can project a powerful sleep aura for a short time, anyone around them will automatically fall asleep. The user cannot attack or use their other abilities when the sleep aura is in place, so the power is purely defensive. Also all targets automatically wake up when the sleep aura fades away and they can only use the ability twice in a fight.
  4. Children of Hypnos have the innate ability to cause others to feel mildly tired in their presence. They can shut off this ability for a long time if they wish.
  5. Children of Hypnos have the ability to look into people’s dreams as they sleep.
  6. Children of Hypnos heal faster while they are asleep.
  7. Children of Hypnos are partially conscious while asleep, able to wake themselves up at will.
  8. Children of Hypnos can put people to sleep for a short time; after awakening, they will feel extremely refreshed, as if they had just slept a full night. This power can only be used with the target's consent, so it's only useful for aiding allies.
  9. Children of Hypnos can directly contact a sleeping person dreams to either cause paranoia or a blissful dream.
  10. Children of Hypnos can create opium and use it for a multitude of purposes from helping to numb someone's pain to putting someone to sleep or making them feel drugged. The effects of the opium wear off after a short to moderate time. They can even create a field of poppies so tall that it obscures the sight and slows down anyone they are fighting, they only last for a short time before they wither away
  11. Since Hypnos was considered an underworld god, his children have the ability to Shadow Travel ,to teleport from shadow to shadow; the further the distance, the more energy drained.
  12. Children of Hypnos can take control of another person’s body while they are asleep for a short time, however they cannot force the opponent to harm themselves; the person being controlled feels as if they are dreaming and will vaguely remember the experience.
  13. Children of Hypnos are able to curse someone into feeling like they haven’t slept in a week, the target cannot fall asleep in this state. They are forced to fight the user while being exhausted. The curse only lasts for a moderate amount of time and the target will receive their strength back afterwards, they are immune to further use of the curse for the rest of the fight. The user is substantially drained.
  14. Children of Hypnos can draw power from all the actions and desires for sleep they’ve seen, felt, or committed in their lives and become an embodiment of sleep. This would make them more powerful and immune to all attacks, enhancing their physical prowess and power over sleep they previously possessed. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time and could even faint. If they pass out from the transformation, they cannot remain conscious and quickly regain their strength.
  15. It is not uncommon for children of Hypnos to suffer from narcolepsy, a sleep disorder that causes excessive sleepiness and frequent daytime sleep attacks.
  16. Children of Hypnos are typically lazy and enjoy sleeping, causing them to purposely fall asleep whenever they please.
  17. Children of Hypnos are partially immune to the waters of the River Lethe, since the river runs through their father’s domain.
  18. Since their father resides in the realm of eternal darkness, children of Hypnos normally feel more comfortable in dark areas.

Owned by: Hyu ~ Posted on: ~~~~~

Cecilia Levine ~ Daughter of Phlegethon
Cecilia2

"As a single withered tree, if set aflame, causes a whole forest to burn, so does a rascal son destroy a whole family."
Test.
Character's Bio


 Age: 22  Height: 5'7  Weight: 132 lbs
 Sexuality: Heterosexual  Relationship Status: Single
 Birth Place: Tafjordfjella Mountain Range, Norway  Main Weapon: Katana
 Accent: Norwegian Titles: Lieutenant of the Broken Covenant, Inextinguishable Inferno
 – "We all live in a house on fire, no fire department to call; no way out, just the upstairs window to look out of while the fire burns the house down with us trapped, locked in it."

Character's Powers

 Powers of a Child of Phlegethon (has 3/6/9 months powers):

  1. Children of Phlegethon can create a steady stream of fire, however the longer the stream is held the more energy is used.
  2. Children of Phlegethon can conjure a weapon made of pure flames, 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 fire.
  3. Children of Phlegethon can conjure a fireball, which can reach roughly two to three times the size of the conjurer, however the larger the fireball the more energy is used.
  4. Children of Phlegethon can generate a small shield of flames, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
  5. Children of Phlegethon are more resistant to heat and flames than other demigods.
  6. Children of Phlegethon can generate heat from their bodies in order to warm a small radius around themselves.
  7. Children of Phlegethon are generally more powerful in warmer temperatures.
  8. Children of Phlegethon have the ability to release heat from their hands in order to cauterize an open wound.
  9. Children of Phlegethon are able to create a smoke screen that suffocates and hinders enemies for a short time, using it to either escape or do one sneak attack
  10. Children of Phlegethon have the ability to create and control fire; however, it is extremely chaotic and will burn anything near it no matter the intention of the child of Phlegethon.
  11. Children of Phlegethon can create a dome made of pure flames, no more than 2 to 3 times the size of the user, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.
  12. Children of Phlegethon are able to use fire to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains.
  13. Children of Phlegethon are able to transform their bodies into pure fire for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations.
  14. Children of Phlegethon generally love fire.

Owned by: Hyu ~ Posted on: ~~~~~

Ahn Cheol-Su ~ Son of Palaemon
CheolSuWB

"We are ironborn. We're not subjects, we're not slaves. We do not plow the field or toil in the mine. We take what is ours."
Test.
Character's Bio


 Age: 19  Height: 5'10"  Weight: 138 lbs
 Sexuality: Bisexual  Relationship Status: Single
 Birth Place: Marado Island, South Korea  Main Weapon: Bow and Arrows, Daggers
 Accent: Korean Title: Spiteful Ruffian, Head Counselor
 – "The ironborn will reave and pillage as it was in the old days all along the northern coast. We'll spread out dominion across the green lands securing the Neck and everything above. Every stronghold will fall to us one by one."

Character's Powers

 Powers of a Child of Palaemon (has 3/6/9 month powers):

  1. Children of Palaemon have the ability to grow multiple rows of shark teeth and then dislocate their jaws in order to attack with them.
  2. Children of Palaemon are able to tap into primal shark instincts which allows them to attack with enhanced speed and ferocity. However, this ability can often lose to loss of self-control and only lasts for a short time.
  3. Children of Palaemon can become thick skinned like a shark while in human form which causes them to be resistant to physical attacks.
  4. Children of Palaemon have the ability to create a defensive shield made from the electroreceptive energies they perceive around them for a short time (sharks have the ability to detect eletrical stimuli around them).Due to the electrical nature of the shield, if anyone comes in contact with it they would receive an electric shock.
  5. Children of Palaemon can innately breathe underwater and everything they touch in their human form, stays or becomes dry in water, unless they want to become wet.
  6. Children of Palaemon, can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  7. Children of Palaemon have the ability to hear prey or enemies from many miles away, as sharks have extremely sharp senses of hearing
  8. Children of Palaemon are normally affected by blood and when they smell it much like a shark. They will normally go into a frenzied rage and attack whoever is at the source of the blood. If the target is an ally, they can resist the urges through sheer willpower.
  9. Children of Palaemon have the ability to summon sharks and command them. The more sharks summoned/commanded and the bigger they are, the more energy is drained.
  10. Children of Palaemon are able to transform into any currently living species of shark while underwater. The longer they remain in this form, the more energy it drains; and the longer the break they need between transformations.
  11. As Palaemon was also a sea god, his children have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
  12. Children of Palaemon have a degree of control over water, but not to the extent of a child of Poseidon. They can manipulate water to be used as a shield or move water to fire a water blast of high pressure. And they can telekinetically move it with their mind. The longer they maintain control over water, the more energy is drained.
  13. Children of Palaemon have the ability to transform the surrounding area into a harbor as their father was the patron god of harbors. Whilst this harbor is in use, the user can fight in its waters and have their existing powers enhanced substantially. The harbor that the user creates can vary in size, and the larger the harbor is the more it drains the user. After the user relinquishes hold on the harbor they are somewhat drained and the power may only be used once in a fight.
  14. Children of Palaemon can materialize semi-living water constructs that take the form of sharks. The constructs have the strength and instincts of normal sharks. They can float around in the air and will follow the commands of the user. They can summon up to 3 sharks, such as Great Whites or Hammerheads, or up to 7 smaller ones such as a cookie cutter sharks. The bigger they are and the longer they stay solid, the more energy is drained. Once the user dismisses the sharks, they are somewhat drained and the water sharks dissipate into harmless puddles of water.
  15. Children of Palaemon can morph their bodies into a humanoid shark form, in this form their strength is doubled. Their skin becomes durable as in Defensive 1. Their skeletons turn into cartilage, much like that of a sharks, so that they become more flexible and their bones more resilient. This can aid them in fights as it halves the weight of their bones, making them lighter on their feet and faster as they have less weight to move around. Also their existing Hydrokinetic abilities become stronger. Once the user reverts to their normal form, they are quite drained and will struggle to move or stay conscious.
  16. Children of Palaemon, usually prefer to be near and/or in the water.
  17. Children of Palaemon, generally enjoy water sports, and are excellent swimmers.
  18. Children of Palaemon are normally talented at chasing and hunting their prey.
  19. Children of Palaemon tend to be much more comfortable than other people with swimming in the ocean because they are not frightened by sharks.

Owned by: Hyu ~ Posted on: ~~~~~

Pan Chin-Hae ~ Dream Spirit
ChinHaeWB2

"I think when dance is mediocre, it's painful. But when dance is really impressive, it destroys."
Test.
Character's Bio


 Age: Immortal (looks 17)  Height: 6'0  Weight: 148 lbs
 Sexuality: Bisexual 
 Birth Place: Gwacheon, South Korea  Main Weapon: Sword and Dreams
 Accent: Korean Titles: Footloose Delusion, Former Son of Asteria
 – "Dance, when you're broken open. Dance, if you've torn the bandage off. Dance in the middle of the fighting. Dance in your blood. Dance when you're perfectly free."

Character's Powers

 Powers of a Dream Spirit:

  1. They have the ability to send a small wave of energy which will cause anyone effected to believe they are dreaming for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time.
  2. They have the ability to make someone think they are seeing their worst nightmares brought to life for a short time; attempting to scare them into not attacking.
  3. They can meditate in order to speed up their rate of healing; they are constantly drained while they do this.
  4. Dream nymphs can speak to people in their dreams
  5. Dream nymphs can enter a person's dream, but the longer they remain in the dream, the more it drains them of their energy.
  6. Dream nymphs can cause someone who is asleep to have a nightmare.
  7. Dream nymphs can slightly control dreams
  8. Dream nymphs can see into peoples dreams whilst they sleep
  9. As they are nymphs they do not age, remaining eternally young.
  10. They have a telepathic/empathetic connection with nature and other nymphs
  11. Dream nymphs are nocturnal.
  12. Dream nymphs like to see into random people's dreams, and know their ambitions.
  13. They are well adept at interpreting the dreams of others.
  14. They often tend to be day dreamers, with their heads always in the “clouds”.

Owned by: Hyu ~ Posted on: ~~~~~

Joachim Flamel ~ Son of Hecate
JoachimWB

"The true alchemists do not change lead into gold; they change the world into words."
Test.
Character's Bio


 Age: Immortal (looks 16)  Height: 5'7"  Weight: 154
 Sexuality: Bisexual  Relationship Status: Single
 Birth Place: Paris, France  Main Weapon: Longsword and magic
 Accent: French Title: Undying Alchemist, Lt. Counselor
 – "The matter lies before the eyes of all; everybody sees it, touches it, loves it, but knows it not. It is glorious and vile, precious and of small account, and is found everywhere... But, to be brief, our Matter has as many names as there are things in this world; that is why the foolish know it not."

Character's Powers

 Powers of a Child of Hecate (has 3/6/9 month powers unlocked early with the use of Battle of the Bands power-up prize):

  1. Children of Hecate have the ability to fire an intense beam of magical energy which will burn anything it touches. The ability can also be focused into small magical bullets, which have better range but are less damaging than a beam.
  2. Children of Hecate have the ability to use magic to electrically charge something made of metal for a short time.
  3. Children of Hecate are able to create a protective dome of magical energy around them for a short time.
  4. Children of Hecate are able to become ethereal in form for a short time, which temporarily causes all attacks to go through them. In this state, they cannot attack an opponent and if they do their ethereal state will dissipate instantly.
  5. Children of Hecate have the innate ability to see in all directions at once.
  6. Children of Hecate are innately stronger at night.
  7. Children of Hecate are able to communicate with the dead to gather information.
  8. Children of Hecate are adept at making potions and elixirs, however potions used in battle cannot be overly powerful or altering to the events of the battle. Potions that can automatically heal all wounds or restore all energy are examples of over-powered potions. Only descendants of Hecate/Circe and Lampades can create potions. Overconsumption of potions can result in overdose symptoms and some potions could have side-effects or not work at all.
  9. Children of Hecate can conjure spells to teleport themselves and allies. The further the distance, the more energy drained.
  10. Children of Hecate can cast a levitation spell on themselves for a short time which will allow them to fly, the longer they levitate the more power it drains. The spell can also be used items and enemies.
  11. Children of Hecate are able to use some healing spells to quickly heal minor wounds and slowly heal major wounds. Fatal wounds cannot be healed.
  12. Children of Hecate are able to control the Mist around them, allowing them to create optical illusions that can fool even demigods. The illusions can confuse enemies with false memories, alter the appearance of the user or their allies, change the appearance of items or weapons or even alter the appearance of the environment to an extent. Changes to the Mist only last for a short time, mist control is less draining than custom spells. (6 month)
  13. Children of Hecate have the ability to create new spells, whether they were trained, self-taught or devised the spell on the fly. The spells can be minor, such as locating, summoning animals, divination or controlling emotions. Or they can be more advanced and powerful such as controlling the elements, pure magical energy, necromancy, curses and summoning monsters or magical guardians. Spells cannot be overly powerful or controlling. The more complex and powerful the spell, the more energy it drains from the user.
  14. Children of Hecate have the ability to focus all their magical abilities into transforming themselves into any living being, or even a being of their own imagination. This power is, in essence, the ability to shapeshift into anything the user can imagine. The user can transform into another human, an animal, a monster, or anything in between. The transformation can last as long as the user wishes it to, but the longer they hold their form the more it drains them. They cannot cast any spells while the transformation is in place and they cannot transform into anything overly powerful. (Like a rabbit that can make people’s heads explode with a thought. ) The form they shift into cannot be larger than 2 to 3 times the human size of the user, and after the user resumes their regular form they are severely drained. Unable to move from exhaustion and they could possibly faint. This power can only be used once in a fight.
  15. Children of Hecate typically love the magical arts, many of them are known for writing spellbooks. Her children have created/re-introduced and improved spells and techniques all over history.
  16. Necromancy is commonly a favored magical art among children of Hecate.
  17. Children of Hecate are known for being quite mysterious.
  18. Children of Hecate are often more active and exhibit better moods at night and in dark environments.
  19. Children of Hecate wield innate knowledge and understanding of the Mist.

Owned by: Hyu ~ Posted on: ~~~~~

Fabian Martell ~ Son of Apollo
FabianMPng

"Believing the lie that time will heal all wounds is just a nice way of saying that time deadens us."
Test.
Character's Bio


 Age: 19  Height: 5'9"  Weight: 146 lbs
 Sexuality: Bi-curious  Relationship Status: Single
 Birth Place: Alameda, California  Main Weapon: Bow and arrows
 Accent: Californian English Titles: Wayward Prominence, Head Counselor
 – "Don't be afraid to be confused. Try to remain permanently confused. Anything is possible. Stay open, forever, so open it hurts, and then open up some more, until the day you die, world without end, amen."

Character's Powers

 Powers of a child of Apollo (has 3/6/9 month powers unlocked early with the use of an Adopt a New power-up prize):

  1. Children of Apollo have the ability to conjure weapons out of pure light 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.
  2. Children of Apollo have the ability to focus an intense beam of light which will burn anything it touches.
  3. Children of Apollo have the ability to create a protective dome of solid light around them which will defend them from attacks for a short time.
  4. Children of Apollo have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds. (see history)
  5. Children of Apollo are innately proficient archers.
  6. Children of Apollo innately heal faster than the average human.
  7. Children of Apollo feel stronger during the day, empowered by the sun.
  8. Children of Apollo become slightly empowered when they are protecting those younger than them, as their father is the god of protection of the young
  9. Children of Apollo are able to use their voices to sing or simply yell at such a high pitch that it temporarily deafens anyone nearby, but it has the disadvantage of not differentiating between enemy or friends, the longer the pitch is maintained, the more energy is drained.
  10. Children of Apollo can teleport themselves by merging their body with sound waves and travelling along them. Which could be called "sound-travel". To do so, there must be source of sound at where they're leaving and going to. Like someone's singing or any device that plays music. The user must be able to hear the source of sound they're traveling to. The further traveled, the more energy drained.
  11. Children of Apollo have the ability to create temporary light sources, similar to concept of a flare, which will alight an area or blind enemies for a short time.
  12. Children of Apollo can curse someone to sing loudly for a fair amount of time, the target can fight and operate while singing. But they cannot hide and could suffer from a sore throat over time.
  13. Children of Apollo have a degree of control over diseases and plagues, but not to the extent that they can cause death. They also have control over infections, but not to the extent that they can cause death. They can cause a person to temporarily break out in hives, rashes, and boils. They can also cause a person to feel overcome with flu-like symptoms such as nausea, vomiting, indigestion, congestion, sore throat, etc for a short amount of time.
  14. Children of Apollo can create massive waves of heat and radiation, hindering others around him, but rendering him/her unable to move. The more heat generated, the harder it is for the user to recuperate after this power is used. If weakened enough, (s)he will have a hard time moving and staying conscious.
  15. Children of Apollo have the ability to shed their flesh and turn into a purely plasmic state for a short time and while in this state, the user is granted flight, immune to all attacks, receive a boost in their already existing photokinetic abilities and anything they touch is intensely burned; however, once the user changes back they will be extremely drained, nauseated and immobile for a long time.
  16. Most children of Apollo are experts at basketball and other missile weapons or games.
  17. Since Apollo is the God of Music, his children are natural musicians and singers. Able to master any instrument instantly and learn any song with ease.
  18. Since Apollo is god of prophecy and oracles, his children are innately better at interpreting prophecies than others.
  19. Children of Apollo can grow up to become great doctors in any field of medicine.
  20. As Apollo is the god of protection of the young, his children are often inclined to protect and defend those younger than them.
  21. Children of Apollo are usually in better moods during the day and enjoy waking up early.

Owned by: Hyu ~ Posted on: ~~~~~

Heo Jae-Hun ~ Son of Khronos
Jaehun Trans

"Time is no one's friend--time has no social niceties and holds the door for nobody nowhere. But I hold the door for time, with my one good paw."
Test.
Character's Bio


 Age: 18  Height: 6'2"  Weight: 154 lbs
 Sexuality: Heterosexual  Relationship Status: Single
 Birth Place: Las Vegas, Nevada  Main Weapon: Celestial bronze saingeom
 Accent: Slight Korean Titles: WIP
 – "The universe has become not only conscious and aware of itself but capable in some respects of choosing its path into the future--though all three, the consciousness, the knowledge, and the choice, are dispersed over a vast crowd of beings, acting both individually and collectively."

Character's Powers

 Powers of a child of Khronos (has 3/6/9 month powers locked):

  1. Children of Khronos can fire accelerated time bolts at an opponent, the bolts would accelerate time upon an opponent and make them feel older. The target would feel the effects of age, growing weaker and slower. Leaving them vulnerable to attack, the bolts are somewhat difficult to aim and their effects only lasts for a short time.
  2. Children of Khronos can implant images of numerous possible timelines into a target’s mind, distracting them and leaving them vulnerable to attack. Ex: The target would see images of an apocalyptic future or one where the planet is ruled by an evolved race of apes.
  3. Children of Khronos have the ability to revert time around them for a short duration in order to dodge an attack that was unforeseen.
  4. Children of Khronos can create a field of energy around them, whenever anyone steps through it there are frozen in time. The user cannot move while the field is in place.
  5. Children of Khronos can see another person's lifespan, but cannot speak or tell anyone about it.
  6. Children of Khronos have the ability to look back in time to see the history of a person, place or object.
  7. Children of Khronos possess an ever present control over time, meaning they can think faster than the average human.
  8. Children of Khronos have an innately fine tuned sense of precise time. They can even determine the exact time an event has taken place or how long it took as long as they know that the event has happened.
  9. Children of Khronos can heal themselves by accelerating time on a wound.They can only heal minor wounds and slowly heal major, but not fatal wounds.
  10. Children of Khronos have the ability to call upon the forces of time to speed their movements or attacks; conversely this can also be used to slow the movements or attacks of others.
  11. Children of Khronos have the ability to travel back and forth in time, but they are unable to interact with or change past events they are only able to see the events play out. When they go forward in time they only see “possible” futures, that does not mean those future events will come to pass. When the user is time travelling, they cannot be seen, heard or touched by anything around them. The further back or forward the user has traveled, the more energy is drained.
  12. Children of Khronos can choose to see 30 seconds into the future, allowing them to uncannily predict the actions of their opponent.The more this is used, the more energy is drained.
  13. (will be unlocked 3/18/17) Children of Khronos can trap anyone or anything into reiterating time stream where where everything inside the loop is restarted precisely every so often, possibly even backwards. You may be able to force someone to relive the same few seconds, upwards to an hour, for as long as you keep them there. While the time loop is maintained the user is incapacitated and the longer the time loop is maintained the more energy it drains. On some occasions people have been know to retain a small amount of memories or eventually escape weaker temporal loops.
  14. (will be unlocked 6/18/17) Children of Khronos can turn temporal energies into tools, objects, weapons and other items, create semi-living constructs (Such as animals or golems) and/or create structures/buildings of varying permanence; however, only one combative item or semi-living construct can be conjured at a time and it cannot be larger than roughly twice the size of the one that conjured it. The longer they maintain combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive.
  15. (will be unlocked 9/18/17) Children of Khronos can become an embodiment of time for a short time, a form where they are pure temporal energy. Keeping them immune from physical attacks in this form. Anything they touch in this form begins to rapidly age, organic matter the user touches age slower rather than inorganic matter. This form only lasts for a short time and when the user reverts, all organic matter aged quickly turns to normal and the user shall be too tired to even move for a short time.
  16. Children of Khronos often enjoy media involving time travel, such as “Back to the Future.”
  17. Children of Khronos normally see different future timelines 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.
  18. Children of Khronos tend to be great at managing their time, hating the idea of wasting it.
  19. Children of Khronos can grow up to be great historians and futurologists.
  20. All clocks and any time telling device automatically tells the correct time of the time zone it’s in when it’s in the presence of a child of Khronos.
  21. Children of Khronos automatically know the current time in every timezone.

Owned by: Hyu ~ Posted on: ~~~~~~


Chen Seo-Jun ~ Son of Rhea
SeoJun NewWB

"Remembrance is a strange thing. With love its pain is bearable. With bitterness it simply destroys."
Test.
Character's Bio


 Age: 22 (physically), about 73 (biologically)  Height: 5'10  Weight: 142 lbs
 Sexuality: Heterosexual  Relationship Status: Single
 Birth Place: Changjin County, North Korea  Main Weapon: Xiphos & rondel dagger
 Accent: Korean Title: Desolated Martyr
 – "Living is strife and torment, disappointment and love and sacrifice, golden sunsets and black storms. I said that some time ago, and today I do not think I would add one word."

Character's Powers

 Powers of a Child of Rhea (has 3/6/9 month powers unlocked):

  1. Children of Rhea have the ability to shoot small sharp pieces of rocks from their palms for a short time, the longer they use this, the more energy it drains.
  2. Children of Rhea have the ability to generate minor earthquakes, causing anyone within the immediate vicinity to lose their balance.
  3. Children of Rhea have the ability to summon a thick wall of earth, roughly 2 to 3 times the size of the user, that dulls attacks coming to it on contact. The larger and longer the wall is used, the more it drains the user.
  4. Children of Rhea have the ability to create quicksand or pits around a small area for a short time. Over time it will slowly solidify, allowing anyone stuck in it to slowly regain their footing.
  5. Children of Rhea can "feel" nature and the elements. They can feel for all biomes (forests, deserts, tundras, wetlands, mountains, etc). A tree naturally falling or predator catching their prey in a near by forest would be felt by the user, leaving them feeling calmly relieved. Unnaturally, would leave the user sickened. They can detect natural changes as well (raise in temperature, humidity, etc).
  6. Children of Rhea have the innate ability to see through the flow of generations of each person, enabling them to see (in both past and future) their appearances and genealogy. However, the further they perceive, the more it becomes obscure and energy it drains from them.
  7. Children of Rhea can sense the fertility of women, when they are pregnant, what the state of the baby's health is and what sex they are.
  8. Children of Rhea have the innate ability to talk plants to life, either making them grow more quickly or bringing them back from a recent death.
  9. Children of Rhea are more powerful when surrounded by pure Earth, especially when up in the mountains.
  10. Children of Rhea can live in very high-up conditions where the air is thin, high air-pressure and high cold tolerance, and an immunity to the effects of vertigo or similar cases as well as the ability to move on the mountains without artificial help.
  11. Children of Rhea can move, shape and otherwise manipulate any "earthen" elements, including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil. They cannot, however, make any object or weapon that is larger than the user, nor control any man-made materials.
  12. Children of Rhea are able to heal minor wounds when touching dirt or rock.
  13. Children of Rhea can use dirt, mud, rock,stone, etc. to teleport anywhere on Earth. The user merges with the earth beneath them and reforms elsewhere. The further they travel the more energy it drains.
  14. Children of Rhea have the ability to slightly calm the minds of everyone near them, no matter what side they are on.
  15. Children of Rhea are able to create armor around them from earthen materials, such as stone, crystal, soil, and mud, for a short time. The armor's appearance can vary from person to person, but they often have a theme of defense and durability to them. The longer they maintain the armour the more energy it drains.
  16. Children of Rhea are now able to control the flow of generation to cause someone or themselves to age significantly, either turning them younger or older, which can be used in a multitude of purposes. The longer they maintain them in either way, the more energy it drains from them.
  17. Children of Rhea have the ability to transform into a lion, granting them heightened senses and enhanced physique. The longer they retain this form, the more energy it drains and the more time they need to rest between transformations.
  18. Children of Rhea tend to exhibit parental attitudes, making them excellent parents and even strong leaders.
  19. Children of Rhea are skilled in comforting others and bringing them to ease.
  20. Children of Rhea usually prefer or enjoy being outside, or in natural settings.
  21. Children of Rhea make excellent genealogists, as their mother was the Titan of generation.

Owned by: Hyu ~ Posted on: ~~~~~

Stefan Herschel ~ Son of Styx
StefanWB2

"Ten thousand difficulties do not make one doubt, as I understand the subject; difficulty and doubt are incommensurate."
Test.
Character's Bio


 Age: 17  Height: 6'2"  Weight: 168 lbs
 Sexuality: Bi-curious  Relationship Status: Single, not looking
 Birth Place: Anchorage, Alaska  Main Weapon: Celestial bronze scimitar and daggers
 Accent: Neutral Titles: Champion of Othrys, Forsaken Seeker
 – "Now don't let us give ourselves a parcel of airs, and pretend that the oaths we make free with in this land of liberty of ours are our own; and because we have the spirit to swear them,—imagine that we have had the wit to invent them too."

Character's Powers

 Powers of a Child of Styx (has 3/6/9 month powers unlocked early with the use of Half-Blood in History power-up prize):

  1. Children of Styx can cause someone to feel hatred towards them and act savagely for a short period of time, making them vulnerable to attacks.
  2. Children of Styx are able temporarily corrode an enemy's armor/clothing/weapons for a short time, if the corrosion breaks through to skin it has the potential to injure a person. The effects only last for a short time and the longer the child tries to maintain the corrosion the more power it drains from them.
  3. Children of Styx are able to force everyone near them to withdraw all hatred for a short period of time. Once the effects have subsided, they are immune to further effects of it.
  4. Children of Styx can enter and exit the Underworld as they please.
  5. Children of Styx can feel oaths made by others on the River Styx.
  6. Children of Styx have the ability to slightly calm down the hatred of everyone near them, no matter what side they are on.
  7. Children of Styx can cause someone to imagine the person they hate the most, empowering them with fervor to fight; however, this also causes them to be more reckless and lowers their guard.
  8. Children of Styx can bless water to have the effects of allowing whomever dips themselves in it to be invincible to attacks for a very short period of time, all except one spot on the body only known to the child of Styx.
  9. Because Styx is an underworld goddess of the dark river waters of Styx children of Styx have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.
  10. Children of Styx can either use their or someone else's hatred to construct a creature, no more than 2 to 3 times the size of the user for a short time to attack for the user, while the creature is attacking the user is incapacitated and the longer they maintain the creature the more energy it drains. The creature's appearance and ability depends on how much hatred the user/person has.

Owned by: Hyu ~ Posted on: ~~~~~

Matteo WB!
Storm Spirit ~ Owned by Brocky and Hyu
Posted on ~~~~~

Test.

Age
Immortal
Height
5'11
Weight
143 lbs
Sexuality
Pansexual
Relationship
Single
Birthplace
New York, USA
Accent
Neutral
Weapon
Sword
If patience is worth anything, it must endure to the end of time. And a living faith will last in the midst of the blackest storm.


Planned Characters

WIP


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