One x One discussion
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Cahil and Leah
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First, I want to express that I'm open to tons of things. My normal writing style: I write about everyday things happening to eccentric everyday people and try to derive meaning or a slight light from that, basically because it helps me have clarity about things in my own life. I focus on why a character does what they do equally to the actual actions they take.
BUT I am willing to go into new territory. In fact, I probably will have to since we're doing this together! ^_^ Just because I don't do more in the realm of imaginative-other-world-faster-paced-bam-plot-twist stuff doesn't mean I don't like it, I just don't often try it. It's merely not where my own ideas go, but this time I have you! If you've got some idea that's been sitting around in your brain, I'm likely up for it. Once you get a vision on the direction, even though sometimes I've gotten confused, I've never been bored or not enjoyed it.
Okay, the third thing I'm throwing out there if you don't have a plot plan going into this: I do have some ideas if you'd want to do some PJO stuff. I have some OCs that I made out of boredom a couple months ago but never used (a son of an oneiroi and a daughter of Eris), and I also have some quest ideas. I don't know if they're amateur-ish or not, but I could still show you them and see if it gets any creative juices flowing for you, thus altering and improving them to make something more fun for both of us. But then, you might not even want to hear the word 'PJO', with the possibility you're completely burned out on it XD If so, let's skip this, okay?
Annnnd now I'll shut up. My apologies. It's too early for me to put my thoughts together in a brief fashion.

I think I'll transfer over my sons of Phobos and Adranus, my spawn of Protagonus, and my daughter of Antheia.
Lay the quest ideas on me!

Okay, I'll work on putting them into words now because they've only been in my head up to this point ^_^

Age: 18
Godly Parent: Adranus
Years at Camp: 0
Preferred Weapon: https://www.goodreads.com/photo/user/...
Appearance: Sunog is clad in armor molded by his own father. It is a mixed alloy of celestial bronze, imperial gold, silver, and iron, so there are no creatures that his weaponry is useless against. His armor follows the Roman stylus, but his helm has a Greek plumage. Made of fire.
Personality: Sunog has been raised and groomed by the spirit and, recently, the body of his father, and acts in anger towards children of Hephaestus especially (man, I should have sent one of them on the quest. I'm stupid). He is envious of the more well-known fire-god's children and fiercely protective of his father's claim to mount Etna: The mountain that bound Typhon. For a while.
Powers: Sunog possesses immunity to fire and the other fire powers normally associated with Hephaestus. He can also sense earthquakes, climb well, and command his father's hounds.
History: Sunog was born to a mortal mountain climber who was climbing Mount St. Helens (now Mount Etna). She was of Filipino descent. Adranus, at that point, had not yet been released from Tartarus by Gaea. He was just strong enough to capture Sunog's mother and keep her there for nine months. Then he killed her and his hounds provided for Sunog. Sunog was raised by the hounds of flame and received similar training to that of Lupa's wolf training. His armor was fashioned in the nine months that his mother was kept and magically grows with his size.
Family (Outside the gods): He has a mother he's only seen once. The day he was born.
Strongest Skill: Fighting, since really that's all he has to do, coordinating fire into his fighting. He's also terrifying. Animals respect him or downright fear him, but hounds seem to like him.
Weakest Skill: He can't seem to get along with others. He usually kills them. He is a creature almost without reason. He learned to speak English this year when Adranus taught him after being returned from the Doors of Death.
Other: He still has 300 flaming hounds at his beck and call.
Name: Camur Yosun Bataklik "Cam"
Age: 17
Godly Parent: Antheia, goddess of swamps and marshes.
Years at Camp: 17
Preferred Weapon: She keeps a rondel dagger, measuring only 12 inches, strapped to her belt, but her main weapon is a quarterstaff with two short blades at either end.
Appearance: Cam is constantly covered in marsh muck, making her skin actually paler, since it rarely receives direct sunlight. Her eyes are deep brown and she is exactly 5'5".
Personality: Cam's real passion is to join Artemis's hunters and help them hunt in marshes and swamps. She loves the swamp and the earth. The muck and grime are her friends. She is currently still in Camp Half-blood, though. Ever since Artemis's Hunters lost ranks from Orion's attack, Cam has had some qualms about joining them.
History: Antheia sent Cam to the camp immediately upon her birth. She encouraged Cam to join the hunters of Artemis so that the events that led up to her own birth would never be allowed to happen. Being off-limits was Cam's goal, but asking for immortality terrifies her, moreso after so many huntresses were killed by Orion.
Family: A mother and stepfather, both of whom can see through the mist and know everything.
Powers and abilities: As a daughter of Antheia, Cam has enhanced survival abilities in the swamp. She can breathe underwater or extract oxygen from the earth if buried completely. She can track almost anything across a marshy terrain and has enhanced resistance to disease and poison. Antheia is light on her feet and able to move silently. Her feet can find purchase on very flimsy soil and she never slips (she CAN slip, she just doesn't). She can identify if a plant is safe to eat with a glance. However, she cannot control the marshes. Rather, her abilities lie with adapting to the marshes rather than adapting the marshes to her will. She is above average with a bow, though she prefers close-quarters combat.
Strongest Skill: Fighting with a quarterstaff, tracking, keeping balance.
Weakest Skill: Fighting on flat, open terrain.
Name: Zephaniah Laperèz
Age: 15
Godly Parent: Phobos
Years at Camp: 15
Preferred Weapon: A long, lightweight, celestial bronze knife.
Appearance: He is Haitian in ethnicity and his skin is the tender brown one would expect from that area. His hair is dark and curly and he is very tall at 5"5' (I'm a liar). His eyes, rather than the almost-black you'd expect, are glowing red around the pupil in the part of the eye called the iris. Lanky and thin, he is weak physically.
Personality: Zephaniah is very brooding and does not actually know his own last name. He goes by "Zeph" and spends most of his time alone in the forests. Whenever he meets people, he can read their deepest fears like an open Papyrus scroll (Egyptian! Hah!) and this unnerves them and him. So he avoids people.
History: His bright red eyes led his mother to believe that he was the son of a demon, rather than the charming god of fear she'd had a nice night with at a bar nine months previously. He was abandoned somewhere near Long Island and the Party Ponies brought him to camp as an infant.
Family (Outside the gods):
Mother: Leila Laperèz
Crush/Bf/Gf: N/A
Strongest Skill: Peeling back the mental fears of others and making them panic and quiver.
Weakest Skill: Being social.
Other: He wears bright colors to avoid startling the people he randomly finds in the forest. So if you see a red-eyed demon boy wearing a bright green T-Shirt and bright red pants out in the forest during Capture the Flag, that's him. Don't look him in the eye or you will see your worst fears.
Name: Esimine Pirmas "Pir."
Age: 17
Godly Parent: Protogonus, also called Phanes (light and love), Ericapaeus (power), and Metis (thought).
Years at Camp: 0
Preferred Weapon: A gladiator's scissor.
((https://www.google.com/url?sa=i&r...))
Ve has one on vir left arm at all times. Ve also keeps a Chu Ko Nu (repeating crossbow) strapped to vir belt, loaded with ten bolts.
Appearance: Ve is 5'7" (169.9 cm) and possesses shoulder-length mud-brown hair. Ve has the build of a female human with inordinate amounts of testosterone, or a male with rather low amounts. Vir's battle dress conceals all that could allow for a hint at vir gender.
Battle Dress: https://www.google.com/url?sa=i&r...
Personality: Pir radiates an age long past. Ve is a demonstration of the one from the world egg, Protogonus, The Primordial.
Because of Protogonus's multiple forms, Pir can wake up with three completely different personalities. Ve also cycles between gender identity. On "Phanes days," Pir can be a ray of sunshine, happy and all-loving, spreading good cheer and love all about vir. On "Ericapaeus Days," Pir responds to the name "Eric" (as well as vir own name), but is also quite arrogant. Ve views virself as the epitome of half-blood power and can come across as quite haughty, even by the standards one would normally associate with the gods. On "Metis Days," ve is almost like an Athena or Prometheus child. Pir will think through actions logically and thoughtfully before undergoing any action. Vir every action will be with long-term gain in mind.
So which one is Pir's true personality?
History: Ve does not recall vir history accurately, and ve does not even honestly know vir own gender, as it actually physically changes just often enough that ve has given up on keeping track in all three personalities. Even the one whose fatal flaw it is to not give in. Oh, ve is also ambidextrous, just to create more neutrality. Ve's mortal parent may have been a man or a woman, ve will remember it differently depending on the day, and Protogonus was both, so it is impossible to deduce. Pir is a thoroughly screwed up child.
Family (Outside the gods): A mother (or father): Matron (or Patricia).
Crush/Bf/Gf: Ve can be crushing on a different person of any gender at any time.
Powers: On "Phanes days," Pir can create illusions by bending light and manipulate emotions to create or suppress feelings of love. Pir can also create light in this state. On "Ericapaeus Days," Pir can read the power and ability of any demigod. Ve can also copy any ability ve sees (but only immediately after ve sees it and ve can only do this once for anything ve sees unless Pir sees it again). On "Metis Days," Pir can communicate telepathically to others, as long as ve knows where they are exactly (so basically only the people within vir vision).
Strongest Skill: Depending on the day:
Manipulation; swift mastery of power; understanding others and situations.
Which, in regards to combat, translates into:
Trickery and negotiation; brute force; tactics and negotiation.
Weakest Skill: Depending on the day:
Understanding reasoning and calm thinking; reining virself in; dealing with failing plans.
In combat, this translates to:
Sloppy strategy and failure to follow orders; retreating or avoiding a fight that ve cannot benefit from; improvising plans and dealing with surprise.

~
Option One:
Something having to do with Apollo vs. Demeter. Our (well-ish-intended) OCs have to stop famine from starting around the world. Demeter is fed up with the likes of global warming killing some of her plants. To take a stand and express her outrage, she plans to stop growing plants all together/grow things that were usually edible as poisonous. However, since 'the whole world' has a lot of plants to wreak havoc on, it will take two-ish weeks (can be adjusted) for Demeter to achieve this tantrum and build up energy to make up that much ground, so our OCs have that long to stop it.
Meanwhile, Apollo is one of the few gods that tends to be quite amused by mortals, so he has a slight preference of not watching them die. The reason global warming is around at all is that he's trying to assert his power and show his value, still somewhat bitter that he's not part of the Big Three. Out of his pride, he's not budging on his acts either. Long term, it could be the world's detriment too. Our OCs included in the quest set out to not let everyone perish and stuff because of the Gods' immaturity.
~
Option Two:
Okay, I feel like this idea is overused, but whatever. Life at CHB has been relatively normal, or as normal as it can get, but something a little unsettling has been creeping up. There has been a slow, steady decline in children of minor gods and goddesses coming in comparatively to over the years. Mythological creatures are lessening too around there. And the monsters have been...mysteriously more absent than usual lately.
Here's what's under the surface: certain less appreciated members of myths have been resentful toward the Big Twelve for having all the credit. After so many millennia, those feelings have had a long time to brew and go rotten. Many of these beings (including oneiros maybe?) were all, more simply stated, like 'Hey, when those little demigods are all banned together, they can sometimes beat us, and it's a pretty successful system for them. Maybe we should make our own hideouts.'
And so, secret 'camps' or bases or whatever have come to exist, one for a children of minor gods, ones for each vaguely varying species of monster, ones for different types of nymphs, etc. The overall goal is that these camps and the outsiders of olympus will eventually combine their efforts and take down the Big Twelve and put them in their place. To them, it's time for a shift in power.
Of course, this is a problem. The Big Twelve are important for a reason: because they impact mortals' lives the most. If Apollo was restrained, the world get darker and colder. If Ares was gone, there'd be no action when someone was wronged, less fight in people, and various other catastrophes. Still, the underrated mythological figures plan to go through with their plotting, starting with taking down CHB itself.
Our OCs included in the quest need to calm the rising tension and make a compromise where the minor gods and entities do not feel minor before things all collapse.
~
Option Three:
Are you still reading this? Impressive.
We could do a mesh of these two. Like, our OCs get the prophecy and think their only goal is to stop Demeter and Apollo. However, this is just the tip of the iceberg. As their quest goes on, fishy stuff starts to happen. While the Big Twelve have their petty feuds and monsters intentionally add fuel to the fire to distract them, these minor beings are plotting their downfall. Nymphs that normally would help our demigods end up sabotaging them. Typically kind minor gods and goddesses tell them lies and mislead them, and it slowly all starts to make sense.
They basically need to stop the Olympians from all destroying themselves before it's too late.
~
Option four: Absolutely anything besides these at all. Just go for a suggestion if you have anything you'd prefer!




I'll edit my OCs a little bit and post them up here today, tomorrow, or the next day (I think!). I'm just pretty busy because there is only a couple more days until my brother is returning to college so I'm trying to spend time with him. :)
Heh, my characters might not be too impressive; they're extra, extra long and more stereotypically human, so in other words, pretty lame. XD But oh well, I think maybe farther off in the story I could throw in a daughter of Hephaestus who's a hunter or a betraying satyr (like, taking kids to other camps besides CHB or whatever) to mix things up; for now, this hopefully will work XD Talk to you soon!

Annnnd HAPPY SEVENTEENTH BIRTHDAY! I'm glad I get to see another one pass. I hope you do something fun. :)


~
((Ha, this is actually a somewhat shortened version XD Gts, I keep laughing as I draw similarities and contrasts to your characters. Got one done, but I didn't have time to edit his sheet as must as I wanted. I will do so and add the girl tomorrow.))
Basics
Full Name:
Robert Chadwick Ross.
Meaning of Name:
Robert=Famed, bright, shining
Chadwick=Bat
Ross=Promontory (a point of high land that juts out into a large body of water; a headland.)
Nicknames:
Most everyone calls him Rob.
Age:
17.
Mythological Parent: An oneroi named Acadius. According to Theoi.com and some of my imagination that may be corrected, in mythology oneiros are most often benevolent dark-winged human-looking daemons. They work under Morpheus to go inside dreams and conjure up images. Oneiros are overlooked creatures, often forgotten after the person wakes up.
Appearance
Height:
5'11, although he'd been one of the shorter kids for a long time, until the past year. Now he's all gawky and awkward, lumbering as he moves around as quietly as he can.
Complexion:
Pale as hell; he's been living in a place without sunlight for years after all. Most likely cause of death: sunburns.
Eyes:
Black-coffee colored that tend to eerily seem all pupil in low light. He is only capable of holding eye contact when he is dead serious about something.
Hair:
Dark brown, not that you'll see it much. He collects hats. Therefore, while it's very cooperative, he has hat hair syndrome.
Other:
Rob wants small gauges, but no one lets him get them. He wears semi-skater clothes, but only in black, grey, and if he's feeling rebellious, his navy t-shirt for the Red Hot Chili Peppers, because darker colors are what everyone else wears where he lives. Rob has a Boston accent. Even though he grew up there, he's been gone for a while and could let it fade a little, but he's stubborn to keep a part of home with him.
History:
As stated, Rob's life started out in Boston, Massachusetts, living with his mortal mom, Isabelle, and his two rowdy mortal little half-bros, Ricky and James. Things were pretty normal. Sure, he had lots of nightmares and insomnia; sure, his dyslexia and scattered ways made everyone doubt he was good for much; sure, his dad was a deadbeat; but let's get real here: for a demigod, that was a really fortunate existence.
Then things changed when Rob was 14 on a trip to Manhattan in the winter. He was sent there by his mom because apparently, some distant relative he had never met was falling ill; she had to work to get by for all the children, and Rob was the only one that could still be by the dying man's bedside. The relative wouldn't be entirely alone.
However, this was more or less a trap. Isabelle, a natural born worry wart, knew that Rob was starting to get to the age where monsters would show up at their door. She didn't want to endanger his mortal brothers. No, he did not make it to his made-up uncle's apartment. Once he was walking through the snow at his destination, the very startled then scrawny-thug-looking Rob was plucked off the ground by a flying being that was, unbeknownst to him at the time, his absent father.
Rob did not appreciate this plot twist. Being taken against his will to the oneiroi base in Erebos, The Land of Eternal Darkness, because his mother couldn't handle him made him pretty resentful for about six months. To sum it up, he was pretty much a dick then. But at least his brothers were safe. At least while he was around creatures that hardly talked or showed emotion and wasn't able to leave the base no matter how hard he tried, he wasn't alone down there. There was something of a community. And they had good intentions too. Rob adapted. He made the best of it.
Thus, after he was thrown into training, he was sent on missions, and that's what he's been doing with his time for the past couple years. He takes jobs to give monsters, mortals, and demigods alike dreams that will either help or hinder them in the future. Rob might miss his old life at times, but this one is a lot more interesting. He can live with it.
He hasn't forgotten what's out in the world though, despite his outward complacence. He'll never stop trying to see it again.
Other Qualities
Personality:
An incurable optimist, Rob has always liked and wanted to help people; trouble is, people have never necessarily liked him. He's an easy target. Although not sensitive, he's pretty out there, pretty eccentric, and he rarely filters that. In fact, he lacks the awareness he's that different from the next human being in behavior, marching to his own beat, not realizing it's out of synch with everyone else. And whenever Rob does realize it and tries to act cool, he just comes off as lamer haha.
The past three years at the Oneiroi Base certainly haven't made him more socially savvy either. A product of his surroundings, he's learned to be reserved with a bit of a gruff edge, and has honed a dry sense of humor. It conceals the semi-average, positive teenager within him. He's often that person that can stand right next to you and you forget is even there though if not interacted with.
Rob is a perceptive observer that watches patiently until it's the right time to strike. However, sometimes he sees too much and gets stuck in the details. He views things objectively, and can tend to take actions others wouldn't be able to due to a guilty conscience, if he feels it for the greater good long term. And Rob thinks, think, thinks, before he tries to make the best logical decision. His motivations are good; his decisions can be questionable.
Current Love Interest: No one. No matter what the onerios look like, he can't get over the fact that everyone is at least a millennia older than him and kissing anyone would be like kissing a really, really old person. Also, he's a dork.
Weapon:
Starts out with a dagger. Eventually would probably change to something long distance, but he'd have to practice.
Powers:
He has the complete opposite reaction to a lack of sleep than most people; instead of getting tired, he gets wound up, hyper, and restless. This is more just a quality of being son of an Oneiroi. Rob can also see everything clear as day in pitch darkness, although in particularly bright places it can be hard to make out things.
Lastly, he can enter in dreams. While normal Oneiros can conjure up images and as beings are normally entirely invisible to the dreamer, as a half-human Rob can only appear as himself. He physically shows up in a dream, has to literally talk to you in some form of a riddle (or just bluntness when he lacks creativity), trying to get you to go in the right direction or sabotage your path depending on his assignment. This has proven quite dangerous because he can get hurt being attacked in a dream, or be recognized as responsible in being a saboteur over time. There's a handful of angry monsters that would like to see him dead, heh.
Strengths:
-Honest once he deems you trustworthy. Otherwise he clams up and hardly speaks.
-Positive, sees the best in the worst of people and situations. It can work against him though.
-Observant, especially when bored, which can help cancel out his naivety a bit.
-Objective, tries to make the best decision for everyone, takes himself and loyalties out of the equation. Which, again, could also work against him.
-Can be inconspicuous when needed.
Weaknesses:
-Lack of a censor, which produces a lack of ability to lie in necessary matters.
-Insomnia, which makes him somewhat insane.
-While at first he may seem serious, he's actually immature. Will sacrifice a better plan if something sounds more fun because he's an idiot.
-Relentless stubborn, annoying smartass once angered.
-Uses terrible puns and is the only one who thinks they're hilarious.
-Meticulousness. Doesn't believe in instincts. Hesitation is what will be most lethal to him in battle.

Oh, I thought you'd be reading Flood around now.

Yeah, I was planning to, but then this occurred and it's taken longer than I thought to finish. I'll get to that first then, and then her character. I want to read it before you get competition results hopefully.

Full Name:
Taryn Elena Keloid
Meaning of Name:
Taryn=To Carry
Elena=Torchlight
Keloid=Scars. A keloid scar, medical wise, is an often quite grotesque-looking scar left due to an overly aggressive healing process. They extend beyond the original injury, and over time, may hamper movement.
Nicknames:
Queen Chaos or Miss Misanthrope, I don't know, if you're trying to annoy her.
Mythological Parent:
Eris, goddess of chaos, rivalry, strife, and discord. In many ways, the goddess played a part in acts that lead to the Trojan War.
Appearance
Height:
5'6. Her body used to be especially thin, not quite sickly but getting there, from her substance abuse causing a reduction in appetite, as well as being attractively toned because of her love of training. However, after being a year or so out of the game, she's gotten comparatively out of shape, losing much of an enviable figure. Taryn is now about fifteen pounds heavier than the average desired weight for her height, but really, it's not her main concern right now.
Complexion:
Like...*looks at surroundings* the shade of light-ish chai tea???
Eyes:
Olive-brown, framed with a cat-eye liquid eyeliner design to bring out her death glare.
Hair:
Naturally it's a dark brown, but Taryn prefers to experiment, dyeing it with different colors when she has a stretch of safe time from pastel pink, to pitch black, to dark purple. Right now it is a turquoise blue.
Other:
Her clothes, while priorly were what some would call more of the 'over-revealing, slutty' variation, have shifted to a more unpretentious, tomboy-ish style, contrasted with bold makeup. Her voice is mildly raspy from a prior cigarette habit, but more feminine than you'd expect, what with her ability to de-masculinize most people.
History:
A daughter born as a result of her politician father's one night affair, I suppose there are people that are brought into the world kicking and screaming and seeing red, and Taryn could certainly be the poster child. From day one she had a temper that looked a whole lot like a mean streak, so much so that her squeaky clean family sent her away and into others' hands to be someone else's hell raiser.
From grandparents, to family friends, to eventually foster homes, no one could really mold her into anything better than a control freak, nor would anyone in their right mind adopt her permanently. But still, everyone has potential, at least in something. That crumbled quite a bit somewhere along the broken system when she came across some bad adult influences though. First drink: age twelve. First hit: age twelve.
It's not like Taryn got hooked right away. It was more an occasional thing, low enough that it could stay secret. Half a year later, one of her foster siblings (who ended up being a satyr) guided her to camp.
Taryn may of not grown to have many friends there, but at least she grew to be reasonably accepted. However, it was dangerous how much she wanted this stability. The only way she knew how to not be alone and passable was if she wasn't bouncing off the walls so much; the only way she knew how to prevent bouncing off the walls was with drugs and self-medicating. The habits got worse and worse, and therefore became more and more obvious.
Taryn did some pretty terrible things to make sure no one told any authority figures, things with quite unforgivable consequences as far as she and other aware campers were concerned. When a certain act sent her spiraling to rock bottom (I'll get to it in the roleplay sometime when the time is right), the sixteen-year-old spent several months being a sitting duck in her own denial and shock until one day she left camp without a word. Others assumed Taryn couldn't take the heat and scorn from her actions, but what actually happened was she admitted herself to rehab on her own. At that point, trust me, she knew no applause was deserved.
A little less than a year later, after rehab, a healthful discharge, and living out of a car for a while, certain and sober she returned to camp. Whether she just returned or has been back for a while depends on what's most convenient when we start off.
Other Qualities:
Personality:
Out of her substance-abuse-induced haze, her self-awareness has brought on a shame and sadness, but not a simple blueprint to fix it. Taryn no longer tries to please others, as it seems quite impossible at this point. Unfiltered, she is merely a pessimistic, jaded girl with her only drive being a seething hatred toward society and herself. Things must change in this world because in her opinion, everything is going to hell currently. That purpose is the only thing that keeps her going.
But just because Taryn's emotions are near equal to the walking depiction of gloom doesn't mean she looks it. With too much pride to not downplay her true weakness or pain, she has run into serious problems with certain people expecting remorse or an apology after various mistakes. It's as though her nonchalant, sarcastic shell is impermeable.
Her fatal flaw is her emotional reasoning. For a person that has an I-don't-give-a-fuck-about-you-or-anything bravado, she sure is sensitive. An abstract thinker, Taryn feels things so deeply that they tend to swallow her logic. If she feels something is true, it becomes fact to her. Therefore, she operates off of her own instincts alone. Knee-jerk reactions can save lives. Knee-jerk reactions can end lives. That's the way it is, she's learned.
Current Love Interest:
She's in a 'committed relationship with hatred' at this point of her life.
Weapon:
Ummmm, I can't think of this shit like you. >_< Throwing knives with things that cause paralysis or has poisonous toxins? More creative and explosive things are on the way.
Powers:
She doesn't exactly have any powers, at least for now. Taryn is quite good in combat in most respects though. Also, monsters still want her dead and all, but favor her slightly more than other demigods due to her lineage. Lastly, she has influence; she tends to have this dangerous aura like she could start a riot against or for you at any time if she wanted to, and indeed, at times she can.
Strengths:
-Is never a bystander.
-Wants to right her wrongs, help someone or something.....but is often completely misguided on how to do so.
-Strives for self-improvement. Often has the wrong idea of what 'improvement' is, but meh, at least she attempts.
-Decisive.
-Sticks to her guns/opinions.
Weaknesses:
It's basically above. Also, she:
-Has a tendency to stir the pot so often that others get burned.
-Rebels over everything. Doesn't know the meaning of 'picking your battles'.
-Is practically incapable of forming friendship, especially now. She is the daughter of the goddess of rivalry.
-Prefers to be right over happy.
-Is melodramatic.

I'm not sure. Maybe I could discuss with you any ideas I have for my character's roles in this (and if you have any for yours before we wing the plot-line and see what happened, share away!). Then we can get the story off and running at last!


Well, I was planning to explain some of the roles my characters might have plot wise, which is why it took so long for me to respond to this...or do you want to just discuss that later, now that I'm thinking about it, with it taking less time. And maybe it'll add semi-surprise, I dunno, not that anything is too shocking. Also, if you want me to start it I can (although as a warning I am really rusty so we'll see if it is passable or not gts).
Just one question: how long do you want the posts for the roleplay to be back and forth? Like a paragraph? More? I can go beyond the three sentences in my old style, in fact, I think I'll have to because my rambling thing haha.
Oh, and instead of just saying I'll make more time for the roleplay, I've tried to take some steps that will make it easier. The past month a lot of my time has been eaten up by writing in this notepad thing; I had a goal to fill it front to cover in a month with creative writing as a side project. This month through November I'm planning to drop that for a bit though so I can reply faster to this/our emails and focus on my other story when not doing this.

Let's decide which sides our characters should start on.
Sunog will fight against the gods. He'll probably be one of the radicals in the minor god camp.
Cam will be in the normal camp with Zeph, who I think Taryn should try to corrupt.
Will she succeed?
Well... you'll have to convince me.

I'm thinking for Rob, he starts out as a saboteur, more at the Oneiroi's Base than the minor camp. I have some ideas for what happens in between, but basically, eventually he sees that protecting the base would sacrifice many mortals, including his family's, not to mention the world's safety, so he jumps ship.
Obviously, Taryn will be working with the minor camp. Ah, Zeph, I never thought about that! I'm not sure if she can either, lol. Let's see, I can at least try...
-All I can think of so far is he has more reasons to trust what she has to say than others. He likely doesn't know as much about her rep. Also, when he sees her fears, it will make more sense what motivates her to agree with the rebellion mind state; he can't write her off as just plain wicked in intentions as most do quite so easily.
-Taryn wouldn't be afraid of him for long which, I don't know, might help...? Does she like people seeing her fears of weaknesses? No. But her fears replay in her head every day on their own anyway, so one more time isn't going to phase her much.
-Also, the minor god camp kind of is full of the 'Camp Half-Blood rejects', lol. He has a far greater chance of being accepted by others and less alone.
-Well, these reasons aren't enough. Maybe later in the quest she could concoct some circumstance to convince him, but I guess we'll see when that time comes haha.

Name: Firtina Gok ("Tina")
Age: 16
Godly Parent: Zeus
Years at Camp: 4
Preferred Weapon: She practices mainly with halberds. She can use poleaxes, scythes, and spears, though. Basically, polearms. She has enough power over the mist to hide polearms as screwdrivers. (Halberd - A pike fitted with an axe head. This weapon had a broad, short axe blade on a 6 foot pole with a spear point at the top with a back spike. Can stab or slash.) She has a bow and ten arrows which she keeps in a similar manner.
Appearance: Tina is 5'6" and of Turkic descent. She has only slightly dark skin, you would think her European unless she told you that her mother's family was from Turkey. Her eyes, despite her parentage, are brown. She has a pleasant smile and tends to blink slightly more than normal. Her eyelashes are hardly developed, but her eyebrows are well-defined. Her chin creates a triangle and beyond that, she has the musculature of a warrior.
Personality: Tina is very independent. She never sacrifices to the gods, never asks for anything, and never takes anything. She insists on being self-sufficient, which, overall, she is. It is only because Chiron insisted that she joined the Big House for meals rather than hunting her own (she was scaring the Satyrs). Beyond this, little is known. Since she rarely associates with others, no one can know truly why she is independent. But I can give you a hint.
She hates the gods.
History: Tina was born to a Turkish mother and Zeus. However, soon after this, Hera caught wind of it and, in fear, her mother, Bencil Korkaklik Gok, abandoned Tina at age two. It was miraculous that a Satyr found her and told her about the camp. She found it on her own after the satyr was killed by a cyclops. She began to train in the way of the halberd until she became truly deadly with it. She refused to sleep in a cabin devoted to any god and has never set foot in the Zeus cabin. Instead, she stays away from the cabin courtyard altogether during nightfall. She prefers to set up a tent in the forests.
Family:
Mother: Bencil Korkaklik Gok
Crush/Bf/Gf: None. I'm considering a pairing with Sunog, though.
Strongest Skill: Use of the halberd, control of her powers.
Weakest Skill: dealing with a weapon that is mostly blade in close quarters. Give her a scythe or javelin any day.
Powers: As a daughter of Zeus, Tina can manipulate the winds and, by extension, fly. She can summon lightning bolts (about three a day) and control venti.
And I figure a trickster on the Oneroi's team could work.
Name: Gerçeği Ile Hileler ("Gerce")
Age: 16
Godly Parent: Aletheia
Years at Camp: 8
Preferred Weapons: Gerce has Spartan war equipment. He has a ring that, when twisted around her finger and enclosed in a fist, clothes her in Spartan Military Armor (actual armor. The stuff you're picturing from 300 does not count). He also possesses two weapons that become a stapler and a hard drive. They are a dory and a kopis, respectively. The dory is a spartan spear that is eight feet long, which is useful for a phalanx formation. The kopis is a cruel, slashing weapon. His shield, which folds into a bright pink bracelet when tapped, is a hoplon, with a thin edge and an upside-down V right in the center.
Powers: Aletheia's kids get sucky powers. That is a fact of life. Gerce, here, for example, can tell when people lie, be it with pen, voice, or e-mail. He also seems trustworthy to people. Useful for many things in day-to-day life. Not, however, for demigods. As an added drawback, Gerce can only tell the truth. He cannot write lies and he cannot tell lies. Naturally, he is a master of deception. As if apologizing, Aletheia gave him a whole bunch of sweet magic gear, as listed above. It is possible for children of Aletheia to become powerful enough to sense the intentions of others. Gerce cannot.
Appearance: Gerce is of Turkic descent (you knew this was coming). As such, he has a vaguely Arabic, but brightly Ottoman, complexion. He stands at an acceptable 5'9" height, and seems taller when he's in armor (it's the helm). his eyes are a deep dark. When one looks into said eyes, one feels as though one can see into them for miles. One is, however, wrong, as all one can see is on the surface. One is an idiot, as you may have gleaned. Two, his good friend, is actually reasonably competent.
Gerce's normal dress style includes a camp t-shirt, an inexplicable purple bracelet on his left arm, and short khakis with a stapler in one side pocket and a flash drive in the other.
Personality: Gerce is a deceptive trickster. He is a master of using technical truths and telling only portions of the truth to manipulate the overall message of what comes from his mouth. He rarely has a reason to deceive, he just enjoys getting around the curse of his mother. He often goes out pranking with the Hermes boys, only to let them go ahead with it while he looks away. So then this exchange would go on:
VICTIM: "Did the Hermes cabin fill my shoes with baby dragons?"
GERCE: "I was with them all day, and I didn't see them fill anyone's shoes with baby dragons."
VICTIM: "Then who did this?"
GERCE: "Idiots."
HERMES KID: "Did you just call me an idiot?"
VICTIM: "AHA!"
GERCE: "Yes. I did. This is why."
VICTIM: "I am going to feed you to my new pet baby dragons!"
HERMES KID: "AAAHHHH!!!!"
History: Gerce was abandoned by his father because he discussed matters his father considered inappropriate and approached them honestly. So he found the camp with the help of a satyr and soon studied combat. He became exceptional at the Spartan style. Sadly, no one else knew Spartan style fighting, and it sorta depended on teamwork and fighting as one unit. The Greek demigods were all descendants of very divided gods and so fought as a motley band of individuals. Gerce learned individual combat with a kopis out of necessity and excels in capture the flag. His powers still suck, though.
Family: A father who I'm not creative enough to name.
Strongest Skill: Fighting (spartan style) and deception (with the TRUTH).
Weakest Skill: Lying outright, archery, living after having a nuke detonated in his face.
Other: He could beat up a drakon 1 time out of 2 trillion.
Now, I know what you're thinking: "Should we include my Dionysus kid?" Well, maybe. You can pick, I have lots of characters already, but Del is fun.

Gts, Sunog, I can see it!
Tina is badass.
XD The khakis.
Hahaha, the personality conversation.
*gasps* Deception with the truth is one of my favorite things in an 'I'll cause trouble' character, it's so entertaining to read to me for some reason.
This is going to be entertaining. I mean, Taryn is bound to do some 'evil', because that just makes it a whole lot more interesting!
Del, as in one of the very first characters you roleplayed with me!? :O That sounds fun! How about this: we kick off the roleplay without him, but as it goes along and we happen to need to shake things up or fill in a space that seems empty, we add him in!

Man, I was awful back then.
Okay, so Sunog and Gerce will be with the minor gods, Cam and Zeph will be with the normal camp, and Firtina will be with the Oneiroi.
Let's get some introductions down.
Brainstorming phase for Camp HB: A monster attack that gets past the magical border. Some demigod must have invited the monster in! Someone is a traitor! WHO!?
Camp Half-Minor: Sunog forging a weapon to oppose the Master Bolt.
Camp Villains: Tina teaching Taryn to fight.

And we both were haha.
Wait, so Tina is with the Oneiros? That's totally fine, it's just with your OCs when you put-
Powers: As a daughter of Zeus, Tina can manipulate the winds and, by extension, fly. She can summon lightning bolts (about three a day) and control venti.
And I figure a trickster on the Oneroi's team could work.
Name: Gerçeği Ile Hileler ("Gerce")
Age: 16
Godly Parent: Aletheia
it made it look like Gerce was the one with the several enters.
Brainstorming:
Camp HB: That's good with me, especially considering for now (or should I make a daughter of Hephaestus so you have something to go back and forth on there? I wouldn't mind) your characters are the only ones there, so might as well be something interesting to you (although it intrigues me too, so it works!).
Camp Half-Minor, which also goes as Camp Villains in my case with my one OC: Taryn being taught to fight with Tina's assistance. Taryn being annoyed anyone thinks she needs any help with combat, even though she does.
Oneiroi Base: Rob hanging out with Black Oneiros (no racism for the record, they just are mythologically the Oneiros that can only cause nightmares). They convince him to spy on a meeting with the higher-ups. Starts learning about current Greek god power struggles.
P.S I may make an Black Oneiroi OC sometimes too.

When you say that Half-Minor and Villains are the same, does that mean that as of yet there are no campers with the Oneiros?
Daughter! Of! Hephaestus! Daughter! Of! Hephaestus!
With your permission, I will powerplay Taryn a tad in her fight with Taryn as the opening paragraph.
I wouldn't wait for permission, but you should pick which weapon Taryn will use.



For clarification, I was thinking there were three locations prevalent in the roleplay for now:
-Camp HB
-Camp Minor God
-Oneiroi Base in Erebos, The Land of Eternal Darkness.
These links are why I came to the conclusion for the base if following mythology:
*** http://www.theoi.com/Daimon/Oneiroi.html <---where it says They emerged each night like a flock of bats from their cavernous home in Erebos, the land of eternal darkness beyond the rising sun. I'm also thinking while oneiros can enter dreams outside the lair, it drains more power than just going through those main gates, so the efficiency is why they are doing so.
*** http://www.theoi.com/Protogenos/Erebo... <--- where it says The name Erebos was also used for the dismal, netherworld realm of Haides.
Not sure if this explanation is followable haha.
I blanked that siding with the oneiros was a whole different thing from fighting for the minor Half-Minor, considering the oneiros want the same thing as them - to take the big Twelve down. I didn't thing about how the oneiros have different reasons for fighting, not against the big Twelve as much as the way the Gods run things in general (besides Morpheus, for now) and the way their kind is treated. It would indeed make more sense that Tina is on this side considering she hates the gods and wouldn't have to fight for any.
So point is, if magically this post makes any sense as I'm winging this idea, currently, opposed to my earlier thinking, perhaps there are some people with non-relations that have sided with the oneiros or other mythological beings and already and even visited the base, just not as prominently.
When I said that Camp-Minor and Villain are the same for my character, I meant my character is a villain and she is located at Camp-Minor at the time being.
Okay, I'll write her up genuinely soon. It'll be shorter and I'll just develop more the longer in the roleplay.
Lol, yeah, that's fine, power-playing. And weapon......well, first and foremost, if there's something easiest for you to write for, just do that, because I'm not set on anything. Maybe throwing knives minus the poison and stuff if going by the OC sheet.
That's epic! Sounds like fun to me for sure. I love marathoning things with my friends, especially in the nerd category.

If she KNEW her advantage, I'd be in big trouble, Tina thought dryly as she pressed Taryn further and further back, exhausting the other fighter while hardly tiring herself out at all. Another advantage to the longer weapon. Tina had taken perhaps four steps in the entire fight to Taryn's dozens. Taryn was sweating and tiring quickly while Tina was only just getting warmed up.

"No!" The sweating half-immortal claimed through gritted teeth, deflecting a thrust but unable to return a blow, several feet away.
"Then what are you waiting for!?" Tina demanded.
With that, Taryn leapt at Tina in determination. Tina sidestepped and lashed out with the blunt end of her polearm, smashing Taryn's wrist and sending the knife skittering.
"You are woefully unprepared for combat and you are too easily triggered. In combat, anger can be your ally... but it only blinds you right now," Tina promised.
"Now, one thing is endurance. You got tired. Your workout schedule isn't training you for enduring long periods of exhausting work. So I'm going to work out with you from now on, and you're not done until I say you're done."

P.S. Sent Kenesis to Chey just now.))
~
'Woefully unprepared'? 'Blinds you'? 'Exhausting work'? 'Until I say'?
Taryn's hand tightened around her knife.
Ugh.
Just ugh.
That was the only summary needed.
She really had screwed herself over here, hadn't she?
Taryn moodily realized she probably should of stopped pretending working at McDonalds as an activist trying to save chickens by yelling at people who ordered a fifty-piece-chicken-nuggets so callously without a second thought was more important than surviving and being a contributing member in the fate the entire God ecosystem, like, six months ago.
Damn you and your logic Tina, damn you.
"Yeah yeah, fine, whatever." Taryn wheezed, waving her hand dismissively while trying to catch her breath, although her obviously determined expression conveyed her near-detrimental competitive spirit was still lurking very close to the surface. "Anger can't be helped, but the rest, I'm game. Hell, I won't stop training until I blow you out of the water in something, I swear."
...But then, hey, she wasn't completely stupid. You should never swear on the River Styx, not up against Tina.
~
Rob didn't want to cause any trouble.
He'd kind of had enough of trouble.
Ever since he was fourteen and his bat-winged father abducted him here, all it's been is trouble, trouble, trouble.
But you know what was more terrible than making a mess of things?
Doing nothing.
A.K.A. Being bored.
That was the worst, ya know?
So in case you were wondering why he was talked into hiding in a thorn bush in his lonesome and pretending he was on Harry-Potter-invisibility-cloak level and eavesdropping on the oneiros meeting of the higher-ups...that's why.
"...And so," Rob leaned forward just the slightest in interest at the monotone voice of one of them as things finally got started. Ow. The thorns. It was like he was surrounded by those things that some people have use to prick you when you have diabetes. "I need you all to take this as a serious and vital matter."
Rob's shoulders slumped internally. Everything, every single damn thing was 'serious' and 'vital' to oneiros.
"We have been forgotten." The speaker continued gloomily. "Underestimated." Blah, blah, blaaaaah. "And although for much time, the Gods actions in the mortal world have not had much effect on us, things have come to a head." Wait. Hold it. What? "This is war."

Gerce was monitoring the Oneroi's meeting as well, but sitting among them. While on the same side, the dream demons trusted each other little, so Gerce, a natural lie-detector, was often summoned for meetings.
It was dreaded boring.
You believe what you're saying. You believe what you're saying. You're probably wrong, but you're not lying. So I'm going to have to stay here with my mouth shut until an actual lie comes out of your dense maw.
"Wait, did someone just say war?" Gerce's head poked up at that.
He could tell the difference between hyperbole and a lie. This was neither.

Camp Half-Minor: Sunog forging a weapon to oppose the Master Bolt.
And haha 'your dense maw', I've never heard that before))
That was a hyperbole, right? Literary reference? Something?
After all, the elders that had been here since forever, they still call the base Camp Hypnagogia. Camp Hypnagogia! It meant something like being half asleep, or half awake, but don't you think that's a little excessive with the symbolic thing? Might as well call it 'The Land of People Trying to Sound Like Pretentious Hipsters'. Although to cut them some slack, the word hipster hadn't been used back then.
"Wait, did someone just say war?" A dude said at the table.
Damn it.
Rob couldn't pretend he was hearing things.
((Btw, does Rob know Gerce well or not really? ))

"You are declaring war on the gods. Like... the giants. And... the titans. And... Gaea. Sorry, but... it's ALMOST like you have no sense of pattern recognition. What is it that makes you think that we'll have a better chance than the Titans did?" Gerce was accusatory. He could afford to be. There were only a handful of half-bloods willing to even listen to the Oneiros.
"I thought we were gonna do, like, a civil rights thing, or something! Not... war. War is hell. It sucks. You guys, many of you, will probably die." He let the fact that he could not lie sink in.
"You are going to be sent to Tartarus for DECADES, or get vaporized by a bolt so hard that you'll never even come back enough to be so much as a THOUGHT."
Hyperbole was fine.

Now there's a hyperbole he could understand.
Ah man, they were dead in the water. It's not like Oneiros weren't powerful beings, sure, but no match for giants and titans and Gaea and the rest.
Rob wanted to go out there and say something, but Gerce was like One Direction (he'd probably get killed if he heard that simile) and Rob was N'SYNC. Gerce was, even if not taken seriously, relevant. Rob, not remotely taken seriously, was not. They'd just laugh at him as though he had frosted tips. Although it sometimes was his advantage, as they never suspected Rob was working with Gerce. Or could even think remotely intelligent thoughts ever.
"We're not the only ones declaring war." Another half-blood, and not a particularly intelligent one either, spoke up. "We have a petition!" From the looks of it, there was a J.K.-Rowling-book-size pile of signatures of those angry enough to declare war.
You have to be kidding.
If the gods paid more attention to them they'd see blatantly that they were in trouble.

Name: Jessica Coal.
Nickname: Everyone calls her Jess.
Age: Looks sixteen but has been alive since 1957.
Located: Working with the huntresses, although occasionally goes to CHB to get updates on if assistance is needed or to recruit those interested in joining the Hunt.
Godly Parent: Hephaestus. A huntress that somewhat hates immortality, not because of any depression, but because she thinks endings to things are very important and her ending seems to be taking a long time. Became a huntress impulsively when she had a girlfriend and everyone found out; with the era, she felt shame, and figured taking a huntress pledge would assuage it. Now realizes that was stupid. Overall happy though because is very close to those around her and feels like she's part of something important.
Preferred Weapon: It changes on the flip of a dime, although most often something with archery. She has made a specially designed purse that can turn to steel at the press of the clasp that holds her welding equipment and can basically hit someone like a brick over the head and knock them out.
Powers: None except her ability to make weapons from many things. Oh, and she also can't get burned by heat sources.
Appearance: Dark choppy hair with blunt bangs. Blue eyes like a frozen lake, although you hardly ever see her face at all because she is wearing her welding helmet constantly (has prescription so also works as glasses and can protect her face). Has the facial features of a pixie but a muscle-y body that's 6 foot, big feet. Consistently wears sports bra under overalls if not in huntress uniform. Has welding gloves on at all times with a safety pin that when unclasped turns into very sharp scissors. Has a fascination with testing out different waterproof mascaras. Her skin is tan with freckles.
Personality: Often seems sweet with southern hospitality upon first impression although you will eventually learn her compliments are backhanded and with underlying threats. Focused. Dislikes overcomplicated things, drama, and conflict, so compensates her anger by killing with kindness. Laughs at things very easily which, however, can get offensive. Even though she can create a lot of things with her hands, has a hatred for selfies and technology, therefore only creates weapons.
History: TBA. Idol was Anne Braden, lived on the Mississippi, family circumstances were quite well although it was kind of one of those homes where there's not a whole lot of 'I love you's', just living together under one roof, disconnected.
Family: Only child. Father and step-mom.
Strongest Skill: Weapon creating, resourcefulness, good swimmer, physically strong, somewhat restraint even when emotions are different, not self-absorbed.
Weakest Skill: Internal impatience, lack of gracefulness, very dependent on other's approval, in combat can have too many ideas at once and have too much to juggle instead of just doing one thing well
Other: If she wasn't a huntress, she'd be an underwater welder.

"Then the war starts. The first battle begins. Shots are fired, a lot of people die on both sides, and no one wins. Then no one wins the second fight. Or the third one. Just a bunch of bodies falling senselessly, brutally. Fear and pain surrounding all sides, the eager smiles become reluctant grimaces and your petition becomes a flag of surrender as your deserters outnumber your active participants. Then you die, too, and realize that your eternal afterlife is in the hands of the people you declared war against."
A few tense seconds followed.
"You're going to get everyone riled into a war. You're leading us, grinning like idiots, into hell."
Hyperbole is the best, he determined.
Fine, I promise. Now what shall we roleplay about?