Camp Half-Blood (Recruitment Male Characters Needed)

Started by AmbrosiaPudding, July 19, 2024, 12:51:10 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

AmbrosiaPudding

Super nice range of players! Welcoming newbies to rping too. 
Watch me play video games! Twitch account = SammiasaurusRex
A/A's
Ons and Offs
Ideas

LordAnubis

#126
My proposal for a new Norse-ish.


Name: Erik Svensson

Age: 23

Gender/Pronouns: Male He/Him

Sexual Preferences: Heterosexual

Pantheon: Norse

Godly Parent: Vǫlundr, Wayland the Smith

Power Level: 4

Abilities:

Main power
Crafting beyond tools:  He is able to rapidly craft and create items from raw materials or scrap without any visible tools.  Rapidly fusing broken sword pieces together into a blade, or turning a fallen log into a raft.  The two major limits to this power is he can only replicate the crafting of a tool he has personally made without magic and stored in his home, and he can't destroy anything already crafted with a purpose.  A door is a finished product with a purpose.  His power can do decorative things, improve the door or make changes that doesn't interfere with it's purpose. He can't turn the door into shield or a chair, that changes the purposed of the door. Likewise he can't create a large opening in the door to allow people to pass through, that unmakes the purpose of the door.  If someone smashes the door to pieces he can craft with the pieces, as they are now scrap.

Secondary
Resistance to heat:  Many smithing gods have association to fire, and while he has no control or influence over fire, extreme heat can't harm him.  This has been tested to 2500 degrees F, as he can handled iron being forged without tongs.


Personality:
Erik is patient and contemplative.  Taking time to observe how to approach a situation.  This is reinforced by his father's position in any Pantheon being shaky.  There are stories of him being present at times and crafting things for other gods, but never quiet settled on how he fit in.

History:

Erik was raised by his Aunt Astrid, as far as he knew, growing up with the explanation that his parents were gone.  When he was old enough to understand the possible euphemisms, he assumed he was an orphan and his aunt didn't like talking about it.  Erik was always a curious child, trying to take things apart and put them back together, sometimes not all the parts would make it back in the item.

Through his teenaged years Erik was always trying to build something ot take it apart.  He'd taken over half the garage with his projects as he tried to build his own versions of things to see if he could.  This is what drew the attention of his father.  Erik had created a tool to help extract the screws that he couldn't get a screw driver angled properly to remove.

His father then told him the truth. It was the common pattern for Vǫlundr.  Someone would enter into an arrangement with Vǫlundr and promise ample payment for his work and services.  Invariably they'd try to betray them and earn the wrath of the deity, which in addition to destroying the life of offending party, usually involved Vǫlundr siring a child with the offending parties daughter or sister. 

Erik's mother did not handle being part of a revenge play between Vǫlundr towards her father and gave Erik up for adoption and cut ties with her father. Astrid had been a dwarf smith asked to look over Erik until the came of age and either showed he had abilities, or went off into the mortal world if he showed no signs of abilities.

While there is some resentment Erik feels towards Vǫlundr, Astrid no longer needing to hide her nature made it much easier for Erik to pursue his interests in crafting, and his father was able to help him understand how his abilities worked before he was permitted to go to Camp half blood.

During his time in Camp Halfblood he'd have spent most of his time in the camp working on building tools.  And during the first few years there would have been rumors that maybe he didn't have any abilities and it was a mistake, as other than being very comfortable in the heat of the forges, his abilities would seem to go entirely unused.  Eventually, after enough tools had been made, Erik would show his abilities working on other projects: repairing weapons, adding embellishments to jewelry, detailed wood carvings.  But in the forge everything was done the hard way.

Caela

Ooooo another Norse Camper! Kady approves (though I'm not the GM so Kady's approval doesn't mean a lot!)

AmbrosiaPudding

The character is in fact approved! Feel free to post him in the approved characters thread and begin playing with the others.
Watch me play video games! Twitch account = SammiasaurusRex
A/A's
Ons and Offs
Ideas

Caela

Apparently this game give me the urge to make characters that come in threes.

Working on a daughter of the Greek Fates.

Caela

Names: Brunette: Dalia |  Redhead:  Kismet   |  Blonde: Moira 
 
  

Age: 24

Gender/Pronouns: She/They

Sexual Preferences: Dalia: Pansexual with an even split between men and women she finds attractive   |  Kismet: Heteroflexible - mostly prefers men but occasionally meets a woman that she finds irresistible  |  Moira: Pansexual Switch - leans more submissive with men and more dominant with other woman

Pantheon: Greek

Godly Parent: The Fates - Specifically Lachesis

Power Level: 4

Abilities: Determining Fate: Unlike their mother, the girls don't weave anyone's fate, but they can see the threads their mothers have woven and know where they lead. Some threads can be plucked and changed, others are permanently woven and immutable. The girls  can all tell the differences. 

Now you see me, Now you don't: You don't see fate coming, it just bites you in the ass and dances away laughing. All the girls seem to have the ability to hide in plain sight. While not actually invisible, people simply don't seem to see or notice her if she doesn't want them to. 

Personality: Dalia: When you have as much energy as Kizzy and Moira exude, it's natural to be the quiet one. Dalia finds it harder to make friends because of of her more reticent nature but when she does she is kind, loyal, loving, and the most stalwart defender a person could ask for. Cross one of Dalia's loved ones and she'll plot with Moira to exact her revenge. 

Kismet: The most outgoing of the three. Kizzy, as she's often called, is bubbly and extroverted. She makes friends easily and keeps them even more easily. Disliking her is hard to do. She almost always has a quick smile and a sympathetic ear. 

Moira: Clever and intelligent, Moira also had a devilish streak that can sometimes be playful and sometimes be more biting. If the girls are crossed, it is most likely Moira who will be plotting their revenge. Mercurial as she may be, she is also loyal and caring with those she claims within her circle of friends and family. 

History: What draws Fate herself to a human? A gift that is similar, in some ways, to her own. In this case, the gift of Derek Meyers, a renowned psychic and medium. Most people simply assumed the man on their TV was a fraud in some way, performing "cold readings" or that the people he pulled from his audiences were plants and actors. None of it was true. Well, the bits about his messages coming from dead loved ones were exaggerated, but actual messages? Those were real and Derek had never seen any reason not to earn money from it. People seemed grateful enough to hear that they should take that vacation they'd kept putting off (he never told them he could see their demise in a few months, just that their "loved ones" didn't want them to come to the end of their lives with regrets) or they should visit a doctor about that nagging pain that came and went (he never mentioned cancer, but more than one letter thanked him for saving their life) or simply hearing that love would find them. He always delivered his messages with kindness and empathy and that was what drew Lachesis to him. 

One day, a tall, distinguished, woman joined his audience and Derek found her fascinating. He couldn't actually read her future and she didn't just look like herself! When he saw her, he also saw a younger maiden and an older grandmother superimposed over the beautiful woman he was talking to. After admitting, on air, that he had no message for her, he asked her to dinner and she agreed. Over the next months, they spent all of Derek's free time together and he never learned who (precisely) she was, or who the other women he could see with her were. The Lady wished to keep her secrets and Derek didn't pry. 

And then, one day, she was simply gone. He didn't know where she'd gone, or why, only that he never saw his mysterious beauty again. 

What he did see, was a cradle left at his door, with three name tags (each boasting a different colored lock of hair) and holding a cherubic baby girl who grinned and cooed and stole his heart from the moment he saw her. Included in the basket were three birth certificates, one for each name, as if he'd been delivered triplets instead of a single baby. And he had...sort of. The daughters of Fate, shared their mother's triple nature. 

As the girls grew, he had to explain to them that they were special, that not all children, not all people shared their bodies with their siblings. Their triune nature made for some interesting sibling fights during their formative years, but, eventually, they all seemed to settle and accept both their unique existence and the powers that came with it. Powers that saved their life when they saw a line of fate bearing down on their father in relation to themselves. Fate in the shape of a monster hunting for them! But with that vision came another, a place they could be safe, and with their safety the danger to their father would dissipate. 

Three days later, only a week after their 15th birthday (well, the day on their birth certificates anyway) they made their way into Camp and it had been home ever since.