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ᴀɴɴᴀʙᴇᴛʜ ᴄʜᴀsᴇ ¤ ([personal profile] athnvas) wrote2016-11-02 10:15 pm

faderift || application

RIFTER APPLICATION


PLAYER

Name: dai
Age: 24
Contact: [plurk.com profile] disarmingly
Other Characters: n/a
Interests: Personally, I'm excited about getting invested in the political side to the world - especially considering Annabeth and her strengths. However, as a player I love more action-oriented plots too, and would love to get invested in missions and things that way. I'm really invested in the fantasy/world building aspect of the game as I haven't had a chance to really sink my teeth into a game like this and I'm really excited at the chance to do it here!

CHARACTER

Name: Annabeth Chase
Canon/OC: The Heroes of Olympus
Canon Point: Post-Mark of Athena
Journal: [personal profile] athnvas
Age: 17

Canon World

X || X
Much of Annabeth Chase's world is very similar to what you would consider 'modern day Earth' except for one thing (okay, maybe more than one) - those Greek myths you've heard about? About a bunch of gods ruling over the earth and the people who live in it? Those are real, and have always been real, shifting their epicenter of power around with the center of human civilization. Right now? Mount Olympus is in New York City, The Underworld is in LA, and every monster you could imagine falls somewhere in between. Mortals can't see what's happening due to something called The Mist, a magical veil that covers anything that may not otherwise be understood by the common people.

And, with the gods still alive and well, so is their libido. Demigods, or the children produces between a love affair between gods and mortals, are scattered all around the world. Camp Halfblood, a summer camp on Long Island, collects these demigods and teaches them to protect themselves, to use their unnatural abilities, and to give them something to do with their time. Quests are given out depending on the Oracle, and the demigods - for as long as they survive - go to complete them, all while also keeping the world safe from the monsters and forces that threaten them right before their eyes, but that they can't see.

The series follows many well-known myths within modern settings, as well as taking aspects and monsters and placing them into new, imaginative situations. Annabeth has been lost in Daedalus' Labyrinth, fought Medusa, fallen in Tartarus, and battled titans and gods alike within this world, and that's a fairly normal thing.

Also within the same universe, the Norse, Egyptian and Roman pantheons exist. Annabeth is aware that their existence could be a possibility, and she goes as far as to meet the Roman Camp during the second series. Her canon point means she is not fully introduced to the Norse pantheon, though she does exist within that series.
History

wikipedia options: X || X || X
longer history written by me: X
⇒ Annabeth is the daughter of Frederick Chase and Athena, but was raised in a tense hom situation with her stepmother and stepbrothers.

⇒ she ran away at age 7 due to her demigod nature attracting monsters, and along the way met Grover, Thalia and Luke. They make it to Camp Half Blood, at the cost of Thalia turning into a tree to protect the camp, and there Annabeth and Luke lived year-long.

⇒ Annabeth grew very close to the few campers who also stayed year long - people like Luke, Grover, Clarisse - and through that, they all learned to take on a very parental role within the camp.

⇒ Percy Jackson appears at camp a few years later, and at first Annabeth hates him (Athena and Poseiden have history) but she joins him and Grover for the quest and things start to shift.

⇒ Annabeth and Percy and Grover become close friends, a friendship that will carry them through the series and further still.

⇒ For the next few years, Annabeth and Percy work towards completing the Great Prophecy - a Prophecy that predicted Luke's traitor status as well as what they assumed would be the end of the world brought on by Kronos.

⇒ They continue to find more demigods and pieces to the puzzle, and after running into a few key members of Greek Mythology (Annabeth and Percy spend a brief stint holding up the world), they survive long enough to make it to the final battle - nearly costing Annabeth her life in the process.

⇒ They save the world, and for the first time in five years, they have a moment to breathe - and Annabeth is excited to take it. Rebuild Olympus, go on a date with her boyfriend, enjoy the downtime.

⇒ Except that downtime doesn't last long, and one day Percy goes missing and Annabeth starts on a relentless search to find him.

⇒ In her search, the Greek and Roman worlds intersect, and with it comes a new, bigger prophecy.

⇒ She finds Percy, despite his amnesia (the only thing he remembered was Annabeth) and they set off to save the world with a whole new cast of demigods.

⇒ In the process, Annabeth is faced with a personal quest - something she has to do, on her own. Despite Percy's hesitation, Annabeth goes on to find her save her mother.

⇒ What she didn't expect was that her quest, her battle, would end with her falling into Tartarus. Not alone, of course, but with Percy. It's okay. We're together.
Personality
On the surface, Annabeth breaks stereotypes. Dumb blondes? This is the daughter of Athena we're talking about. She is smart and knows it, and will be sure everyone else does as well, going as far as to call out the Sphinx when she wasn’t feeling challenged enough. Despite her dyslexia and ADHD, Annabeth is well and widely read, especially architecture and Greek Myths. And her intelligence is hardly limited to books - she's got quite a bit of common sense and street-smarts to boot. When she was seven, she ran away from home with two other demigods, quickly gaining the experience a semi-normal life at home couldn’t give her.

She's a master strategist, a quick-thinker, and always has plans B, C and D at the ready. Athena is the goddess of wisdom, courage, justice, warfare and strategy, all of which Annabeth embodies, or does her best to. She wants to show her mother that she is worth attention, and love, and to do that she will be exactly what her mother stands for. Or will try to.

Annabeth can come off as harsh, mean, and even judgmental upon first impressions, all of which stems from her issues with trust. Running away from home at such a young age and having to learn the hard way that you need to look out for yourself or no one else will left her more than a little guarded. But it's something that is easily fixed, once her trust is won. In fact, once anyone gets past that initial hurdle, she is loyal almost to a fault, and will do anything to keep her friends, her family, safe. There is also a downside to this intense sense of loyalty, for it is so deeply rooted within her, it hurts that much more when it backfires. Luke's betrayal was probably the hardest, most painful thing she had to experience in her life.

Because while she might have an unbelievable resume, she is also a teenager - a little too self-confident at times and a little too intense at others. She likes to laugh, likes to have fun, and likes to love, but generally being a demigod doesn't let that happen. But a lot has happened – friends have come and gone, quests have been heard and completed, and the impossible has been proven possible so many times Annabeth sometimes has to question which way is up. But she survives, always survives, and that’s what matters.

All in all, Annabeth is a demigod; she will fight and claw and bite her way through a battle if it means proving herself. She's sarcastic, confident, witty and generally convinced she’s surrounded by idiots. But she is not one to be discouraged by a challenge, and is fully aware that this is her life and her destiny, and it’s up to her to make the most of it.

Annabeth is the daughter of knowledge, and if knowledge is power, she can do anything.
Strengths & Weaknesses
☑ DEMIGOD HARDWIRING
But actually. Demigods are a lot like regular humans, sure. They're mortal, they have parents, they have to go to school. It just turns out that having one immortal parent makes the rest of their life a lot more difficult. Dyslexia makes schooling hard, unless you're learning Ancient Greek. Latin isn't that much more difficult, but regular languages are the worst. Annabeth has to work twice as hard when it comes to reading anything not written in Ancient Greek, but that won't stop her. It barely slows her down anymore. Beyond that, a demigod brain is wired to think fast, move fast, and always be on the alert. Doctors call that ADHD, heroes call it instinct. An instinct that can, one day, save your life. It's hard for a lot of demigods to sit still for any extended period of time. Annabeth has gone out of her way to train herself to control it, but if she isn't focusing on it specifically, she'll bounce a leg or two if she's made to sit for too long, just like any other demigod. There's only so much even a daughter of Athena can do, stubborn or no.

☑ COMBAT TRAINING
The nine beads on Annabeth's camp necklace represent the nine summers she has stayed at Camp Half Blood. That is nine summers (and a few falls, winters and springs) where she studied the art of combat, both hand to hand and weaponized. Coupled with her quick reflexes and heightened senses, she's deadly with her hands alone, but it doesn't stop there. She's learned the basics for nearly every Greek weapon, her favorites coming down to the knife, or dagger, that Luke gave her years ago, and a bow and arrows. She might not be as skilled as an Apollo cabin member, but she can hit a target from a fairly decent distance. Swords come in a close third, followed by spears. All in all, with her knife in one hand and a shield in her other, Annabeth is all but invincible.

☑ GIFTS FROM A GODLY PARENT
As a child of Athena, most of Annabeth's 'demigodly powers' involve the brain. She's a mater strategist, incredibly intelligent, and quite the quick-thinker. Her interest is architecture, but she also has an incredible memory, which is helpful when it comes to quests and other situations that parallel old myths and legends. Annabeth also has a photographic memory, which is helpful in sticky situations. While she might not be the strongest, fastest, or most powerful, a child of Athena will always have a plan. And a back-up plan. And a back-up to that back-up. And then of course there are those dreams she has - little looks into the past or present or future, usually having to do with her quest or something important to her. They are a lot like out of body experiences, letting her knows when something is going to happen or another aspect of the quest they might not be focusing on, but nine times out of ten they are not nice. at all. Helpful, but not nice.

☒ ACHILLES HEEL
And by that, Annabeth does not mean she has or has ever had the gift of Achilles. But rather, Annabeth's greatest weakness would be her mortality. She is not made of stone, and she is also not the fastest or strongest and doesn't have any special healing abilities. One wrong move, half a second slow on the dodge, or even landing on her ankle in the wrong way could seriously harm, if not kill, her. But thankfully it's something she's always had to deal with, whether it was drilling in the right way to dodge and move into her head until she couldn't stand, or if it was just pushing through the pain. She might be mortal, but she's not going to let that bother her.

☒ FATAL FLAW
Just like every other Greek Hero, Annabeth Chase has a fatal flaw, or a deep-rooted personal issue that could eventually be her downfall. Annabeth's is hubris, or deadly pride, for which she believes she can do just about anything from saving friends to rebuilding the world, bigger and better than the gods ever could. After her experience with the Sirens in The Sea of Monsters, Annabeth became aware of her flaw, but has been unable to avoid it. It has led her, and her friends, into more than one sticky situation where she has mocked their enemy for one reason or another, and is the eventual cause for her and Percy's fall into Tartarus at the end of The Mark of Athena.
Arrival Inventory
☑ one (1) pair of jean shorts
☑ one (1) orange camp half-blood shirt
☑ one (1) pair of hiking boots
☑ one (1) pair of socks
☑ one (1) silver coin (The Mark of Athena) with the symbols of Athena
☑ one (1) camp half-blood necklace with:
       ☑ nine (9) clay beads
       ☑ one (1) college ring (father's)
       ☑ one (1) red coral pendant
☑ one (1) gold dagger
☑ one (1) leather sheath and attached belts.
☑ one (1) magic NY Yankees baseball cap
Fit
Annabeth, as a character, is a figure in a retelling of ancient stories. She is a demigod, she fights ancient greek monsters, her mother is the goddess Athena - while she is a modern teenager, with cell phones and laptops and a love for movies and pizza, she is just as familiar with the culture and ways of Ancient Greece and Rome. In addition to that, Camp Half-Blood was a place to train demigods to survive - to fight and to win. She is familiar with magic, and while she can't use much of it herself, it's hardly something out of the ordinary. While the culuture may come as a shift in what she is most familiar with, it's not completely out of her realm of understanding, and the political tension coupled with the militaristic aspect of the Inquisition (Athena is the goddess of war strategy as well, after all) would be easy enough to understand and catch up with.

Because above everything else, Annabeth is adaptable. Her whole life has been spent learning, and then finding the facts she learned aren't always right, and moving on. She's as used to facing impossibilities as she is mornings, and finding herself in Skyhold would hardly be the strangest thing she's had to come to terms with. And while she may hesitate, at first, when it came to joining the Inquisition, it would not take long for her to weigh her options and realize the benefits. She would mostly likely need to be recruited, if only because her first instinct when she would find herself there would be to get back out again, but it wouldn't take long for her to support the cause.
SAMPLES
ONE || X
TWO ||
Annabeth remembers reading a study, somewhere, about how when the brain is presented with a situation that it cannot understand, it would - almost literally - create an explanation for itself, changing its perception of a place or situation to work within logical rules and explanations. It was some time ago, probably a paper she skimmed back at camp, so she can't quite recall the conclusion. But as she continues down a beaten dirt path, towards what sounds a lot like a town, possibly a marketplace, she wonders if what she's watching happen around her is just that - her brain being unable to cope with the trauma and horrors, and shifting around to create...what. Some kind of alternate reality in her brain?

She frowns, unsure of whether or not she likes that explanation, but she keeps walking on anyway.

It feels peaceful, which Annabeth knows well enough is a farce here as much as it would be back home. There is a kind of energy under the surface, a tension she can feel even walking along the path outside of the town, but she doesn't know what.

Making it further in, there are a few things that stand out to her. One- she is the outsider, in appearance and dress and demeanor all in one. The people she passes stare, the women pushing their children back a few steps, men eyeing her and the dagger at her hip. She's not sure where it came from, why she has it after the fate it met back in the mouth of the cavern, but she's not going to question it if it means she's armed. She doesn't miss the way the soldiers eyes follow her, or how a group of men all seem to snicker and set their hands on the hilts of their swords.

She doesn't rise to the taunts - if they want to make a scene of it, she'll be ready, but she doesn't even allow them a passing glance as she walks by. However, she does notice the reluctance of everyone else to so much as look at her for too long. She does smile, tries to approach one of the street merchants, only to have them close their windows and turn away. She tries it a few more times to much of the same response before she sighs, ducking back into an alley, and reaching for the hat at her hip.

Figuring out where she is, and what is happening, comes first. Apparently, the best way to do that is by not being seen. She slides the cap over the top of her head and watches as her body disappears, nodding once to herself before she returns back to the street.

Alright, now let's try it.