athnvas: (Default)
ᴀɴɴᴀʙᴇᴛʜ ᴄʜᴀsᴇ ¤ ([personal profile] athnvas) wrote2017-12-01 09:17 am

( mom application )

〈 PLAYER INFO 〉
NAME: dai
AGE: 25
JOURNAL:[personal profile] daichiis
IM / EMAIL: daichoochoo@gmail.com || dai#3757
PLURK: [plurk.com profile] disarmingly
RETURNING: n/a

〈 CHARACTER INFO 〉
CHARACTER NAME: Annabeth Chase
CHARACTER AGE: 17
SERIES: Riordan Mythos (Percy Jackson and the Olympians, Percy Jackson and the Heroes of Olympus, The Cane Chronicles, Magnus Chase and the Gods of Asgard)
CHRONOLOGY: Post Sword of Summer (which, chronologically, is post Percy Jackson and Heroes of Olympus).
CLASS: Hero
HOUSING: Housed alone is fine, as she is probably going to...not stay there. If she can help it. No matter what she'll want to be end up in De Chima, Virginia.

BACKGROUND: Annabeth Chase Wiki Article.

All of Rick Riordan's works exist in the same universe, and do tend to overlap. The Wiki article does a good job of explaining not only where Annabeth comes in during the series where she is a primary character (PJO,HOO) but also her role in the others (KC, MCGOA). But if you would like, I'm happy to explain it further! She is related by blood to Magnus, so she does have a somewhat regular place in his universe, but she is only a truly primary character in the Percy Jackson world.

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. She has a preference to nonfiction - text books, history, architecture studies, etc. 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. That experience came at the expense of their childhoods, as it usually does when you are on the run for two years from monsters, with little more than trash cans to hide in and hammers to protect yourself. They survived because they had each other, and that harbored a fairly unhealthy loyalty and belief in found families, and the importance of family in her life. It takes quite a bit to gain her trust, but once you get it? You have it for life.

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. It's almost an obsession of her's for a long time, living as by the books as she can for as long as she could.

Annabeth can come off as harsh, mean, and even judgmental upon first impressions, all of which stem 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. That, as well as a life of obvious mistrust from the only guardians she had kept most of young Annabeth's attention to herself. 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. She's been betrayed before, and she's now smarter for it, though she's also just as aware of the way her own life has improved by opening up every now and then. She fits somewhere in between it all - untrusting, but knowing better. Head over heart, with a gut feeling she has a hard time ignoring. It's constant, that fight between her sides - much like her mother's battle between her Roman and Greek sides.

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.

POWER:
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. Additionally, her body is built to handle all of this - higher endurance, higher tolerance for pain and injury, tougher to get through and harder to break. She has fallen from incredible heights and only broken an ankle, gone for hours and hours, days and days, only needing to rest shortly in between, etc.

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.


〈 CHARACTER SAMPLES 〉
COMMUNITY POST (VOICE) SAMPLE:
I get that this goes out to everyone, so I'll keep this easy.
There are questions below, answers can vary on length depending on the information.
As thorough as possible is preferred, but anything is better than nothing.

1.) What pantheons are relevant where you're from?
2.) Do you have magic, and do you use it?
3. ) If so, is there a price? How did you obtain it?
4. ) Does your creation myth relate to your patheons?
5. ) Do you have gods? Demigods? Anything and everything in between?

I'm compiling as many stories as possible, so anything you know will be helpful.

I'm willing to trade info for info.

LOGS POST (PROSE) SAMPLE: TDM thread and also for more samples, secondary TDM thread

FINAL NOTES: As far as inventory goes, she tends to have the simplest of things on her. Camp shirt, jeans, boots, a parka (she was in Boston, okay. It was cold.), a necklace full of camp beads and a seashell from her boyfriend, a cell phone, her magical laptop, a dagger at her hip, and a Yankees baseball camp that can also turn her invisible. Just in case she needs it.