simplephysics: (dude nah)
annabeth chase. ([personal profile] simplephysics) wrote2012-05-22 11:40 pm

app for [community profile] scorched

Out of Character Information

player name: christina (i sometimes also go by nora bc nickname? but christina's my name~)
player journal: birdlike, or inautumn on lj
playing here: nobody else, yet!
where did you find us? umm i think the first mentions i saw were in d_m, and then i started seeing ads on atp and i got curious!
are you 16 years of age or older?: yup absolutely

In Character Information

character name: Annabeth Chase
fandom: Percy Jackson and the Olympians
timeline: Just after she and Percy have fallen through an opening in Zeus' Fist while they're hiding from Quintus' pack of giant scorpions in The Battle of the Labyrinth.
character's age: 15

powers, skills, pets and equipment: As one of Athena's daughters, Annabeth is gifted with divine wisdom. She has a gift for strategy, shown during the very first game of Capture the Flag, when she uses Percy as a decoy so that she can slip by the Ares cabin's guards and take the flag for her own team. She's very intelligent and tends to soak up any sort of knowledge like a tall blonde sponge, which comes in handy when you're fighting against monsters you've only heard about in books. However, demigods all have brains that are conditioned for reading and writing ancient Greek, not English so even though her mom's the goddess of wisdom, Annabeth suffers from dyslexia just like her fellow campers. Despite that, the cabin that she shares with her half-siblings is crammed with books and blueprints, even a drafting table! She's very proficient in Greek, with an aptitude for science and math and offers to tutor Percy to help get him up to speed.

She also suffers the same restlessness and boundless energy as kids with ADHD. Demigods are often told they have ADHD, but she explains that their awareness and sensitive reflexes are to be used as an advantage in battles against the monsters who are trying to kill them all of the time.

Annabeth always carries a small dagger on her person. It's made of celestial bronze and was given to her by her friend Luke Castellan, during their first meeting when she was only seven (after she tried to hit him over the head with a hammer). He promised to teach her how to use the knife on monsters, but only if she could be very clever. True to his word, Luke taught Annabeth how to fight, and she is skilled in hand-to-hand combat, particularly with knives. She prefers her dagger as a weapon but is also a good archer, although she can't shoot quite as well as some of the kids from the Apollo Cabin.

For her twelfth birthday, Athena gifted Annabeth with a baseball cap which has the power to turn its wearer invisible. Usually she keeps it tucked in her back pocket or a knapsack, but has been known to use it during the camp-wide games of Capture the Flag. It's also come in very useful on quests, to trick monsters. They aren't exactly the sharpest crayons in the box to begin with, and when trying to help Grover escape from the cyclops who wanted to marry - and then eat - him, Annabeth uses the cap to become invisible and taunt Polyphemus while her friends escape his cave. She's also been known to let Percy borrow the cap, which says something for how much she trusts him because she does not like having other people touch her stuff.

Mostly for sentimental value, she also wears her Camp Half-Blood necklace almost all of the time. It's strung with one clay bead for every summer she's been at camp, along with her father's college ring - to remind her that there's always a place for her in San Francisco with her family.

canon history: This is a link to Annabeth's history with her family and her journey to Half-Blood Hill with Thalia, Luke and Grover. Further down is information on her role during the series, although anything past discovering the hidden entrance to the Labyrinth in the fourth book won't have happened yet.

personality: Annabeth Chase is about as close to the textbook definition of a type-A personality as it is possible for a person to get.

She first appears in The Lightning Thief sitting next to Percy and bombarding him with questions about the Summer Solstice (and a quest, of course) while she feeds him ambrosia and nectar as he is recovering from his fight with the Minotaur. When meeting new people she can be judgmental and isn't easily impressed; Percy is no exception. After she figures out that he has no idea about the solstice or Hades' stolen helm, and even less knowledge about ancient Greek history or even who his father might be, she writes him off as rather useless until after their game of Capture the Flag.

But, being determined, Annabeth's also never met a challenge she didn't want to solve. She volunteers herself as a companion on Percy's quest, and says that if he wants to come back alive, she's his best chance. People who think logically tend to be rather blunt, and she was right about him needing her help anyway. Though she is terribly afraid of spiders because they hold grudges and are particularly vengeful toward any of Athena's children, her quick thinking during their escape from Hephaestus' trap at Waterland helps to keep both her and Percy from slamming into a concrete wall as they leap from a boat infested with robot-spiders. She also manages to occupy Cerberus so that Percy can sneak into Hades' palace in the Underworld. During subsequent quests and unapproved er, absences from camp she takes on the role of packing and planning out their routes.

Even if she turns out to be wrong about the maps, having somewhere to begin is the most important part. Children of Athena are always making plans. And they hate surprises.

Initially she's a little frosty, but after her friends earn her trust, she is stubbornly loyal to them. Also she's just plain stubborn - and butts heads with just about everyone, over insisting that she's right and they're wrong. Her relationship with Luke Castellan and her steadfast refusal to believe that he has completely lost himself to Kronos is the biggest example of her loyalty, and probably also the deadly amount of self-pride she carries around. She spent much of her childhood believing that her family didn't want her - her dad even tried to send her back to Mount Olympus! - and fighting every time monsters attacked the house and tried to kill her only made things worse. When she was seven, she ran away from home with a backpack and a hammer. She had no idea about the camp that was supposed to be a safe place for other kids like her until she ran into Luke and another demigod named Thalia. Luke gave her a knife, and taught her how to fight with it. Then, he promised that he and she and Thalia would be each other's family since their real families were such let-downs. Her hubris plays into a hero-complex, and she is convinced that she can convince him that what he's doing is wrong. During The Titan's Curse, Luke uses her loyalty against her, tricking her into helping him shoulder the burden of holding up the sky for Atlas, and then rolling out from beneath her and trapping her there.

She's also defensive and overprotective of her friends. And maybe a bit jealous when it comes to Percy and normal human girls who have red hair, shhh. She defends Luke to Percy, insisting that he doesn't know him the way that she does and that the Luke she knows would never be so horrible.

Annabeth believes she can do anything, anywhere - and she can do it better than anyone else. After sailing past the Sirens in the Sea of Monsters, she admits that it's her biggest flaw: something that might get her killed one day. During quests it can be difficult for her to relinquish the role of leader to the person who received the prophecy, because she believes she would be a better leader. As she becomes closer to Percy and Grover, this mellows slightly because she realizes that her friends can be as capable as her some of the time.

why do you feel this character would be appropriate to the setting? As a demigod who's spent almost half of her life at Camp Half-Blood, Annabeth's well-trained in defending herself against threats. She's a capable archer and a master at hand-fighting, who started fighting monsters at a younger age than most of the other people at Camp Half-Blood. As Athena's child, she's quick-witted and very resourceful: able to figure out a way out of most of the scrapes that Percy she gets herself into. She also loves architecture, and I think exploring Anatole and Wynn would be exciting for her - especially if she gets near some ramshackle houses or something.

Writing Samples

Network Post Sample: here and here!

Third Person Sample: When she first wakes up Annabeth is convinced that she's been stung by one of the giant scorpions chasing other campers through the woods. She sits straight up in her bed -- too comfortable by half to be a camp bunk -- and casts around the room for Percy, hoping he hasn't been stung, too. But her arms and legs appear unscathed and the general noisiness of Camp Half-Blood is missing. She can't hear arrows whistling through the air or the clang of swords against armor, just the slow hum of a fan somewhere, and the thunk of her feet hitting the carpet when she swings her legs out over the floor.

....

Carpet? The cabins at camp are pretty varied, but not even the Big House is carpeted - wood floors are easier for Chiron to manage, or something. Annabeth's mind goes to the Labyrinth at first, and her heart clenches for a moment thinking of her hard work with Clarisse. If there's an entrance hiding somewhere at camp, and she's found it ... Except that she's spent months researching every account of Daedelus' Labyrinth that she could get her hands on and the room she's found herself in is not a grimy, darkened hallway.

There's a small dresser to the left of the bed, and left on top of it are what looks like a slightly-too-big cellular phone, and a purse. She leaves the phone for the moment, and discovers odd-looking currency stuffed into one of the bag's pockets along with her dagger - she hadn't realized that was gone. Leaving several inches of her dagger unsheathed, Annabeth locates her baseball cap and tucks it into the back pocket of her jeans, just in case.

One thing is for certain: she's not in the Labyrinth, and neither is Percy. Given the unfamiliarity of the bills she's been given, it's hard to guess where she is at all. Her teeth grind together and she gives herself a moment to mull over the increasing strangeness of this room that she's fallen into, searching the walls one last, futile time for anything that resembles one of Daedalus' marks.

The phone is fancier than she's used to - she examines it for a moment before picking it up, and the casing resembles something one of the girls at her new boarding school might use. Her own cell phone is fairly basic, and nearly never used since cell-towers are like homing beacons for monsters, especially in New York. When the screen flickers to life under her hands Annabeth nearly drops it, pressing her fingers to several of the on-screen icons until there's a soft buzzing which indicates a negative response and she tries once more.

There's information here, somewhere. Especially if a person had the forethought to provide her with a room to live and a bag of currency.

"Is this thing on?" she wonders to the screen, staring down at it from where she stands over the desk. "If it's turned on, then someone has to be on the other end. People don't just leave their... whatever these things are, lying around and wasting battery power."

Anything else? She wants to examine the Door. Just ... please, let her draw up a schematic or something. >:| >:| >:|