Amiel Paschal Frankfort-First Cohort -Son of Fortuna / Witty Wheel of Fate / Lucky Maverick Age: 17Height: 5'5"Weight: 148 lbs Sexuality: HeterosexualRelationship: Single Health Status: HealthyBirth Place: Salem, Oregon, USA Main Weapon: Bow & Arrows, Daggers – "I have always believed, and I still believe, that whatever good or bad fortune may come our way we can always give it meaning and transform it into something of value." ~ Hermann Hesse
He was born to Gustave Frankfort, a renowned Dutch-born doctor, and Fortuna, Roman goddess of luck and fortune. He later married Sonia Tyler, a psychiatrist; she stood as Amiel's stepmother. The Frankfort family was very rich, and owned an estate at Salem, Oregon. During his childhood, he was given the best home-schooling possible, and along with being a gifted child and the son of two successful doctors, life flowed easily through him. At a very young age, he knew pretty much of the world, and he was liked by most of the people for his talents and jovial nature. However, the only downfall throughout his richly living was that his parents were too forceful and domineering. A small margin of failure meant punishment, but his personality was never wavered. Although diagnosed with dyslexia and ADHD, Gustave and Sonia did everything to straighten him up.
As he grew up to be a young, well-educated man, he became extremely close to one of his butlers. His parents became very cold of him by then, for their expectations on him were too high. Their relationship became estranged and distant, and they viewed him as nothing more but means of keeping the family alive in the future, no apparent love at all. His butler, named Paul, was his confidant. He would run to him if he became too frustrated over his parents. And eventually, Paul revealed his true self as a demigod son of Mars when he was attacked by monsters several times. He told of his true identity and talked to him about going to Camp Jupiter, but he refused, because his fate was sealed within the grounds of his estate and family.
Eventually he became open-minded to the work of his parents, and he was then pressured into being a doctor so that he can inherit their hospital. However, his interests brought him to the field of literature, to which his parents gravely disagreed on. They forced him to become a doctor, whether he liked it or not. Soon after being attacked by another monster with a little help from Paul, he realized that he needed to choose his own fate, rather than let others do it for him. Ever since then, he became rebellious, and he did everything to break from his parent's control. His rebellion reached its peak when he escaped with Paul from his home to the Wolf House, where he was trained by Lupa and her wolves. After some time of training, he was brought to Camp Jupiter.
Amiel has a clear sight of his future ahead, and will attempt to seize his destiny and goals in spite of being locked down in circumstances. He is usually aware of the dangers of his own actions, and everything else that might happen on his every move, exhibiting his prudence and cautiousness. Even so, he faces problems head-on. He won't let others force their wants to change his fate, and will do what he thinks is best for him. A cool and well-respected upperclassman, Amiel is serious and determined, but that doesn't mean he can crack up his more comical side. In a general perspective, Amiel is a light-hearted, outgoing and extroverted individual. He strives hard to give his best in every situation given, and will not back down. Aside from being technically "lucky" in everything he does, his greatest asset is his intelligence. He is very smart and clever in different kinds of categories, and can answer questions a normal person couldn't because he devoted himself to reading and Google and Wikipedia even before stepping his foot on camp. He has a keen talent for observation and analyzing, which he uses to overcome most forms of deception. He possesses a vast range of multilingual tongues, enabling him to communicate easier with others. He also has a talent for cooking and eating. Being a prodigy of a rich family, he knows being pressured by the expectations of those who look up to him.
To say that it's okay, but tell me. Please, would you one time. Just let me be myself, so i can shine with my own light. Let me be myself
–3 Doors Down, Let Me Be Myself
Let Me Be Myself by 3 Doors Down
Bow and quiver of arrows Knives / Daggers
Luck, good aim, close and long-quarter combat, analytical ability and intelligence
Offensive, swords and blunt weapons
Powers, Abilities and Traits
Children of Fortuna are able to bless a weapon with a “lucky” shot, so that the next attack strikes the target, this can not be used repeatedly as it is severely draining on the user.
Children of Fortuna have the minor ability to foresee the action of others, such as the course of action an opponent will take when attacking and dodge or parry according; however, if the prediction is wrong, this may cost the child of Fortuna dearly.
Children of Fortuna are able to curse a weapon with an “unlucky” shot, so that the next attack does not strike its target, this can not be used repeatedly as it is severely draining on the user.
Children of Fortuna are able to see the possible outcome of gambles.
Children of Fortuna are able to temporarily and slightly alter the luck of an individual. The effects do not last long, and the outcome can not bring harm to anyone.
Children of Fortuna are able to bless an object, making it into a “lucky” charm, that they can either keep for themselves, or give to someone else, the object when used can bless the user with one shot of extra luck, that can not be used to harm others, and can only be used once.
Two Months After a Character is Made
(will be unlocked 11/7/13) Children of Fortuna can temporarily and slightly alter the luck of a group. The effects do not last long, the outcome can not bring harm to anyone, and this stuns the user for a short amount of time.
Four Months After a Character is Made
(will be unlocked 1/7/13) Children of Fortuna are able to curse someone with moderate bad luck for a short time, the longer the curse lasts the more energy it drains, the outcome can't cause death or serious injury, but they'll be more apt to drop their weapon, or break a nail, that type of thing.
Six Months After a Character is Made
(will be unlocked 4/7/13) Children of Fortuna are able to manipulate the probability of something happening, making unlikely events to occur more often or instantly, and liable events to not happen. This could be used for a multitude of purposes, but the user is not able to decide exactly what the outcome will be, only that things that were going to happen may not, or may happen sooner. This could be both good or bad for the user.
Children of Fortuna are generally very lucky in all that they do.
Children of Fortuna are generally adept at playing games of chance.
Gustave and Sonia Frankfort
"I dislike them. I don't like my destiny being forced upon me, especially when I hate it."