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Basic InfoEdit

  • Name: Jojen Edoran Syracuse
  • Affiliation: Second Cohort, Camp Jupiter
  • Owner: Hyu
  • Age: 16
  • God Parent: Moneta
  • Mortal Parent: Raymund Syracuse

History and PersonalityEdit

HistoryEdit

Jojen was born to Raymund Syracuse, a renowned Dutch-born doctor, and Moneta, Roman goddess of memory. He later married Sonia Tyler, a psychiatrist; she stood as Jojen's stepmother. The Syracuse family was very rich, and owned an estate at Bismarck. 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, Raymund 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.

PersonalityEdit

Jojen 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, Jojen is serious and determined, but that doesn't mean he can crack up his more comical side. In a general perspective, Jojen is a light-hearted, outgoing and extroverted individual. He strives hard to give his best in every situation given, and will not back down. Being a prodigy of a rich family, he knows being pressured by the expectations of those who look up to him.

Combat and AbilitiesEdit

  • Strengths:
    • He can keep his cool under almost any situation, enabling him to perform efficiently even if under extreme pressure.
    • He is prudent and tactical in his actions, preferring to formulate plans rather than execute anything without thinking through.
    • He is physically apt, enabling him to endure more wounds than usual and fight with a variety of weapons and styles with ease.
  • Weaknesses:
    • He tends to be a sore loser and will do anything to turn the tables around.
    • He tends to rely too much on his powers, to the point of overestimating his capacity.
    • Although generally teamwork and cooperation aren't problems to him, there are times he won't follow orders, and will do things his own way, especially if he thinks it is the best option.
  • Weapon/s: Poison-tipped imperial gold arrows and a bow; but he can use just about almost any weapon

Powers:

OffensiveEdit

  1. Children of Moneta have the ability to write/read weapons out of pure energy which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also write/read other objects that are for non-combative purposes
  2. Children of Moneta can launch orbs of ink which burst upon striking the target, temporarily obscuring their vision. They can only launch three orbs of ink at a time.

DefensiveEdit

  1. Children of Moneta have the ability to write/read a shield of pure energy, roughly two to three times the size of the user, which will blunt most attacks but slow the movement of the conjurer.
  2. Children of Moneta have the ability to revert time around them for a short duration in order to dodge an attack that was unforeseen. After doing so, this ability cannot be used for a while.

PassiveEdit

  1. Children of Moneta have the ability to view the specific past of a person’s life.
  2. Children of Moneta have an innate knowledge of everything ever written and only have to hear its name to remember its details.
  3. Children of Moneta have an eidetic memory and can remember every detail of a previous fight with an opponent.
  4. Children of Moneta can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.

SupplementaryEdit

  1. Children of Moneta are able to force everyone around them within a 10 meter radius to remember and dwell on an event from their past that emulates a certain emotion from the affected. The child of Mnemosyne can choose which emotion they would like their targets to feel, be it anger, sadness, happiness, ecstasy or anything in or ecstasy. The user cannot hold the targets under their control for more than a few minutes, and the effects of the power can cause those around them to become positive and motivated from their happy memory
  2. Children of Moneta can use descriptive insults used both against themselves and their opponents to gain a temporary boost in speed and strength. The longer they maintain this boost, the more energy is drained.
  3. Children of Moneta can read/write wings into existence. This enables them to fly; the longer they maintain this state, the more energy it drains. They must rest between flights and cannot make long distance travelling without resting often. However the wings are vulnerable to injuries and magic; they can also be customized to the user’s preference.
  4. Children of Moneta have the ability to travel back and forth in time, but they are unable to interact with or change past events they are only able to see the events play out. When they go forward in time they only see “possible” futures, that does not mean those future events will come to pass.

3 Months After Character is MadeEdit

  1. Children of Moneta can temporarily rewrite details about the battlefield they are fighting on in order to alter it and gain an advantage over their opponent. This could include things like temporarily eliminating the shadows on a battlefield if they are fighting a child of Nyx or or temporarily drying up the water if they are fighting a child of Poseidon. Only one detail can be changed at a time and the change only lasts for a moderate time.

6 Months After Character is MadeEdit

  1. Children of Moneta can manifest a person or creature from any book in order to temporarily fight alongside them. The manifestation cannot be larger than 2-3 the size of the user and will dissipate after a short time. The person cannot be overly powerful and the user will have a hard time moving while the manifestation is in place.

9 Months After Character is MadeEdit

  1. Children of Moneta can morph into a state of pure imagination. This grants them flight, receive enhancement in some of their abilities (Offensive 1, Defensive 1, 3 Month and 6 Month) and invulnerability to attacks. This effect only lasts for a short time, leaving the user extremely drained and temporarily unable to move afterwards.

TraitsEdit

  1. Children of Moneta typically have excellent memories, unable to forget details from their past and are therefore immune to the effects of amnesia and other memory-related illnesses.
  2. Though most demigods struggle with dyslexia, children of Moneta usually do so at a lesser extent because their mother is goddess of the written word.
  3. Children of Moneta can normally learn and decipher other languages incredibly easy. Ex: Hearing a woman speak Chinese would mean the user could somewhat understand even if they never heard the language before. If they then have a lengthy conversation with the woman in Chinese, they’d be considered fluent in the language afterwards.
  4. Children of Moneta often grow up to become great authors, English teachers and historians.

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