Asher Bonaventure

Template:PageHeader/Claiming - Unclaimed

**Name**: His name is Asher Percival Bonaventure. He is otherwise known as *Ash*.

**Gender**: Male

**Age**: He is currently seventeen-years-old.

**Godly Parent**: Tyche

**Mortal Parent**: Andrew Bonaventure

**Species**: Demigod

arthur daniyarov

**Personality**: Asher is a charming individual. His attitude is flattering and pleasant, and his smile radiates a bright prospect to those who find themselves in his company. He is courageous and brazen, and unafraid of challenging himself in order to ensure success. Moreover, Asher is a cheerful and courteous young man that doesn't mind sparing some of his own time in order to help a person who is in need. He is quite considerate towards others; always going out of his way to aid another in any way he may view as possible. Asher is very optimistic and superstitious, and considers himself to be the luckiest man alive due to several dangerous encounters he has been faced with in his past, all from which he escaped unscathed.

Thanks to his father spending countless of bills in order for Asher to achieve a polymath education, his intelligence is quite remarkable, although his seemingly random behavior tends to get people to misjudge him. He prefers using his voice in order to solve conflicts when he spots one, not seeing the violence as the answer. He's quite respected because of this fact about him, but he is also despised by many who envy his ability to be fair and wise. For to have many friends, is to have many enemies as his father would say. He's modest as well, and even though many may find this surprising, he actually hates being in the spotlight, and wishes to be left alone sometimes. Nevertheless, Asher is an extrovert, and he is not afraid to get his hands dirty in order to conclude a task. He can be a real gentleman if he wishes, and has had a healthy network of friends for the entirety of his life, another reason why he considers himself to be extremely luck. He *is* one of Tyche's children, after all.

**Appearance**:

*Model: Moritz Mitterbauer*
**History**: Andrew Bonaventure was a mysterious man who tended to have an impression on people. That is to say, he stood out. A natural gambler, he spoke with a rather peculiar tone that set others in anger or awe. He was a superb speaker and had a convincing and manipulative way of saying things that allure unsuspecting individuals to his lure. He was deceitful and lacked integrity, being quite selfish as well, but by no standards was he cocky. He played his games carefully and with caution, and never would he pick a great risk over his personal perseverance. The only exception of this would be the overall spoils an action would deliver. There was nothing he valued more than his own life, but secretly, he yearned for something to grasp onto more.

He desired something, anything, that even himself would be willing to sacrifice himself for. It was an unfathomable thought, him having a thing to die for. He had been fighting for all he could remember, protecting his soul with all he could muster. Perhaps it was for this sole reason that he strived to be hostile and unforgiving, so no one gets attached to him and vice versa, him to another being. This could all be accounted for by a fear of trust or companionship. There was once a time he had a friend, after all, and once he lost that companion, the fright of losing another is too much for him to bear. However, by pure coincidence, everything changed during one night. He had left his hometown, Dallas, in order to go and gamble in Las Vegas, Nevada. He was very excited, and as soon as he walked into a casino, he begun drinking. At some point of that night, he met a woman with lustrous, fiery red hair. She was a skilled glamber, just like he was. The two of them talked, she charmed him, and as one would expect, he invited her to his hotel room.

The next morning, he woke up, no longer inebriated. He did not remember much, but he did remember the woman he slept with, and acknowledged the fact that she was nowhere in sight. He merely shrugged, aware that the young woman was a one-night stand. From that day on, Andrew lived his life normally. That is, until several months later, someone knocked at the door to his house in Dallas. He opened it absentmindly, and was greeted by the woman he slept with many months ago, cupping a child in her arms. He was wrapped in a green blanket, and slept peacefully in his mother's arms. The woman the proceeded to tell him everything about her. She informed him that the child she held was his, and he was expected to raise it, for she could not do it. Skeptical, he begun asking several question, which she answered patiently.

As it turned out, she claimed to be the goddess Tyche, otherwise known as Lady Luck. She told Andrew that the child she held in her arms was named Asher—a name that meant "good luck". And she told him that he was a demigod. Andrew was bewildered, but took the child under his wing nonetheless. Moreover, Tyche gave Andrew some advice before leaving.

"I'll always be watching over you two," she said, "don't even worry about it. Here," she handed Andrew a note with an address attached to it, as well as a dagger, to which he was confused. "these will serve their purpose in the future. I'm sure you already know it, but the life of a demigod is a dangerous, conturbed one. I want you to know this: once our child reaches a certain age, monsters won't stop to try and conquer him. This address has a camp for special kids like him; the people there will keep him safe and train him when it becomes needed. Be sure to give him this dagger once he reaches the age of fourteen."

And with those words, she left. Vanished forever, leaving Andrew shocked and holding the child in his arms. As Asher grew up, he was as normal as the child of a Goddess can be. From an early age, it became obvious that the boy was streaked with extreme good luck. Whenever he would not study for a test, he would still complete is with excellent results. He enjoyed an acceptable school life and rarely found himself engaged in any sort of conflict; barring occasional taunts, of course. But at the age of fourteen, his life gradually began to descend into madness.

It all started during his fourteenth birthday. He had just woken up and changed into casual clothing, and was walking down the stairs that led to his house's ground floor, when he took note of the presence of his father. He was sitting by the dinner table, holding a mug of hot coffee in his hands, although he took no sips from the drink. Then, suddenly, he looked up and noticed Asher. He flashed his soon a smile, but his eyes were still concerned about something. He did his best to hide this, however, and quickly told his son to sit himself down next to him, which he did. Andrew wished him a happy birthday, and then passed over a box that was meant to contain his birthday present. Asher opened it excitedly, but was shocked to see a wicked, glimmering bladed weapon inside the package. He was speechless, but before he could say a thing, someone knocked at their door. Andrew, looking utterly disconcerted, hurriedly opened the door, allowing someone in. It turned out to be one of Asher's friends, Thomas. Andrew had invited all of Asher's friends to a local bowling station, where they would spend their day. Asher was still very confused about what the purpose of that odd birthday present was, but stuffed the dagger into a rucksack, put it around his shoulders and left with his friends nonetheless.

From that moment on, time really flew by for Asher. Before he could even notice a thing, he had spent the day goofing off and having fun with his friends, paying no attention to the dagger he was given at any moment. He was having an excellent time, and all of his friends provided him with truly amazing birthday presents, that made up for Andrew's unusual, confusing gift to his son. On the other hand, his fun had to come to an end. At one point, Asher and his friends were forced to leave, for the station would be closing its doors shortly. All of them gave their farewells to each other, and proceeded to go along with their different paths. They would see each other the next monday, at their school. For once, Asher looked forward for the beggining of another week at school.

However, as he was walking home, he could not help but think he was being watched by someone, or *something*. Soon, an answer to Asher's worries came. All of the sudden, he heard a high-pitched yelp coming from above. He looked up, just in time to see three peculiar creatures diving at him. At the last second, he jumped out of the way, and quickly rose to his feet in order to take a good look at his assailants. And when he did, he was shocked. He recognized the animals that were attacking him. But something did not add up. They were stympalian birds, defeated by Hercules in his sixth labour for Eurystheus, as he found out about in a book he read at sixth grade. They were mythological creatures. In other words, they could not possibly be real, could they? His thoughts were interrupted by a particularly loud screech coming from one of the birds. Slowly, but surely, Asher managed to come up with a plan. He mentally revised how Hercules managed to get rid of the creatures. After a long fight, Athena, noticing the hero's plight, gave him a rattle which Hephaestus had made especially for the occasion. Heracles shook the rattle and frightened the birds into the air. Loud noises. If he managed to make a loud, high-pitched noise, then perhaps the birds would leave him alone.

Suddenly, Asher remembered something. The dagger his father gave him was still in his rucksack. If he managed to reach it fast enough, he could slash his way out of the birds' reach, and then, swing it at the steel lamp post that was located only a few feet away. He hoped that the sound caused by the blow would be enough to drive the pests away from him. So, in one fluid motion, Asher begun rummaging through the rucksack and his fingers curled around the hilt of the dagger. Then, there was a flash of silver, and one of the birds came tumbling down, dead. Asher wasted no time, and made a run for it. He reached the lamp post, and with all the strength he could muster, he swung the dagger at it. And he did so again, and again, and again. He closed his eyes, and when he opened them, the birds were gone. Several feet away, lying in the sidewalk, was one of his assailants. Asher fell to his knees, dizzyness having finally sunk in. He had just fought creatures that should not even exist, and he had won. He '**was'** the luckiest person in the world, after all, or so he thought.

Asher was exhausted. He walked home, being wary of his surroudings and keeping an eye out for anything that seemed unnatural, but he reached his house with no more complications. Somehow, he fell into a deep slumber. For the next few years, he lived as if nothing had happened. No other attacks had happened, to which Asher considered himself extremely lucky. However, in a sunday morning, when he woke up, he found himself still in his bed, only his father was sitting on a chair directly across from it. Asher was startled, and soon propped himself up in one elbow, giving his father a suspicious look.

"Son, this may come off as a shock, but I have something to tell you," He said, anxious. "Very well. . ." Then, Andrew explained to his son who he was, and where he came from, not leaving out any detail. When his father was done, he just nodded nervously, unable to process the information his father had just shared.

"Look, as much as it pains me to say this, you must leave now," Asher looked up with wide eyes, completely bewildered. "Do not get me wrong. I mean only the best, and my intentions are to protect you, which I cannot do by myself. You see, there is this camp for special kids just like you. Your mother, she made sure I would take you there once you had reached the age of fourteen. You are now seventeen. I am sorry, but you must leave now. Here is a ticket to a bus that will take you to a place that's close enough to where you must be. From that point on, you are on your own. I love you, Asher. This is why I am doing this."

He then handed Asher a ticket and a backpack filled with his belongings. He drove Asher to the nearest bus stop, and after making sure everything was alright, he watched as Asher entered the bus and left, for good. The bus would take him to no place other than the outskirts of a perfectly ordinary place. That is, until after several minutes of wandering around, he found himself in front of odd, old-fashioned gates with unusual words written in it.

*Camp Half-Blood*.

**Weapon**: Overall, Asher is quite proficient with his dagger, although he lacks proper training, and sometimes his thrusts and slashes can be too wild or uncoordinated.

## **Word Bubble**

 **Age:** 17  **Height:** 5'9  **Weight:** 178 lbs
 **Sexuality:** Heteroflexible  **Relationship Status:** Single
 **Birth Place:** Dallas, Texas  **Main Weapon:** Celestial bronze dagger **Accent:** Slight Texan tang
 – "*Let your smile change the word. Do not let the world change your smile.*"

 Powers of a child of Tyche ( *No 3/6/9 Month Powers*):

1. Children of Tyche are able to bless a weapon with a “lucky” shot, so that the next attack has a 95% chance of striking the target. This power cannot be used to launch fatal or severe blows, it can only be used twice in a fight.
2. Children of Tyche can enhance their bodies with success and prosperity, enhancing their physical strength and speed for a short time.
3. Children of Tyche 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 accordingly; however, if the prediction is wrong, this may cost the child of Tyche dearly.
4. Children of Tyche are able to curse a weapon with misfortune, so that the next 3 attacks with it will not strike its target. This can only be used once in a fight.
5. Children of Tyche emit a lucky aura, so everyone around them will be slightly more lucky. They can shut it off for a long time if they wish.
6. Children of Tyche are able to see all the possible outcomes of any situation, whether it be a gamble, battle or even nearing dangers, in order to react with the best tactic and reach the best conclusion. They can figure out any chance of success, and even if the odds are overwhelming, they are still able to perceive and understand any cause and effect relation regarding the situation. As such, they make better strategists.
7. Children of Tyche 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 will land. This can not be used to severely harm others, and can only be used once in a fight.
8. Children of Tyche can cause someone to hallucinate about their impending doom and bad luck, distracting them momentarily from the task at hand. This allows the user to attack or flee freely. The intensity of the hallucination can be augmented, but drains more energy.
9. During battle, children of Tyche are able to utilise their life-force and use it as an aura of luck over their allies. The aura protects the child's allies for a short period of time, and can be used on groups of up to ten demigods. the more allies the child protects, the weaker the luck aura will be. The use of the power is severe draining and while in use the user is completely incapacitated. The allies are able to move and attack freely under the barriers, depending on the strength of the barrier their attacks will be stronger/more likely to land and it’ll be easier to avoid attacks.
10. Children of Tyche can jinx an opponent, making their luck so bad that they’d constantly trip on their two feet, drop their weapons, get dust in their eyes etc. The jinx only lasts for a short time and leaves the opponent vulnerable to an attack or gives the user a chance to flee.

## **History**

Andrew Bonaventure was a mysterious man who tended to have an impression on people. That is to say, he stood out. A natural gambler, he spoke with a rather peculiar tone that set others in anger or awe. He was a superb speaker and had a convincing and manipulative way of saying things that allure unsuspecting individuals to his lure. He was deceitful and lacked integrity, being quite selfish as well, but by no standards was he cocky. He played his games carefully and with caution, and never would he pick a great risk over his personal perseverance. The only exception of this would be the overall spoils an action would deliver. There was nothing he valued more than his own life, but secretly, he yearned for something to grasp onto more.

He desired something, anything, that even himself would be willing to sacrifice himself for. It was an unfathomable thought, him having a thing to die for. He had been fighting for all he could remember, protecting his soul with all he could muster. Perhaps it was for this sole reason that he strived to be hostile and unforgiving, so no one gets attached to him and vice versa, him to another being. This could all be accounted for by a fear of trust or companionship. There was once a time he had a friend, after all, and once he lost that companion, the fright of losing another is too much for him to bear. However, by pure coincidence, everything changed during one night. He had left his hometown, Dallas, in order to go and gamble in Las Vegas, Nevada. He was very excited, and as soon as he walked into a casino, he begun drinking. At some point of that night, he met a woman with lustrous, fiery red hair. She was a skilled glamber, just like he was. The two of them talked, she charmed him, and as one would expect, he invited her to his hotel room.

The next morning, he woke up, no longer inebriated. He did not remember much, but he did remember the woman he slept with, and acknowledged the fact that she was nowhere in sight. He merely shrugged, aware that the young woman was a one-night stand. From that day on, Andrew lived his life normally. That is, until several months later, someone knocked at the door to his house in Dallas. He opened it absentmindly, and was greeted by the woman he slept with many months ago, cupping a child in her arms. He was wrapped in a green blanket, and slept peacefully in his mother's arms. The woman the proceeded to tell him everything about her. She informed him that the child she held was his, and he was expected to raise it, for she could not do it. Skeptical, he begun asking several question, which she answered patiently.

As it turned out, she claimed to be the goddess Tyche, otherwise known as Lady Luck. She told Andrew that the child she held in her arms was named Asher—a name that meant "good luck". And she told him that he was a demigod. Andrew was bewildered, but took the child under his wing nonetheless. Moreover, Tyche gave Andrew some advice before leaving.

"I'll always be watching over you two," she said, "don't even worry about it. Here," she handed Andrew a note with an address attached to it, as well as a dagger, to which he was confused. "these will serve their purpose in the future. I'm sure you already know it, but the life of a demigod is a dangerous, conturbed one. I want you to know this: once our child reaches a certain age, monsters won't stop to try and conquer him. This address has a camp for special kids like him; the people there will keep him safe and train him when it becomes needed. Be sure to give him this dagger once he reaches the age of fourteen."

And with those words, she left. Vanished forever, leaving Andrew shocked and holding the child in his arms. As Asher grew up, he was as normal as the child of a Goddess can be. From an early age, it became obvious that the boy was streaked with extreme good luck. Whenever he would not study for a test, he would still complete is with excellent results. He enjoyed an acceptable school life and rarely found himself engaged in any sort of conflict; barring occasional taunts, of course. But at the age of fourteen, his life gradually began to descend into madness.

It all started during his fourteenth birthday. He had just woken up and changed into casual clothing, and was walking down the stairs that led to his house's ground floor, when he took note of the presence of his father. He was sitting by the dinner table, holding a mug of hot coffee in his hands, although he took no sips from the drink. Then, suddenly, he looked up and noticed Asher. He flashed his soon a smile, but his eyes were still concerned about something. He did his best to hide this, however, and quickly told his son to sit himself down next to him, which he did. Andrew wished him a happy birthday, and then passed over a box that was meant to contain his birthday present. Asher opened it excitedly, but was shocked to see a wicked, glimmering bladed weapon inside the package. He was speechless, but before he could say a thing, someone knocked at their door. Andrew, looking utterly disconcerted, hurriedly opened the door, allowing someone in. It turned out to be one of Asher's friends, Thomas. Andrew had invited all of Asher's friends to a local bowling station, where they would spend their day. Asher was still very confused about what the purpose of that odd birthday present was, but stuffed the dagger into a rucksack, put it around his shoulders and left with his friends nonetheless.

From that moment on, time really flew by for Asher. Before he could even notice a thing, he had spent the day goofing off and having fun with his friends, paying no attention to the dagger he was given at any moment. He was having an excellent time, and all of his friends provided him with truly amazing birthday presents, that made up for Andrew's unusual, confusing gift to his son. On the other hand, his fun had to come to an end. At one point, Asher and his friends were forced to leave, for the station would be closing its doors shortly. All of them gave their farewells to each other, and proceeded to go along with their different paths. They would see each other the next monday, at their school. For once, Asher looked forward for the beggining of another week at school.

However, as he was walking home, he could not help but think he was being watched by someone, or *something*. Soon, an answer to Asher's worries came. All of the sudden, he heard a high-pitched yelp coming from above. He looked up, just in time to see three peculiar creatures diving at him. At the last second, he jumped out of the way, and quickly rose to his feet in order to take a good look at his assailants. And when he did, he was shocked. He recognized the animals that were attacking him. But something did not add up. They were stympalian birds, defeated by Hercules in his sixth labour for Eurystheus, as he found out about in a book he read at sixth grade. They were mythological creatures. In other words, they could not possibly be real, could they? His thoughts were interrupted by a particularly loud screech coming from one of the birds. Slowly, but surely, Asher managed to come up with a plan. He mentally revised how Hercules managed to get rid of the creatures. After a long fight, Athena, noticing the hero's plight, gave him a rattle which Hephaestus had made especially for the occasion. Heracles shook the rattle and frightened the birds into the air. Loud noises. If he managed to make a loud, high-pitched noise, then perhaps the birds would leave him alone.

Suddenly, Asher remembered something. The dagger his father gave him was still in his rucksack. If he managed to reach it fast enough, he could slash his way out of the birds' reach, and then, swing it at the steel lamp post that was located only a few feet away. He hoped that the sound caused by the blow would be enough to drive the pests away from him. So, in one fluid motion, Asher begun rummaging through the rucksack and his fingers curled around the hilt of the dagger. Then, there was a flash of silver, and one of the birds came tumbling down, dead. Asher wasted no time, and made a run for it. He reached the lamp post, and with all the strength he could muster, he swung the dagger at it. And he did so again, and again, and again. He closed his eyes, and when he opened them, the birds were gone. Several feet away, lying in the sidewalk, was one of his assailants. Asher fell to his knees, dizzyness having finally sunk in. He had just fought creatures that should not even exist, and he had won. He '**was'** the luckiest person in the world, after all, or so he thought.

Asher was exhausted. He walked home, being wary of his surroudings and keeping an eye out for anything that seemed unnatural, but he reached his house with no more complications. Somehow, he fell into a deep slumber. For the next few years, he lived as if nothing had happened. No other attacks had happened, to which Asher considered himself extremely lucky. However, in a sunday morning, when he woke up, he found himself still in his bed, only his father was sitting on a chair directly across from it. Asher was startled, and soon propped himself up in one elbow, giving his father a suspicious look.

"Son, this may come off as a shock, but I have something to tell you," He said, anxious. "Very well. . ." Then, Andrew explained to his son who he was, and where he came from, not leaving out any detail. When his father was done, he just nodded nervously, unable to process the information his father had just shared.

"Look, as much as it pains me to say this, you must leave now," Asher looked up with wide eyes, completely bewildered. "Do not get me wrong. I mean only the best, and my intentions are to protect you, which I cannot do by myself. You see, there is this camp for special kids just like you. Your mother, she made sure I would take you there once you had reached the age of fourteen. You are now seventeen. I am sorry, but you must leave now. Here is a ticket to a bus that will take you to a place that's close enough to where you must be. From that point on, you are on your own. I love you, Asher. This is why I am doing this."

He then handed Asher a ticket and a backpack filled with his belongings. He drove Asher to the nearest bus stop, and after making sure everything was alright, he watched as Asher entered the bus and left, for good. The bus would take him to no place other than the outskirts of a perfectly ordinary place. That is, until after several minutes of wandering around, he found himself in front of odd, old-fashioned gates with unusual words written in it.

*Camp Half-Blood*.