Trevor Kennedy

"Power is meaningless if you don't know how to use it""- Trevor on power"Trevor Kennedy is the son of Circe, goddess of sorcery and Evan Kennedy, a police officer for the city of Chicago who had always had an intrest in the old myths. He is the current counselor of Circe cabin at Camp Halfblood.

Appearance
Trevor is slightly above average hight with a lean athletically built due to years of swimming and fighting competitivly as a sport. He has light brown hair that usually looks like he had just let it dry after a swim (because thats usually the case). He has multiple scars on his chest, shoulders, and torso from various sources, mostly burns and stab wounds. In terms of clothes he often wears backs and blues. Normally he wears jeans with a blue shirt and black jacket with multiple rings and an amulet that happen to be his weapon's dormant forms. His black steel toe boots are his prefered footwear. When he plans to go into combat he wears a hoplite captain's helm with a blue plume and a teal byzantine long lamellar worn over a black gambison.

Personality
Trevor normally seems rather friendly but is very cold and calculating behind that mask. He often operates in a largly cost versus reward mentality, even dealing with people he would be considered close to, almost never acting without giving thought to his next move. Due to his childhood being in a less than ideal place he is normally very slow to trust others fully and to actually care about them dispite how friendly he may act. He is very confident in himself and his abilities and tends to hold himself to a higher standard then others, although chooses not to make this known whenever possible.

He is normally kind to others as he sees it as benifical to have more people like him then not, although he doesn't care really about other people's opinions on him.This causes him to be kind to most people but a massive jerk to those he sees no advantage in working with or those who he doubts he could get along with even if he wanted to.

His calculting nature with his cold temperment makes him rather hard to anger with there only being two ways to get him to care enough to truely get angry, these being touching his stuff without permission and insulting his inteligence. But when one of the conditions is met there is a high chance of him going into a cold fury of planning and executing said plans aimed at ruining whomever he feels wronged him. He is also extremely slow to forgive and almost never forgets those who do slight him. To him, he is the first and primary benifitiary of his actions. Fear is also something forign to him due his mindset and expiriance in situations that would be terrifying to most. Do to this he almost never yells, speaking in an uncanningly calm voice when angered.

Fatal Flaw
Trevor is very ambitios in his goals and does his best to follow them to completion, often to the detriment of those who oppose him. However this is often mitigated by how patient he can be in making his plans come into fruition.

History
Trevor grew up in the west side of Chicago, not the best of places to be a person of european decent. The area is ridden with gangs and crime, leading many to be quick on their feet and not all that trusting of strangers. He often got in fights being the son of a cop in a bad area of the city. He first developed his powers over the mist very young, at age 8 when he used it to make some gang members think they were all from from rival gangs. After that he kept practicing and experimenting with the mist until he learned how to conjure fire 4 years later. When he was 12 his family moved to the suberbs after an incident where Trevor burned down a section of the neigborhood, during this time he started swimming competetivly at a local club. Due to his upbringing he developed a taste for fighting and after the move started to learn how to fight formally, as a hobby this time instead of out of neccessity. Even after moving time eventually caught up with them as gangsters mad at his father over an arrest went after a 14 year old Trevor who with his illusions and pyromancy neutralized his assailents, but taking a reletivly non lethal shot to the chest. After making a full recovery he was sent to a boarding school in the city were he started fencing as a sport, quickly rising to top of his fencing club. After a couple years in boarding school he met a fellow demigod who led him most of the way to camp, dodging and occationally fighting lesser monsters the way from Chicago to New York traveling by foot and car, although constantly under attack by monsters because they missed their plane, although it was taken down by storm spirits smelling the other demigods stuff on the plane. He passing away in NYC left him his weapon Diakóptis Flógas when he made it back to camp.

Abilities, Tools, and Potions
Trevor has the standard ADHD that most demigods have although to a very light degree, allowing him to sit down and read for much longer than his peers. He lacks the dyslexia from being hardwired Greek, although he does know it well due to learning Greek from an early age.

Trevor did gain some specialized abilities as well from being a child of Circe. These being a natural talent in using the mist and alchemy. He can use the mist to cast various spells, mostly based on illusion, pyromancy, or polymorphing. With his alchemy his a natural chemist but can also produce potions with mystical effects.

In his time as a hero Trevor has also began collecting an arsenal of weapons he keeps at his disposal in the form of various trinkets or jewelry.

Mystiokinesis (Mist Illusions)=
 * Minor Illusions: sets a layer of mist over an area obscuring it from the senses in the way he feels fit, but each layer has to be relatively simple and is relatively easy to see though unless built up with multiple layers.
 * Blur: his targets form blurs, flashing back and forth in the area around him making it had to read where he really is.
 * Chameleon: Creates layers of illusions over his target to make them appear as their surroundings, thus making them very hard to spot from far away or when they are not moving very quickly.
 * Mirror Image: creates duplicates of his target up to a few feet away that mimic the actions of the target.
 * Invoke Duplicity: Creates a duplicate that acts independently of the original but he can not cast any new spell when controlling the duplicate.
 * Vanishing Blade: covers a weapon in mist causing its appearance to be distorted causing the weapon to appear as missized, as a different weapon, or as an object such as a flower.
 * Disguise Self: makes his target appear as another that he has seen to allow him to cast blame on someone else or to gain access to what he couldn’t as himself.
 * Illusory Script: Makes floating text appear in the air around him. Great for mocking.
 * Nauseate: Creates a wall of nauseating images and swirling vision with a sense of rocking causing the target to get sea sick.
 * Mortal Lie: Uses the mist to cloud the minds of mortals so that they believe what he tells them is true with very little evidence to accommodate his story. (only works on mortals)


 * -|Pyromancy Spells=
 * Ignite: A small flame appears in his hand that can be used to light small fires or cook food
 * Firebolt: small, unnaturally colored flame, hot enough to cauterize wounds at maximum heat.
 * Wisplight: the caster touches the target and a tiny candle like flame appears hovering around and orbiting the head of the target of the spell, the flame does produce light, but no heat and is not bright enough to blind.
 * Enchant Blazing Strike: the tip of the weapon catches flame and the next strike from the weapon leaves a trail of hovering flames in its wake.
 * Seeker Flames: 7 slow moving candle flames home in on the target taking the most direct path to the enemy. They are currently unstable and have a habit of exploding. Although dissipate when they come in contact with something other than their target.
 * Burning Mark: Creates a floating rune in the air that detonates a second later with enough explosive force to move a human about a foot although the heat is very limited
 * Runic Flames: Sets a symbol of fire on an object that causes flames to erupt from the marking once certain preset conditions are achieved.

Forms are limited in weight by his own weight and he can maintain the spell for up to a maximum of one hour.
 * -|Polymorph Forms=
 * Andean Condor
 * Peregrine Falcon
 * Horned Owl
 * Goose
 * Gull
 * Parrot
 * Wolf
 * Jaguar
 * Miniature Pony
 * Rabbit
 * Squirrel
 * Water Monitor
 * Hammerhead Shark
 * Spinner Dolphin
 * Octopus
 * Barracuda


 * -|Potions=
 * I Need Healing: Ointment increases cell division rate slightly for an hour
 * Russian Olympics Team: Increases blood flow or consumes lactic acid for an hour
 * Nurgle’s Girl: Prevents diseases for an hour
 * Salty Much: Makes everything taste like it had tons of salt poured on it
 * GLaDOS: Neurotoxin that causes paralysis on contact for a minute
 * Determination: Ends the effect of any currently active potions
 * Six Digit Numbers: Secret
 * Not Coffee: Gives the drinker tons of energy for an hour
 * Blood Away: Increases blood clotting for an hour
 * Purple: Drinker turns purple for a day
 * Forge Permit: Heat resistance potion for 2 hours
 * Moody Day: Drinkers hair turns color to match their mood for a day
 * A Great Joke: Drinker finds everything funny for a minute
 * Jugg Jug: Cuts the nerves ability to send out a pain response for 5 minutes (requires rare resources)
 * Emerald Splash: Turns skin neon green and makes them glow in the dark like a glow stick on contact
 * Pepe LePew: Contact poison that makes the inflicted perspiration smell like skunk spray
 * Dwarf’s Brew: The drinker grows a long ginger beard
 * Impossible: Allows the user to appreciate Apollo’s poems for an hour


 * -|Equipment=
 * Diakóptis Flógas: Lucerne Hammer that turns into a pocket watch. It has a head cap designed to lessen the impact of its blows for training. It is affectionately called The Hammer of Doom by others.
 * Shahar: A falcata depicting a sunrise that turns into a ring when not in combat, this weapon is held in his right hand.
 * Shalim: A falcata depicting a sunset that turns into a ring when not in combat, this weapon is held in his left hand.
 * Diátrisi évrous: Longbow that turns into a small charm he wears on his wrist hanging off his watch.
 * Téras Schízo: A bastard sword that takes the form of a ring that Trevor wears on his left hand when not in use.
 * Ekdikitís Adynamías: A parrying dagger that takes the form of a ring when it is not in use, worn on Trevor’s right hand.
 * Aspída Tou Enyo: a hoplite shield that bears a symbol of two crossed blades representing Enyo for showing mercy to him for a comrade's mistake.
 * Long Lamellar: a blue stained, steel, mortal, Byzantine lamellar that he wears into combat to help prevent injury from slashing weapons.
 * Hoplite Captain’s Helm: a bronze helmet fashioned in the shape of a Corinthian hoplite captain with a blue plume on top.
 * Dufflebag of Doom: a black dufflebag that he nearly always wears, hanging behind him. It contains most of the demigod's potions or chemical substances.
 * The Camper’s Map: A map given to him by Hermes that shows the location of up to five people of his choice anywhere at camp at any time (minus the forest) and he is the only one who can read it. Should it be lost it will reappear to him each day.
 * Super Soakers: 5 squirt guns Trevor occasionally fills with potions. Two large with shoulder straps, two medium that are kept in the bag, and one small pistol that only shoots about 10 feet but doesn't need pumping.