Forum:Cabin Godparent Powers

Aeolus Cabin
 Offensive/Defensive 
 * 1) Children of Aeolus have near perfect control of wind and air (Major Aerokinesis)
 * 2) Tornado creation, the more experienced the user, the larger the tornado. It can be used for attacks or shields.
 * 3) Would make amazing meteorologists as they know all the current weather going on in a certain area
 * 1) Most children can levitate, some can fly
 * 2) Able to "ride wind" (Counselor Power)
 * These two powers do not make sense, what is the difference between levitating/flying and "riding the wind", also in Zeus' Cabin, flying is a counsellor power, but here all kids can fly/levitate/ride wind.

Aphrodite Cabin
Offensive and Defensive  Neither Defensive or Offensive 
 * 1) Some have the ability to charm-speak: allowing them to influence other people by speaking their opinion. (Counselor Only) (Needs to be better defined, as it's worded it could easily be used OP)
 * 2) Ability to change their physical features because Aphrodite is also the goddess of beauty. (Should this be better defined? I mean are there limits as to how long they can change their appearance?)
 * 3) Minor degree of love magic. (What kind of love magic, how does it work, what are its limits)
 * 4) They can attract the opposite gender when they walk by (as her mom was a seductress in greek myths).
 * 1) The ability to speak French as it is "the language of love"
 * 2) Magical control over clothes, make-up, and jewellery, mentioned by the Stoll brothers in The Demigod Files.

Apollo Cabin
 Defensive   Offensive and Defensive   Offensive   Neither Defensive or Offensive 
 * 1) Ability to turn themselves into pure light and reform. (Counsellor Only)
 * 1) Most children of Apollo are expert archers and also experts at basketball and other missile weapons or games.
 * 2) They might have photokinesis, the ability to control light since there father is the god of the sun, and may also possess vitakinesis, the ability to heal or harm the human body, since their father is the god of medicine and diseases.
 * 1) They can curse others to only speak in rhyming couplets that can take days or even weeks to wear off (depending on strength and number of people in the spell).
 * 1) The demigod children of Apollo can heal people by singing a song to their father.
 * 2) Apollo's children are good at the arts since Apollo is the patron of the arts.
 * 3) Since Apollo is the God of Music, his children are natural Musicians.

Ares Cabin
 Offensive and Defensive 
 * 1) Children of Ares are great fighters
 * 2) They are very strong
 * 3) They are great with all weapons
 * 4) Ability to curse or bless weapons (Counselor only)
 * 5) Know all fighting styles.

Ariadne Cabin

 * Can find their way through mazes and labyrinths and along roads and paths.
 * Can see any obstacles lying directly in their path.
 * Her children are generally always helpful to others, even strangers.
 * They can make people think that they are in a giant maze even when they aren't.
 * (Counsellor Power) They can create actual mazes and labyrinths to protect something or to keep an enemy trapped, but this is limited to where they are and what landscape they are in.

Artemis Cabin

 * The hunters are stronger, faster, and more accurate than normal demigods.
 * They are eternally young.
 * Can speak with wolves.
 * Can withstand any climate temperature.
 * They are amazing archers.
 * They can't die unless they fall in battle.
 * They lose their immortality if they fall in love.

Asteria Cabin

 * Able to know where anything in space is
 * Able to commune with the dead
 * As their mother is the titan goddess of nocturnal oracles, they are able to see in the dark perfectly.
 * Able to understand any prophecy given, but unable to tell anyone (Counselor only)

Astraeus Cabin
 Neither Defensive or Offensive   Offensive and Defensive 
 * 1) Know all the constellations in the sky
 * 2) Children of Astraeus can tell the time, date, and their location simply by looking at the sky.
 * 1) The very rare ability to summon living constellations to help fight (Counsellor Only)
 * 2) Some children can create miniature stars to distract enemies. Powerful demigods can use the stars to attack enemies.
 * 3) These children are stronger at night, and even stronger on a clear night.

Athena Cabin
 Offensive and Defensive  Neither Offensive or Defensive
 * 1) Able to influence moods and minor telepathic powers (Counselor Only)
 * 2) They are great fighters, as their mother is goddess of battle
 * 1) They are very wise and clever
 * 2) They are great strategists
 * 3) Children of Athena are very intelligent

Boreas Cabin

 * Most children can levitate, some can fly
 * Minor Aerokinesis
 * Able to summon and withstand extreme cold.
 * The rare ability to create and shape pure ice out of nothing, to use as shields or weapons. (Counselor Only)
 * They can freeze people and/or things, though it doesn't last very long

Deimos Cabin

 * Children of Deimos are excellent warriors in battle.
 * The more fear on battlefield, the stronger a child of Deimos is.
 * Children of Deimos can create a wave of terror that sends people running. (If exposed to the wave for an extended period people grow paranoid, and eventually insane with fear.)
 * Children of Deimos can consume and suppress fear, calming their allies.
 * A powerful child of Deimos can create the illusion of disaster to make everyone panic. (Counselor Only)

Demeter Cabin
 Offensive and Defensive   Neither Offensive or Defensive 
 * 1) Ability to turn people into plants for up to half an hour (Counsellor power only)
 * 2) Ability invoke curses of extreme hunger (lasts for a week)
 * 3) Ability to create poisonous plants
 * 4) Can create plants anywhere.
 * 5) Children of Demeter can control plants.
 * 1) Can send dead heroes into Elysium
 * 2) They are good cooks, as their mother is the goddess of harvest and agriculture

Dionysus

 * Ability to create and cure madness (Counselor Only)
 * Ability to insight small riots.
 * Ability to make juice giving plants grow like wild.

Eris Cabin
 Offensive and Defensive 


 * 1) All Children of Eris are stronger in the midst of battle
 * 2) Some can stun enemies for several seconds
 * 3) Most are able to turn allies against one another
 * 4) Some can create an energy that confuses enemies
 * 5) Ability to create illusions (Counselor Only)

Eros Cabin
 Offensive and Defensive   Neither Offensive or Defensive 
 * 1) Children of Eros are skilled with a bow and arrow
 * 2) They can perform a minor degree of love magic.
 * 3) They can have a persuasive touch, so they can convince people to do anything with the shake of a hand. (Counselor Only)
 * 1) They can attract the opposite gender.

Eurus Cabin
 Offensive and Defensive   Neither Defensive or Offensive 
 * 1) Able to summon floods of varying severity (Counselor Only)
 * 2) Ability to create rain storms
 * 3) Minor Aerokinesis
 * 4) Most children can levitate, some can fly
 * 1) Ability to wilt plants while more advanced users are able to kill trees

Hades Cabin

 * They have dominion over the dead.
 * They have necromancy, the ability to summon and communicate with the dead.
 * They can kill undead skeletons.
 * They can sense when a mortal or half-blood that they know has died through a "buzzing" in their ears.
 * They can create flaming fissures of hell-fire that then closes, swallowing up dead creatures and immediately trapping them in the Underworld.
 * They can call forth the dead from the Underworld using food and drink (Nico has been seen doing this, but it is unknown if he can do it without the Stygian iron sword used to back off spirits).
 * It is suggested that they can bend shadows to conceal their presence.
 * They can shadow travel (a form of teleportation that allows the creature of the Underworld to quickly travel to any desired place on earth). This power is very exhausting for demigods to perform.
 * They can put skeletons asleep by pointing at them.
 * Able to release the spirits from the souls of people who should have died
 * They have limited geokinesis, the ability to move rocks and minerals with their minds.
 * Ability to solidify the shadows to be used for offense or defense capabilities (Counsellor Power)

Harmonia Cabin

 * Children of Harmonia can calm some people and monsters into losing their will to fight
 * In their presence, people form friendships more easily, or reach agreements more easily
 * Can send energy to fellow campers to amplify their abilities (Counselor Only)
 * Strong demigods are able to replace attacks with soothing auras
 * Ability to charm weapons into refusing to attack

Hebe Cabin

 * These children age slower than normally, beginning around age 12.
 * Children of Hebe can make people look younger, as Hebe is the goddess of youth.
 * Some can temporarily restore others to the prime of their life (increasing their powers to their peak), the power can only be used several times before it becomes ineffective.
 * They can temporarily age mortals severely to the point of death(Counsellor Power).
 * They can make those with immortal blood feel the effects of old age.

Hecate Cabin

 * Protection Spells- Can form barriers or mystical armour, strength depends on experience of caster
 * Levitation Spells- Can move objects with caster's mind, More powerful demigods can levitate themselves
 * Healing Spells- Basic healing magic
 * They can see around them 360 degrees at all times. So no one can sneak up on them.
 * They can communicate with wolves and dogs, and call them in times of need.
 * They can read tarot cards.
 * They can enchant weapons and armour to make it unbreakable, extra sharp, etc.
 * Hexes- Hexes induce burns, poison, freezing, paralysis, or sleep (Counselor Only)

Hephaestus Cabin
 Offensive and Defensive   Defensive  Neither Offensive or Defensive
 * 1) Can make and control fire (Counselor power)
 * 1) They understand machinery, even if they're unfamiliar with it
 * 2) They can withstand extreme heat.
 * 1) They're stronger than most mortals, since their father is the god of the forge
 * 2) They have a connection with machinery
 * 3) They are great mechanics
 * 4) Children of Hephaestus can make all sorts of machines

Hera Cabin
N/A

Hermes Cabin

 * Super speed (Counselor power)
 * Very athletic
 * Travelling powers
 * Expert thieves

Hestia Cabin
N/A

Hypnos Cabin

 * They can search people's thought and dreams while they are sleeping.
 * They can attempt to put others to sleep.
 * Being in their presence can make you extremely sleepy.
 * To some extent they can control people when they sleep, as if they are sleep walking, but they can only control them for up to a half an hour, and they can't make them seriously harm others. (Counselor power)

Iris Cabin
 Offensive and Defensive   Neither Offensive or Defensive  They can make Iris messages without a drachma
 * 1) Children of Iris can create their own rainbows and manipulate them
 * 2) They can also materialize tools from these rainbows, only to return them as if they had never existed
 * 3) They can move at the speed of light like their mother
 * 4) They can use rainbows to travel between rainbows
 * 5) They can solidify rainbows to use in defence or offence
 * 6) "Riding" rainbows (Counselor power)

Janus Cabin

 * They can see beginnings and endings, but not the journey between.
 * They can use existing doorways to come out wherever they want and travel to anywhere.
 * They can make doorways appear on any flat surface.
 * They can see the destination of any path before them.
 * They can see the choices that others need or are trying to make.
 * They can change doorways that others walk through to lead them far away.
 * (Counsellor Only) They can make doors appear out of nothing.

Koios Cabin

 * The kids of Koios are able to magnetically pull and repulse anything metal depending on their polarity.
 * They can demagnetize anything metal.
 * Can cause misdirection by messing with the enemy's magnetic field.
 * Are really smart.
 * Able to turn the Poles themselves towards each other screwing with the magnetic field. (Counselor Power)

Leto Cabin
 Offensive and Defensive   Neither Offensive or Defensive 
 * 1) Are stronger during the day in the light
 * 2) Able to make things invisible
 * 3) Able to turn himself invisible (Counselor Power)
 * 1) Able to see things that are invisible

Melinoe Cabin
 Offensive and Defensive   Neither Offensive or Defensive 
 * 1) Able to possess somebody for 10 minutes (Counselor power)
 * 2) Move things while intangible
 * 3) Able to go intangible
 * 1) Able to bring the dead to the surface without sacrifice.
 * 2) Able to make deals with ghosts and in exchange for the ghosts help they can help the ghost with any unfinished business that is keeping them tethered
 * 3) Able to talk to ghosts on the mortal realm

Mnemosyne Cabin

 * Ability to bring back and remove certain memories.
 * Are able to go back/forth in time ; this power cannot be used to stop from existing/destroy/kill any characters.
 * They can bring things to life by reading them out of books or writing them, but the bigger the object the more energy it takes from them, and the objects only last so long.
 * They have special pens that are made from the feathers of Hera's peacocks, with these pens the kids can write words down into their journal to bring with them, and create things off these words, but this only works for words written down with the special pens.
 * Read and understand all languages
 * They can read things out loud and instead of creating the words, they make the story play out in front of them like a film.
 * (Counsellor Only) They can write words in their journal with their pen controlling the actions of others, but they can't make them hurt others or themselves, and they only last for so long before the control fades just like the objects they bring alive out of the books.

Morpheus Cabin
 Offensive and Defensive   Neither Offensive or Defensive 
 * 1) Children of Morpheus can make people think they are dreaming when they are awake.
 * 2) They can bring the dreams (and nightmares) of others to life (Counsellors only)
 * 1) They can manipulate the dreams of others
 * 2) They can see into the dreams of others

Nemesis Cabin

 * They have incredible inner balance that makes them excellent at climbing and fighting
 * Able to sense the alliance and the enemies of anyone they meet
 * Able to affect one's ability to balance
 * Able to send out an aura that will make no person in a group favoured above another
 * Able to grant revenge for others, but only if that revenge is true and will create balance, a child of Nemesis will know if they are being lied to and can not grant revenge where no wrong has been done
 * Able to affect a group's ability to balance (Counselor Only)

Nike Cabin

 * Children of Nike can predict the outcome of a gamble or game, as Nike is the goddess of victory.
 * Children of Nike are often athletic and great sportsmen.
 * These children are excellent charioteers and horse-riders.
 * There is the possibility of having increased strength, speed, defense, endurance, agility, or reflexes. Any combination of these is possible, but one skill will always be more prevalent.
 * Enchanted Eyes allow for the ability to predict the path of projectiles and dodge them, as well as identifying the weak points of opponents. (Counselor Only power)

Notus Cabin
 Defensive and Offensive   Defensive   Neither Defensive or Offensive 
 * 1) Some have the rare ability to turn themselves into mist and move through the air. (Counselor Only)
 * 2) Children of Notus can levitate, some can fly.
 * 3) Children of Notus have minor Aerokinesis.
 * 1) Children of Notus can produce mist or fog that covers a small area.
 * 1) Are always ambidextrous. They share this trait with the children of Boreas, while children of Eurus are always right-handed and children of Zephyrus are always left-handed.

Nyx Cabin
 Offensive and Defensive   Defensive 
 * 1) Children of Nyx can create and manipulate darkness.
 * 2) They can also materialize tools from this darkness, only to return them as if they had never existed.
 * 3) They can solidify darkness to form anything they may desire within reason.
 * 4) They can shadow travel
 * 5) Can instil terror and paranoia in those close to or touching darkness. (Counsellor Only)
 * 1) They can see in the dark as if it is day.
 * 2) Their powers increase significantly at night.
 * 3) They can hide exceptionally well in darkness.

Palaemon Cabin

 * Palaemon's children are able to swim fast in water
 * Able to breath underwater
 * Able to communicate with sharks
 * Summoning sharks from the local areas
 * Go berserk when they smell blood
 * Able to summon sharks from anywhere (Counselor Only)
 * An Additional part of being Palaemon's kids would be once claimed they could be imbued with a different species of shark.

Persephone Cabin

 * Her children retain a youthful appearance for longer then most
 * Her children are stronger in the spring and summer months.
 * They can create travel roses
 * They can make flowers grow anywhere
 * They can turn objects into flowers
 * Able to use Stygian Iron
 * (Fall/Winter Only) They have very limited geokinesis, but only to create enough of an opening in the ground to travel to the underworld where their mother is. They can also communicate with the dead, but again, only during fall/winter months.
 * (Fall/Winter Only) They can Shadow Travel
 * (Counsellor Powers) They can turn people into flowers, but it only lasts for a limited time.
 * (Spring/Summer Only) They are able to talk to animals. Only during the Spring/Summer months

Phobos Cabin
 Offensive and Defensive   Defensive 
 * 1) Can project a person's worst fear in their head.
 * 2) Able to bring person's biggest fear to life (Counselor Power)
 * 1) They are excellent fighters.
 * 2) They are stronger when people are afraid.

Poseidon Cabin

 * Children of Poseidon have the ability to breathe underwater.
 * All can move water with their mind, as they are hydrokinetic (or aquakinetic).
 * They have telepathic connections to equine animals (horses, zebras, giraffes,pegasi, hippocampi, etc).
 * They don't get hurt when falling into water, even from a high altitude.
 * Can withstand immense pressure acting on them in the sea.
 * They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * All have a higher resistance to fire or burns.
 * They can make water shoot out from petrified seashells.
 * They know their exact coordinates in water.
 * They can make air bubbles form underwater.
 * Can make water into a path.
 * Can talk to each other telepathically underwater and with other aquatic/equine beings.
 * They can feel the difference between salt water and fresh water.
 * Can water travel (appear in different spots of water).
 * They can create earthquakes, as their father is the god of earthquakes besides him being the god of the sea.
 * They can create personal hurricanes, as their father is the god of storms.
 * They have the protection against burning faster because of Poseidon's nature
 * Can harden water in to shields with out freezing it.

Prometheus Cabin

 * Children of Prometheus have the ability to see the future(Counselor Only)
 * They are able to give good counsel.
 * Being the child of a titan, they have slightly greater strength and endurance
 * As Prometheus is the titan of crafty council, his children can trick people.

Thanatos Cabin
 Offensive and Defensive   Neither Defensive or Offensive 
 * 1) They are able to shadow travel.
 * 1) They can see the lifespan of people, but are forbidden from speaking about it to anyone. (Counselor Only)
 * 2) They can commune with spirits of the dead.
 * 3) Children of Thanatos can sense any death, mortal or monster.
 * 4) Able to release the spirits from the souls of people who should have died.

Themis Cabin

 * Her children have power over law and order (ex. they can force people to follow the rules, and can calm unruly crowds)
 * Her children are able to tell who's guilty and who's innocent and guilty
 * Her children are skilled at cutting fact from fiction
 * They have minor prophetic abilities, as Themis was also skilled at prophecy (Counselor Only)
 * Her children are usually fair and unbiased
 * Her children have the ability to win any argument.
 * Her children have the power to give great sound advice so others can improve their situation.
 * Her children posses the gift of eloquence.

Tyche Cabin

 * Children of Tyche can bestow good fortune on people
 * Some have the rare ability to remove luck, causing people to become clumsy and danger-prone.
 * They can manipulate luck in their favour. (Counselor power)
 * Children of Tyche can manipulate luck in their own favor several times before the power becomes ineffective
 * They can see the outcome of gambles

Zephyrus Cabin

 * Most children can levitate, some can fly.
 * Minor Aerokinesis. They are powerful enough to create strong gusts of wind, which always come from the western directions.
 * Are always left-handed, while children of Boreas and Notus are always ambidextrous and children of Eurus are always right-handed.
 * Have the ability to breathe a warm wind that melts snow and ice. The wind can also promote plant growth.
 * The ability to create solid clouds, used for various purposes. These clouds can also be ridden by allies. (Counselor Only)

Zeus Cabin

 * Children of Zeus can send powerful amounts of static electricity throughout another's body on contact.
 * They have some control over air and the sky, being the child of Zeus, Lord of the Sky.
 * They can create lightning bolts at will. This skill will drain them of a lot of power.
 * They have electrokinesis (control over lightning and all electricity)
 * Since Zeus is the leader of the gods the children of Zeus have a strong leadership quality
 * Has control over things that are in their father's domain
 * They can fly. (Counselor Only power)
 * They can control the wind.
 * They have a resistance to lightning and electricity.