List:All Powers



What this page has:
 * 1) A list of all cabin god powers and a link to the templates for the powers
 * 2) A list of all BC (aka non cabin gods) powers and links to the templates for the powers
 * 3) A list of all non-demigod species powers and links to the templates for the powers
 * 4) Guidelines for how to create histories for nymph types and non demigod species
 * 5) Powers that are being worked on or need work

Things to note:
 * 1) Children of Calypso will have Sea Nymph powers, per a community vote
 * 2) Arachne was voted a monster and will have no children
 * 3) There will ever never ever ever EVER be children of Artemis or Hestia, they are dedicated virgins, no exceptions.
 * 4) Children of Pan would be satyrs, and have satyr powers
 * 5) If the powers you need aren't listed here, contact me
 * 6) If you'd like to help work on powers that need work, contact me
 * 7) Animal Nymphs have their own forum for background, history, etc Forum:Animal Nymphs 101
 * 8) You may notice that non-demigod species have weaker or less powers than demigods, this is why we count all non-demigod species as "minors" as they aren't as powerful
 * 9) It was voted by the community, that to be fair and even, Huntresses will not keep their former powers after becoming a huntress and will only have Huntress powers
 * 10) If you have an oracle, priest or Priestess that is also a demigod they may have both power sets, as the power sets for the oracles, priests and priestesses are very very passive, HOWEVER they will be counted as a major character.
 * 11) Under the Nymphs, the guidelines for some, as far as "who" creates them, isn't always set in stone, the example given is a generalised one, if you have a valid reason someone else would make that type, and give it in the history, it MAY be allowed. However, some nymph/spirit types are very set in stone, and how they are created is very specific such as love and death nymphs/spirits, no exceptions.

List
Cabin Gods=

Aeolus
Aeolus on Theoi.com

Template:Aeolus Powers

Offensive

 * 1) Children of Aeolus have the ability to create powerful gusts of wind, however, the stronger the gust, the more it drains them.
 * 2) Children of Aeolus have the ability to, while using a specially made hilt, funnel air into a razor sharp sword or knife. (Note: The hilt must be requested at the armoury).

Defensive

 * 1) Children of Aeolus have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
 * 2) Children of Aeolus have the ability to create a small tornado, about the size of the user, which can be used to block projectile attacks for a short time.

Passive

 * 1) While flying, Children of Aeolus move faster than they would on the ground or anyone else that can fly, as Aeolus was the King of the wind gods.

Supplementary

 * 1) Children of Aeolus have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 2) Children of Aeolus have the ability to call upon the winds to speed their movements or attacks; conversely this can also be used to slow the movements or attacks of others.

3 Months After Character Is Made

 * 1) Children of Aeolus can use the wind to either surround themselves to block enemies and projectiles OR to surround an enemy trapping them within the winds. The longer they maintain the wind, the more it drains

6 Months After Character is Made

 * 1) Children of Aeolus can create a massive tornado, about five times the size of the user, which can be used to violently assault others with strong winds and debris.

9 Months After Character is Made

 * 1) Children of Aeolus can shed their flesh and turn into pure wind, while in this state they are immune to attacks, can travel long distances in a fraction of the time, can knock enemies off their feet, the longer they maintain this form, the more energy is drained, and the weaker they become.

Traits

 * 1) Make amazing meteorologists, as they know all the current weather going on in a certain area.
 * 2) They tend to enjoy flying and high places
 * 3) They are often claustrophobic when in tight places or underground

Aglaea Powers
Aglaea on Theoi.com

Template:Aglaea Powers

Offensive

 * 1) Children of Aglaea have the ability to force a false state of joy upon someone, blinding them from seeing any attacks for a short time.
 * 2) Children of Aglaea have the ability to charm their weapon to become more magnificent, and inflict more damage on others.

Defensive

 * 1) Children of Aglaea have the ability to weigh someone down with so many adornments, that they lose their regular speed for a short time, the more adornments they weigh the enemy down with, the more it drains them

Passive

 * 1) In their presence, people that are surrounding him/her will be more jubilant, and be more pleased than usual.
 * 2) Children of Aglaea are more powerful when their surroundings are beautiful.

Supplementary

 * 1) Children of Aglaea have the ability to minorly sway a person's feelings, causing them feel magnificent and glorious.
 * 2) Children of Aglaea are can cause their weapon to outshine other weapons for a short time.

3 Months After a Character is Made

 * 1) Children of Aglaea can infuse magic into their words and ‘charm-speak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished

6 Months After a Character is Made

 * 1) Children of Aglaea are able to make a person feel as if they have lost all beauty, splendour, and glory in their life for a short time, causing them to feel too depressed to fight

9 Months After a Character is Made

 * 1) Children of Aglaea can alter their appearance for short periods of time, the more they do to alter their appearance, and the longer they maintain the appearance, the more energy it drains.

Traits

 * 1) Children of Aglaea are usually beautiful in appearance.
 * 2) Children of Aglaea have bright joyous personalities.
 * 3) Children of Aglaea tend to outshine others, as their mother is the goddess of glory and magnificence

Apate Powers
Apate on Theoi.com

Template:Apate Powers

Offensive

 * 1) Children of Apate have the minor ability to create illusions of attacks so realistic that they are most likely to catch an enemy off guard; however, if they miss they are left vulnerable to counter attack.
 * 2) Children of Apate are able to command a weapon to go against it's master's will. However, they cannot command a weapon bigger than them. Also, the master of the weapon can resist the will of the weapon. Once the effect has wore off, the weapon is immune to further effects of it.

Defensive

 * 1) Children of Apate are able to make the objects in a small area shift appearance or location, confusing those who will see it. While the skill is in effect, it continuously drains the user.
 * 2) Children of Apate are able to trick charging enemies to face the opposite directions and charge at those directions instead. The more enemies and the longer the distance, the more it drains the demigods. After the effects have wore off, enemies will be immune to further effects of it for the battle.

Passive

 * 1) Children of Apate are innately able to see through lies, illusions or any form of deceit, as they are innately so well skilled with deceit themselves.
 * 2) Children of Apate have the innate ability to confuse, mislead or deceive others for a short time, the longer they try and keep up with the lies/deceptions, the more energy it drains

Supplementary

 * 1) Children of Apate are able to make a fake copy of an object not bigger than them, but they must clearly imagine the object in their minds for it to completely imitate the original object. Also, if the original object possess magical properties or whatsoever, the imitation will not copy those properties.
 * 2) Children of Apate can use their powers to lure someone into lying or coming into agreement with them when they truly don't want to without the person influenced even noticing. The bigger the lie, the more power drained. A person with a strong will can fight this, and most will remember being deceived shortly after.
 * 3) Children of Apate are able to mimic sounds or the voice of a person or creature they already heard speaking or making noise. The quality of the mimicry depends on the focus and skill level of the user.

3 Months After Character is Made

 * 1) Children of Apate can create illusions in order to twist other's perception of reality or make everyone around them see something that isn't really there. However, the illusion isn't physical and therefore is only a trick of sight. The bigger the change in perception, the more power drained. They can also delude single individuals in the same fashion.

6 Months After Character is Made

 * 1) Children of Apate are able to make a copy of their body, that they are mentally connected to, but cannot interact with its physical environment. It can be used to spy on others, bring back intel, distract others, carry messages, etc. It drains the user moderately.

9 Months After Character is Made

 * 1) Children of Apate are able to make a copy of their body, that they are mentally connected to. It is essentially a real copy of themselves, with all their powers to a weakened extent and can actually interact with their surroundings, however while the copy is active the user is entirely incapacitated. While the copies are active, the user is drained, so the longer the copy is active the more they are drained. Once the copy is gone, they must wait a substantially long time before making another copy.

Traits

 * 1) Children of Apate tend to be treacherous, fond of treachery or amused by it.
 * 2) Children of Apate are cunning, sly and uneasily fooled.
 * 3) Children of Apate are very good liars and at making alibis.
 * 4) Children of Apate are good at forging signatures and hacking systems.
 * 5) Children of Apate have deceit "intuitions", meaning they may have a hunch if someone will try to deceive them. However, their predictions may not be accurate every time.

Aphrodite Powers
Aphrodite on Theoi.com

Template:Aphrodite Powers

Offensive

 * 1) Children of Aphrodite can intoxicate people of the opposite gender with pheromones in order to get them to do their bidding; any attempt to use the person to harm anyone (including their own person) will break their control.
 * 2) Children of Aphrodite can bring upon a state of ecstasy to another person, making them become dazed for a short time.

Defensive

 * 1) Children of Aphrodite can cause people of the opposite gender to lose all desire to attack them for a short time.
 * 2) Children of Aphrodite can create a large plum of dense perfume or make-up which obscures them and begins to suffocate anyone else within it.

Passive

 * 1) Children of Aphrodite cause anyone of the opposite gender to be, at least slightly, attracted to them.
 * 2) Children of Aphrodite have the ability to alter and control clothes and make-up.

Supplementary

 * 1) Children of Aphrodite can alter their appearance for short periods of time, the more they do to alter their appearance, and the longer they maintain the appearance, the more energy it drains.
 * 2) Children of Aphrodite have a minor ability to sway a person’s feelings, causing them to feel a slight amount of love for another person; the final choice to act on the love is, however, out of their control.

3 Months After Character is Made

 * 1) Children of Aphrodite can infuse magic into their words and ‘charm-speak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made

 * 1) Children of Aphrodite are able to have better control over their appearance, altering it indefinitely, with less energy drain to maintain it

9 Months After Character is Made

 * 1) Children of Aphrodite are able to turn into a dove, which allows them flight, the longer they maintain this form, the more energy is drained.

Traits

 * 1) The ability to speak French as it is "the language of love"
 * 2) Are often attractive children
 * 3) Often enjoy things that are pretty and things that bring them pleasure

Apollo Powers
Apollo on Theoi.com

Template:Apollo Powers

Offensive

 * 1) Children of Apollo have the ability to conjure weapons out of pure light 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.
 * 2) Children of Apollo have the ability to focus an intense beam of light which will burn anything it touches; the effect may also be applied to conjured weaponry or armour instead.

Defensive

 * 1) Children of Apollo have the ability to conjure a cloak of pure light which will blunt most attacks but slow the movement of the conjurer.
 * 2) Children of Apollo can unleash a quick burst of light which blinds anyone that was focused on them for a short time.
 * 3) Children of Apollo have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds.

Passive

 * 1) Children of Apollo are innately proficient archers.
 * 2) 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).
 * 3) Children of Apollo have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.

Supplementary

 * 1) Children of Apollo are able to user their voices to sing at such a high pitch that it temporarily deafens anyone nearby, but it has the disadvantage of not differentiating between enemy or friends, the longer the pitch is maintained, the more energy is drained

3 Months After Character is Made

 * 1) Children of Apollo have a degree of control over diseases and plagues, but not to the extent that they can cause death. They can cause a person to feel overcome with flu-like symptoms such as nausea, vomiting, indigestion, congestion, sore throat, etc for a short amount of time.

6 Months After Character is Made

 * 1) Children of Apollo have a slightly stronger control over infections, but not to the extent that they can cause death. They can cause a person to temporarily break out in hives, rashes, boils, etc, for a short amount of time.

9 Months After Character is Made

 * 1) Children of Apollo have the ability to shed their flesh and turn into a purely plasmic stare for a short time and while in this state, the user is granted flight, immune to all attacks and anything they touch is intensely burned; however, once the user changes back they will be extremely drained and immobile for a long time.

Traits

 * 1) Most children of Apollo are experts at basketball and other missile weapons or games.
 * 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.
 * 4) Since Apollo is god of prophecy and oracles, his children are innately better at interpreting prophecies than others

Ares Powers
Ares on Theoi.com

Template:Ares Powers

Offensive

 * 1) Children of Ares have the ability to unleash their battle-lust and fight to their full potential; however, they are temporarily blind to friend or foe and attack anyone nearby.
 * 2) Children of Ares are changed during battle and become stronger and quicker in combat than a normal human could achieve.

Defensive

 * 1) Children of Ares can become resistant to all types of physical attacks for a short time.
 * 2) Children of Ares can pray to their father for temporary blessing of invincibility which lasts for a very short time; however, the god of war does not appreciate being pestered and so the ability will only be granted once per battle.

Passive

 * 1) Children of Ares are innately proficient in all form of combat and hold a higher state of physical prowess.

Supplementary

 * 1) Children of Ares have the inhuman ability to leap great distances at once which this can be used to dodge or attack; upon landing, a small tremor is unleashed which unbalances anyone within a few feet.
 * 2) Children of Ares have the ability to empower strength upon nearby allies and instil fear upon nearby enemies with a deafening war cry.

3 Months After a Character is Made

 * 1) Children of Ares have the ability to enchant nearby weapons with either a positive effect or negative effect for the duration of a weapon; some examples would be increasing the sharpness of a blade or even dulling it.

6 Months After a Character is Made

 * 1) Children of Ares can temporarily cause everyone on a battlefield to overcome with cowardice and be routed for a short time before it wears off and they turn to regroup

9 Months After a Character is Made

 * 1) Children of Ares can temporarily transform into a vulture, that allows the flight, the longer they maintain this form, the more energy it drains

Traits

 * 1) Children of Ares are more courageous than most, especially when facing danger.
 * 2) As Ares is the god of civil order, his kids are often adept at creating order when there is chaos and fighting around them

Ariadne Powers
Ariadne on Theoi.com

Template:Ariadne Powers

Offensive

 * 1) Children of Ariadne, while a labyrinth is summoned, have the ability to cause the walls of it to begin to close in at any location they want.
 * 2) Children of Ariadne, while a labyrinth is summoned, have the ability to create 1 to 3 lesser monsters nearby them within it; these monsters, however, will not be controlled and will attack anyone they see.

Defensive

 * 1) Children of Ariadne have the ability to create a large portion of a labyrinth wall to defend themselves from most things; the wall corrodes over time.
 * 2) Children of Ariadne, while a labyrinth is summoned, have the ability to cause the walls of it to alter them, further trapping anyone lost in it.

Passive

 * 1) Children of Ariadne have the innate ability to find their way through/around any sort of puzzle, maze or obstacle.

Supplementary

 * 1) Children of Ariadne have the ability to create a real labyrinth which traps them and anyone nearby in it for a short time.
 * 2) Children of Ariadne have the ability to cause someone nearby to believe they are trapped inside a labyrinth, disrupting them from seeing anything else for a short time.

3 Months After Character is Made

 * 1) Children of Ariadne can cause a person to feel/be lost, it'll be as if they suddenly don't know how to get to their desired destination, the longer the feeling of being lost is maintained, the more energy it drains from the user

6 Months After Character is Made

 * 1) Children of Ariadne can increase or decrease a person's passions, whether it's to make them lose the will to fight for a short time, or increase their passion for art or love, the longer this state is maintained, the more energy is drained from the user

9 After Character is Made

 * 1) Children of Ariadne have the ability to summon and control an illusion of the Minotaur to fight for them for a short time which is capable of both fighting and dying, in a sense; afterwards, it will vanish and drain the user extensively.

Traits

 * 1) Her children are generally always helpful to others, even strangers.
 * 2) Her children generally have an excellent sense of direction.

Asteria Powers
Asteria on Theoi.com

Template:Asteria Powers

Offensive

 * 1) Children of Asteria have the ability to summon miniature stars which can be thrown like a weapon; the stars, however, dissipate quickly.
 * 2) Children of Asteria have the ability to focus an intense beam of plasma which will burn anything it touches.

Defensive

 * 1) Children of Asteria have the ability to summon a cluster of miniature stars directly in front of them which can be used to block incoming attacks; the stars, however, dissipate quickly.
 * 2) Children of Asteria have the ability to conjure a mock shield, made of very small stars, which can be used to defend from attacks; prolonged use may burn the conjurer.

Passive

 * 1) Children of Asteria can see perfectly in the night as if it were day.
 * 2) When the stars are out, children of Asteria always know their location.
 * 3) Children of Asteria have the ability to create temporary light sources, similar to concept of a flare, which will light an area for a short time.

Supplementary

 * 1) Children of Asteria have the ability to commune with the dead.

3 Months After Character is Made

 * 1) Children of Asteria can summon a star large enough for them to stand on, that they can use to ride, the longer the star is maintained, the more energy it drains

6 Months After Character is Made

 * 1) Children of Asteria can reanimate a dead corpse, necromancy, to fight for them for a short time, the user is immobilised while the corpse attacks for them.

9 Months After Character is Made

 * 1) Children of Asteria can conjure a living constellation, though the size is limited to no larger than 2 to 3 times the size of the user, and it immobilises the user while the constellation attacks for them

Traits

 * 1) Children of Asteria make excellent astrologists.
 * 2) Children of Asteria have an affinity for understanding prophecies

Astraeus Powers
Astraeus on Theoi.com

Template:Astraeus Powers

Offensive

 * 1) Children of Astraeus have the ability to summon miniature stars which can be thrown like a weapon; the stars, however, dissipate quickly.
 * 2) Children of Astraeus have the ability to focus an intense beam of plasma which will burn anything it touches.

Defensive

 * 1) Children of Astraeus have the ability to summon a cluster of miniature stars directly in front of them which can be used to block incoming attacks; the stars, however, dissipate quickly.
 * 2) Children of Astraeus have the ability to conjure a mock shield, made of very small stars, which can be used to defend from attacks; prolonged use may burn the conjurer.

Passive

 * 1) Children of Astraeus a innately stronger during the night.
 * 2) Children of Astraeus have the innate ability to see in all directions at once during the night.

Supplementary

 * 1) Children of Astraeus have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.

3 Months After Character is Made

 * 1) Children of Astraeus are able to cause an eclipse, blotting out the sun for a short time, this drains a lot of energy

6 Months After Character is Made

 * 1) Children of Astraeus are able to turn into pure star light for a short time during the night. While in this state, the user is granted flight and immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.

9 Months After Character is Made

 * 1) In rare cases, children of Astraeus have the ability to conjure a miniature version of a constellation to fight for them for a short time, but it can be no larger than 2 to 3 times the size of the user, and the user is immobilised while the constellation fights for them

Traits

 * 1) Children of Astraeus 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.
 * 3) Children of Astraeus make excellent astrologists.

Athena Powers
Athena on Theoi.com

Template:Athena Powers

Offensive

 * 1) Children of Athena have the ability to see each specific pressure point on another person and are proficient at striking them in order to immobilize another person for a short time.
 * 2) Children of Athena are changed during battle and become stronger and quicker in combat than a normal human could achieve.

Defensive

 * 1) Children of Athena, using their inclinations of battle and strategy, can, most of the time, predict 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 Athena dearly.

Passive

 * 1) Children of Athena are innately proficient in both the strategy of and participation in combat.
 * 2) Children of Athena have innate battle reflexes which allows them to fight and dodge quickly.
 * 3) Children of Athena have minor telepathic abilities

Supplementary

 * 1) Children of Athena have the ability to calm a person near them; this can be used on either ally or foe for varying reasons.
 * 2) Children of Athena have the gift to be able to call upon the allegiance of a nearby owl which will scout for them and relay information back telepathically.

3 Months After Character is Made

 * 1) Children of Athena, through telepathy, are able to minorly alter the moods of a person or group of people, for a short time.

6 Months After Character is Made

 * 1) Children of Athena are able to make lose materials, or anything found around them to weave a wall, obstructing the view of anyone facing them, as well as blunting attacks, but not entirely stopping all attacks, just slowing them down.

9 Months After Character is Made

 * 1) Children of Athena can turn into an owl for a short period of time, allowing then flight, but are considerably drained upon returning to normal form

Traits

 * 1) Children of Athena are very intelligent, wise and clever.
 * 2) Children of Athena are also very adept at weaving, pottery and other crafts.
 * 3) Children of Athena often give good counsel

Boreas
Boreas on Theoi.com

Template:Boreas Powers

Offensive

 * 1) Children of Boreas have the ability to create gusts of icy wind which slow the movements of all effected by them as well as carrying small, sharp blades of ice which can tear into an un-armoured opponent.
 * 2) Children of Boreas have the ability to call upon a focused ice storm which freezes a small area into solid ice, trapping anyone in the area within it; this effect does not last long.

Defensive

 * 1) Children of Boreas have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
 * 2) Children of Boreas have the ability to create a small tornado, about the size of the user, which can be used to block projectile attacks for a short time.

Passive

 * 1) Children of Boreas are stronger in the cold.

Supplementary

 * 1) Children of Boreas have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 2) Children of Boreas have the ability to turn pure water into ice at will using a cold breeze.
 * 3) Children of Boreas have the ability to call upon a massive snow flurry which obstructs view and lower the body temperature of all that are susceptible.

3 Months After a Character is Made

 * 1) Children of Boreas can create a hail storm, with up to baseball size hail, for a short time

6 Months After a Character is Made

 * 1) Children of Boreas can create armour and weaponry out of pure ice which is quite sharp; however, it is also fragile and must be mended or replaced often, which uses up large amounts of energy.

9 Months After a Character is Made

 * 1) Children of Boreas can create an ice/snow golem, no larger than 2 to 3 times the size of the user, to fight for them for a short time, while doing so they themselves are incapacitated and afterwards must rest between making another one

Traits

 * 1) Children of Boreas are able to withstand cold temperatures.
 * 2) Children of Boreas are often ambidextrous, a trait they share with Notus' children.

Deimos
Deimos on Theoi.com

Template:Deimos Powers

Offensive

 * 1) Children of Deimos have the ability to send a wave of terror out in front of them which causes anyone effected by it to imagine something they fear; the bigger the wave, the more energy used.
 * 2) Children of Deimos have the ability to unleash their battle-lust and fight to their full potential; however, they are temporarily blind to friend or foe and attack anyone nearby.
 * 3) Children of Deimos are able to project a person’s worst fears into their mind, causing temporary trauma and confusion into them. This power is only active for a short time.

Defensive

 * 1) Children of Deimos can become resistant to all types of physical attacks for a short time.

Passive

 * 1) Children of Deimos are innately proficient in most forms of combat and hold a higher state of physical prowess.
 * 2) As more people near them are affected by fear, children of Deimos become stronger.
 * 3) Children of Deimos know the fears of everyone around them

Supplementary

 * 1) Children of Deimos have the ability to calm the fear of others.

3 Months After Character is Made

 * 1) Children of Deimos can perpetuate an aura of pure terror which brings the thought of a great disaster to the forefront of the minds of everyone nearby, making them panic.

6 Months After Character is Made

 * 1) Children of Deimos have the ability to manifest a small shadowy creature to fight along side them for a short time; the shadow takes the form of whatever a person’s worst fear is when they fight it, however, it is smaller in size if the thing they fear is large.

9 Months After Character is Made

 * 1) Children of Deimos have the ability to conjure a real version of someone's worst fears, however, the child of Phobos is not able to control the conjured fear and is susceptible to them as well; they are also drained of a moderate amount of energy when the fear is conjured.

Traits

 * 1) Children of Deimos are generally immune to fear and terror.

Demeter Powers
Demeter on Theoi.com

Template:Demeter Powers

Offensive

 * 1) Children of Demeter have the ability to shoot poisonous pine out from their hands which acts as a powerful paralytic for a short time.

Defensive

 * 1) Children of Demeter have the ability to create a massive wall of plants, roughly two to three times the size of the user, as a shield, although will instantly begin to die away following its creation.
 * 2) Children of Demeter have the ability to create a large field of briers which hurts anyone who attempt to cross it and slows movement; they die away after a short time.

Passive

 * 1) Children of Demeter have the innate ability to talk plants to life, either making them grow more quickly or bringing them back from a recent death.
 * 2) Can create plants from nothing, but they only last for a short time, and the larger the plant the more drain on the user.

Supplementary

 * 1) Children of Demeter have the ability to create ropes of vines which can be used for a multitude of purposes.
 * 2) Children of Demeter have the ability to curse people with a constant state of hunger or even relieve the desire to eat for a short time.

3 Months After Character is Made

 * 1) Children of Demeter have the ability to create a Venus Fly-trap, roughly two to three times the size of the user, which will attempt to swallow anything that comes near it.

6 Months After Character is Made

 * 1) Children of Demeter are able to make plants (i.e. grain, barley, corn, etc) grow so tall that it hampers the movements of those around them, for a short time, the longer they maintain the growth, the more energy it drains.

9 Months After Character is Made

 * 1) Children of Demeter have the ability to transform people into large plants of their choosing; this effect does not last long.

Traits

 * 1) They are good cooks, as their mother is the goddess of harvest and agriculture.
 * 2) They are excellent gardeners.

Dionysus Powers
Dionysus on Theoi.com

Template:Dionysus Powers

Offensive

 * 1) Children of Dionysus have the ability to force a state of mild drunkenness on another person for a short time.
 * 2) Children of Dionysus have the ability to cause a group of people to become irrational and fight amongst themselves for no reason for a short time.

Defensive

 * 1) Children of Dionysus can null the pain of any wound for a short time.
 * 2) Children of Dionysus have the ability to go into a drunken state where they become unpredictable and are near impossible to hit with an attack.

Passive

 * 1) Children of Dionysus have an innate partial resistance to the effects of alcohol.
 * 2) Children of Dionysus can turn any beverage into wine

Supplementary

 * 1) Children of Dionysus have the ability to create ropes of grape vines which can be used for a multitude of purposes.
 * 2) Children of Dionysus have the ability to slightly calm the minds of everyone near them, no matter what side they are on.

3 Months After a Character is Made

 * 1) Children of Dionysus can curse someone to have the effects of a really bad hang over for a short time (i.e. vomiting, headache, etc.)

6 Months After a Character is Made

 * 1) Children of Dionysus can cause someone to hallucinate things that aren't really there, the longer they maintain the hallucinogenic state the more energy it drains.

9 Months After a Character is Made

 * 1) Children of Dionysus are able to turn into a leopard for a short time, the longer they remain in this state the more energy it drains, and once morphing back they must rest before turning again

Traits

 * 1) Children of Dionysus generally have a taste for wine and partying.
 * 2) As Dionysus is the patron of plays, play-writes and acting, his children often make good actors and play-writes

Eris Powers
Eris on Theoi.com

Template:Eris Powers

Offensive

 * 1) Children of Eris have the ability to cause a group of people to become irrational and fight amongst themselves for no reason for a short time.
 * 2) Children of Eris have the ability to temporarily stun a person for a short time.

Defensive

 * 1) Children of Eris have the ability to create a field of energy around them, which stuns anyone who steps inside of it.
 * 2) Children of Eris can create a short lived “storm of strife” which causes everything within it to change, warp, or break. The effects are random, but typically powerful and can stretch over a wide area depending upon the amount of energy put into it, the larger the field, the more energy it drains.

Passive

 * 1) Children of Eris are innately stronger in times of battle or any other kind of chaos.

Supplementary

 * 1) Children of Eris have the ability to force a state of confusion upon another person for a limited time, allowing the child of Eris to attack or flee freely.
 * 2) Children of Eris have the ability to create small illusions of something desired, which will appear as something different to each person, depending on what the person desires. This can be used to distract others.

3 Months After Character is Made

 * 1) Children of Eris can enhance feelings of rivalry and anger in those around them, causing them to react more recklessly

6 Months After Character is Made

 * 1) Children of Eris can throw a cursed apple and whomever is near is compelled to fight over and prove who is the best amongst them, the curse remains until either the best is chosen, the Eris kid removes the curse or over time it wears off on its own

9 Months After Character is Made

 * 1) Children of Eris can perpetuate an aura of discord which breaks the minds of everyone nearby, making them go into an enraged state and attack anyone nearby.

Traits

 * 1) Children of Eris are often quick to cause arguments and fights between others.

Eros
Eros on Theoi.com (Not to be confused with the older protegenoi Eros, here)

Template:Eros Powers

Offensive

 * 1) Children of Eros can intoxicate people of the opposite gender with pheromones in order to get them to do their bidding; any attempt to use the person to harm anyone will break their control.
 * 2) Children of Eros can bring upon a state of ecstasy to another person, making them become dazed for a short time.

Defensive

 * 1) Children of Eros can cause people of the opposite gender to lose all desire to attack them for a short time.

Passive

 * 1) Children of Eros cause anyone of the opposite gender to be, at least slightly, attracted to them, they also attract people of the same gender that consider themselves gay or lesbian.
 * 2) Children of Eros are innately proficient archers.

Supplementary

 * 1) Children of Eros have the ability to cause peace between two enemies; the effects only last for a short time unless both parties actually desire peace.
 * 2) Children of Eros have a minor ability to sway a person’s feelings, causing them to feel a slight amount of love for another person; the final choice to act on the love is, however, out of their control.

3 Months After Character is Made

 * 1) Children of Eros can infuse magic into their grasp and ‘charm-touch’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquish; the child of Eros must touch the skin of the other person.

6 Months After Character is Made

 * 1) Children of Eros can infuse love magic into their arrows, if they hit their target, the target will fall in love with the first object or person they see

9 Months After Character is Made

 * 1) Children of Eros can sprout wings for a short time, this enables them to fly, the longer they maintain this state the more energy it drains and they must rest between flights.

Traits

 * 1) Children of Eros tend to be fiercely loyal to their loved ones, friends and family.
 * 2) Children of Eros tend to be very flirty

Hades Powers
Hades on Theoi.com

Template:Hades Powers

Offensive

 * 1) Children of Hades have the ability to resurrect a single undead corpse which will fight, mindlessly, along side them until it is broken down or dismissed.
 * 2) Children of Hades can create very small fissure in the ground which spew small amounts of hellfire for a few moments before closing.

Defensive

 * 1) Children of Hades have the ability to create a small tremor which topples everyone nearby off their feet.
 * 2) Children of Hades can bend shadows around them, concealing them for a short time.

Passive

 * 1) Children of Hades have the innate ability to vanquish undead with a single attack.
 * 2) Children of Hades are able to communicate with the dead.
 * 3) Children of Hades can sense when a mortal or half-blood that they know has died through a "buzzing" in their ears.

Supplementary

 * 1) Children of Hades have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.
 * 2) Children of Hades have a heightened control over undead and can usurp dominance from others who control undead.

3 Months After Character is Made

 * 1) Children of Hades can cause someone to feel as if they are trapped in a coffin for a short time, unable to move, however while the user is maintaining the hold, they themselves also can't move to attack

6 Months After Character is Made

 * 1) Children of Hades have the ability to summon a large group of undead, about ten, which can then be controlled by the mind of their summoner; the longer they are summoned, the more the summoner is drained.

9 Months After Character is Made

 * 1) Children of Hades can, for a short time, enhance their weapons, or the weapons of allies, with a diamond coating that makes them unbreakable and stronger, this only lasts for a short time

Traits

 * 1) Children of Hades radiate death.
 * 2) They tend to have dark attitudes
 * 3) They like shadowy places.

Harmonia Powers
Harmonia on Theoi.com

Template:Harmonia Powers

Offensive

 * 1) Children of Harmonia have the ability to force a false state of peace upon someone, making them blind to any attack for a very short time.
 * 2) Children of Harmonia have the ability to amplify their physical strength for a short time; however, they suffer from a sort of withdrawal once the effects have subsided.

Defensive

 * 1) Children of Harmonia have the ability to charm a single weapon into being unable to be used for any sort of offence for a short time.
 * 2) Children of Harmonia can make a pact with a single person at a time, making it so that each of them receives a lesser effect from every wound; however, any wound that one of them receives, the other receives as well, to the same lesser degree.

Passive

 * 1) Children of Harmonia have an innately faster rate of healing than other people.
 * 2) In their presence, people form friendships more easily, or reach agreements more easily.

Supplementary

 * 1) Children of Harmonia have the ability to slightly calm the minds of everyone near them, no matter what side they are on.
 * 2) Children of Harmonia have the ability to charm a weapon so that it heals wounds, rather than causing them; this drains the child of Harmonia and the user of the weapon extremely.

3 Month After Character is Made

 * 1) Children of Harmonia have the ability to greatly amplify the abilities and powers of a group of people near them; the user, however, is extremely drained from this action.

6 Months After Character is Made

 * 1) Children of Harmonia are able to charm all the weapons in the immediate area around them to not attack for a short time, but that includes their own

9 Months After Character is Made

 * 1) Children of Harmonia are able to everyone in their immediate vicinity to become so harmonious they lose their will to fight, but that includes themselves

Traits

 * 1) Children of Harmonia tend to have well balanced and harmonious personalities.
 * 2) Children of Harmonia are good at overseeing treaties between people

Hebe Powers
Hebe on Theoi.com

Template:Hebe Powers

Offensive

 * 1) Children of Hebe have the ability to force the effects of age upon a person for a short time; making them feel pain and cause their movements to be slow and sedated.
 * 2) Children of Hebe can become temporarily changed during battle and become even stronger and quicker in combat than they were before, for a short time.

Defensive

 * 1) Children of Hebe can become resistant to all types of physical attacks for a short time.
 * 2) Children of Hebe can cause an opponent to feel aching bones and muscles for a short time.

Passive

 * 1) Children of Hebe are innately stronger and faster due to their slow aging.
 * 2) Children of Hebe have an innately faster rate of healing than other people.
 * 3) Children of Hebe always have an unlimited supply of Ambrosia, even if none is on them at the time, they can create it out of nothing

Supplementary

 * 1) Children of Hebe can restore energy to a weakened person and heal some minor wounds.

3 Months After a Character is Made

 * 1) Children of Hebe are able to curse someone with being very young children again, this has the potential to cause the victim a feeling of being lost, helpless and often leading to fits of crying, this only lasts for a short time and drains the user considerably.

6 Months After a Character is Made

 * 1) Children of Hebe have the ability to strike someone with a curse of old age for a short time; however, the person will not only feel old, they will become old and be unable to fight or even defend themselves, this also drains the user for a considerable time while using the power

9 Months After a Character is Made

 * 1) Children of Hebe can bless water to have the effects of allowing whomever drinks it to feel young again for a short time, their appearance may also take on a more youthful appearance for as long as the effects last.

Traits

 * 1) These children age slower than normally, beginning around the age of 12, and retain a youthful appearance far longer than most.

Hecate Powers
Hecate on Theoi.com

Template:Hecate Powers

Offensive

 * 1) Children of Hecate have the ability to use magic to conjure small fireballs which can be thrown to light things on fire or burn others.
 * 2) Children of Hecate have the ability to use magic to electrically charge something made of metal for a short time.

Defensive

 * 1) Children of Hecate have the ability to use magic to create an arcane shield which protects from a single attack; the child of Hecate is drained a decent amount no matter what the shield is used to block.
 * 2) Children of Hecate have the ability to curse a weapon, making it so that it is completely ineffective for a short time.

Passive

 * 1) Children of Hecate have the innate ability to see in all directions at once.
 * 2) Children of Hecate are stronger in the moonlight.
 * 3) Children of Hecate are able to communicate with the dead to gather information

Supplementary

 * 1) Children of Hecate can temporarily enchant a single object to become unbreakable.
 * 2) Children of Hecate can call upon a ferocious animal like a wolf, dog or cat to aid them in a multitude of ways.
 * 3) Children of Hecate can cast a levitation spell on themselves for short times, the longer they levitate the more power it drains.
 * 4) Children of Hecate are able to use some healing spells to heal minor wounds.
 * 5) Children of Hecate are adept at making potions and elixirs

3 Months After a Character is Made

 * 1) Children of Hecate are able to create their own minor custom spells, for things such as summoning, locating, finding, passive non battle stuff

6 Months After a Character is Made

 * 1) Children of Hecate are able to create their own major custom spells, for things such as necromancy, battle related spells, teleportation, etc. However, the more complex and powerful the spell, the more energy it drains from the user.

9 Months After a Character is Made

 * 1) Children of Hecate are able to transform into a wolf for a short time, the longer they remain in this state, the more energy it drains, and the more time they will need between transformations.

Traits

 * 1) They are able to read and interpret tarot cards.
 * 2) They are able to use crystal balls to interpret future events.

Hephaestus Powers
Hephaestus Powers

Template:Hephaestus Powers

Offensive

 * 1) Children of Hephaestus have the ability to see each specific weakness in another person’s armor and are proficient at striking them in order to do the most efficient amount of damage.

Defensive

 * 1) Children of Hephaestus can become resistant to all types of physical attacks for a short time.
 * 2) Children of Hephaestus are able to create a wall of stone, no larger than 2 to 3 times the size of the user, to tempoarily blunt attacks

Passive

 * 1) Children of Hephaestus are innately extremely resistant to heat and fire.
 * 2) Children of Hephaestus are innately stronger and faster than others.
 * 3) Children of Hephaestus are innately able to use any enchanted materials for use in weapons or armor; however, they are not as proficient with it as someone who would naturally be able to use them.

Supplementary

 * 1) Children of Hephaestus have the ability to release heat from their hands in order to cauterize an open wound.
 * 2) Children of Hephaestus are able to create a smoke screen that suffocates and hinders enemies for a short time, using it to either escape or do one sneak attack

3 Months After Character is Made

 * 1) Children of Hephaestus have the ability to control a single mechanical object with their mind; doing so, however, immobilizes the child of Hephaestus until control is broken. This only works on objects mechanically controlled, not objects controlled by magic.

6 Months After Character is Made

 * 1) Children of Hephaestus have the ability to create and control fire; however, it is extremely chaotic and will burn anything near it no matter the intention of the child of Hephaestus.

9 Months After Character is Made

 * 1) Children of Hephaestus are able to bring to life a sculpture to fight for them for a short time, while the sculpture is fighting for them, they are weakened and unable to attack themselves

Traits

 * 1) They are great mechanics.
 * 2) Are able to make all sorts of machines, including automatons.
 * 3) Are excellent sculptors, stonemasons, architects, builders, carpenters and wood-workers
 * 4) They are able to create transforming weaponry.
 * 5) They are excellent at creating weapons and armour of all natures.
 * 6) They are adept at the forge and metal working
 * 7) They make great fire fighters and volcanologists

Hermes Powers
Hermes on Theoi.com

Template:Hermes Powers

Offensive

 * 1) Children of Hermes are skilled thieves and are able to disarm an opponent and take their weapon easily.
 * 2) Children of Hermes have the ability to see each specific hole in another person’s defenses and are proficient at striking them in order to do the most efficient amount of damage.

Passive

 * 1) Children of Hermes have innate reflexes which allows them to fight and dodge quickly.
 * 2) Children of Hermes are extremely proficient with thrown weapons.

Supplementary

 * 1) Children of Hermes have the inhuman ability to leap great distances at once which this can be used to dodge or attack.
 * 2) Children of Hermes, while unable to fly, have the ability to glide slowly when they want to do so.
 * 3) Children of Hermes are extremely athletic and are proficient in dodge-rolls which allows them to avoid physical attacks easily.

3 Months After Character is Made

 * 1) Children of Hermes are able to increase their speed and stealth in short bursts, making them faster than most and undetectable for a short time

6 Months After Character is Made

 * 1) Children of Hermes are able to endow a pair a shoes with ethereal wings which grant the wearer temporary flight, they may use it for themselves or give them to another, however they are only able to go as high as just over the tree tops, and they only last for a couple of days at most before the wings lose power.

9 Months After Character is Made

 * 1) Children of Hermes can shift into a hawk for short periods of time granting them flight, the longer they retain this form, the more energy it drains and the more time they need to rest between transformations

Traits

 * 1) Children of Hermes make excellent thieves.
 * 2) Children of Hermes often have restless spirits and enjoy travelling.
 * 3) Children of Hermes often do well when competing in athletic contests.
 * 4) Because Hermes “invented” the Internet, his children are able to use the Internet without drawing any extra attention to themselves from monsters.
 * 5) Children of Hermes have excellent memories for remembering messages
 * 6) Children of Hermes have excellent sense of directions, are able to find and travel to any location in the world with ease

Hypnos Powers
Hypnos on Theoi.com

Template:Hypnos Powers

Offensive

 * 1) Children of Hypnos have the ability to send a small wave of energy which will cause anyone effected to fall asleep for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time.
 * 2) Children of Hypnos have the ability to, upon direct contact, to force someone to fall asleep for a moderate time; after the effects have worn off, a person is immune to further effects of this for a short time.

Defensive

 * 1) Children of Hypnos have the ability to cause someone near them to feel extremely tired and become sluggish for a short time.

Passive

 * 1) Children of Hypnos have the innate ability to cause others to feel mildly tired in their presence.

Supplementary

 * 1) Children of Hypnos can put people to sleep for a short time; after awakening, they will feel extremely refreshed, as if they had just slept a full night.
 * 2) Children of Hypnos can meditate in order to speed up their rate of healing; they are constantly drained while they do this.
 * 3) Children of Hypnos have the ability to look into people’s dreams as they sleep.
 * 4) Children of Hypnos can create opium and use it for a multitude or purposes from helping to numb someone's pain to putting someone to sleep or making them feel drugged. The effects of the opium wear off after a short to moderate time

3 Months After Character is Made

 * 1) Children of Hypnos can create a field of poppies so tall that it obscures the sight and slows down anyone they are fighting, they only last for a short time before they wither away

6 Months After Character is Made

 * 1) Children of Hypnos are able to astral project, they can use this for multiple reasons, however, their physical body is vulnerable and they can not effect anything on the physical plane while astral projecting.

9 Months After Character is Made

 * 1) Children of Hypnos can take control of another person’s body while they are asleep for a short time, however they cannot do anything that the person would not normally do themselves; the person being controlled feels as if they are dreaming and will vaguely remember the experience.

Traits

 * 1) It is not uncommon for children of Hypnos to suffer from narcolepsy, a sleep disorder that causes excessive sleepiness and frequent daytime sleep attacks.

Iris Powers
Iris on Theoi.com

Template:Iris Powers

Offensive

 * 1) Children of Iris have the ability to conjure a weapon out of pure rainbows 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.
 * 2) Children of Iris have the ability to focus an intense beam of prismatic light which will burn anything it touches.

Defensive

 * 1) Children of Iris have the ability to conjure a shield of pure rainbows, 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 Iris have the ability to surround a small area around them in a shell of rainbows in order to defend themselves; the longer the shell is held, the more it drains.

Supplementary

 * 1) Children of Iris have the ability to conjure a cage made of pure rainbows, the larger the cage the more energy it drains.
 * 2) Children of Iris have the ability to cause a massive rainbow to crash down in front of them; which can be used offensively, defensively or any other way imagined.
 * 3) Children of Iris have the ability to split the light of a rainbow into seven beams which can be redirected in order to light an area or even blind people.

3 Months After Character is Made

 * 1) Children of Iris are able to "rainbow" travel, where they can travel into a rainbow and come out somewhere else, similar to an iris message, but instead of only being able to talk, the child of Iris can actually use it to teleport themselves

6 Months After Character is Made

 * 1) Children of Iris are able to conjure golden wings, that grants them flight for a short time, the longer they maintain the flight, the more energy it drains and the longer they need to rest between

9 Months After Character is Made

 * 1) Children of Iris are able to create a miniature monster out of pure rainbows to fight for them for a short time, the monster can be no larger than 2 to 3 times the size of the user, and while the monster is fighting for them, they themselves are incapacitated

Traits

 * 1) Children of Iris usually have outgoing and colourful personalities.
 * 2) Children of Iris do not need drachmas to send iris messages.

Lyssa Powers
Lyssa on Theoi.com

Template:Lyssa Powers

Offensive

 * 1) Children of Lyssa have the ability to make themselves temporarily rabid, making their attacks more powerful and unpredictable, but they nearly lose their strategic ability.
 * 2) Children of Lyssa can cause nearby animals to become rabid and, once in this state, can command them to attack an enemy. This ability can only be used on up to 3 animals at one time. The larger the animal, the more energy it drains.

Defensive

 * 1) Children of Lyssa, when enraged, can ignore damage sustained in battle temporarily . Once they have calmed down, however, the pain from the damage is intensified.

Supplementary

 * 1) Children of Lyssa can cause people near them to temporarily develop symptoms of rabies, including agitation, hallucinations, and an inability to swallow, incapacitating the victim for a short period.
 * 2) Children of Lyssa can channel their rage to supplement their strength and speed for a short time. The longer this is sustained, the more energy the child of Lyssa is drained.
 * 3) Children of Lyssa can cause people near them become enraged and frenzied, reducing their competency and effectiveness in battle.
 * 4) Children of Lyssa can cure rabies in both humans and animals at will.
 * 5) Children of Lyssa are stronger when those around them are angry

3 Months After Character is Made

 * 1) Children of Lyssa can enter into a completely frenzied and enraged state in which their strength and combat prowess is doubled and they're resistant to all forms of damage temporarily. While in a frenzy, the child of Lyssa experiences difficulty in telling friend from foe.

6 Months After Character is Made

 * 1) Children of Lyssa are able to drain the rage and anger from those around them, using it to empower themselves for a short time, while also weakening the will of those they drain to fight, but once it has worn off, they are substantially drained

9 Months After Character is Made

 * 1) Children of Lyssa are able to transform into a dog, the longer they maintain this form the more energy it drains and the more time they need between transformations

Traits

 * 1) Children of Lyssa are often irritable and easily angered.
 * 2) Children of Lyssa are often fond of dogs, and can more effectively control them when rabid.
 * 3) When in a calm state, children of Lyssa are often lethargic and apathetic, showing more emotion when angered

Melinoe Powers
Melinoe on Theoi.com

Template:Melinoe Powers

Offensive

 * 1) Children of Melinoe, while intangible, have the ability to possess an object for a short time and then attack with it; if the object is struck, they are expelled from it.

Defensive

 * 1) Children of Melinoe have the ability to become intangible for short periods; making them immune to attacks but also unable to attack naturally.
 * 2) Children of Melinoe have the ability to transform a weapon into an intangible state for a short time, making it so no one can touch it, this can also work on other small, non combative objects, like books, etc.

Passive

 * 1) Children of Melinoe are innately able to talk to and command ghosts, they can also help ghosts with any unfinished business that is keeping them tethered. They can also use this ghost to spy for them, or gather information.

Supplementary

 * 1) Children of Melinoe have the ability to summon a single poltergeist which will fight for them for a short time.
 * 2) Children of Melinoe have the ability to summon a banshee, which will instantly begin wailing and stun anyone who is not intangible for a short time before vanishing.

3 Months After Character is Made

 * 1) Children of Melinoe, while intangible, can travel in this manner as a ghost would, disappearing and appearing in another location, however the travel drains the user considerably

6 Months After Character is Made

 * 1) Children of Melinoe, while intangible, have the ability to possess others and in doing so, they gain temporarily control over their body and can cause them to attack others nearby, however, the person being controlled has the ability to resist if they are forced to attack themselves, for a very short time; the child of Melinoe is then extremely drained of energy and will not be able to fight or even move for a moderate time.

9 Months After Character is Made

 * 1) Children of Melinoe have the ability to summon a host of ghosts (up to 10) which will fight for them for a short time and is immune to all attacks. Though the ghost is intangible, they can use their ghostly powers to throw stuff. They can also use this ghost to spy for them, or gather information.

Traits

 * 1) They are not easily scared by things that go bump in the night
 * 2) They usually enjoy talking to ghosts
 * 3) They often have a rather melancholy nature

Mnemosyne Powers
Mnemosyne on Theoi.com

Template:Mnemosyne Powers

Offensive

 * 1) Children of Mnemosyne 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

Defensive

 * 1) Children of Mnemosyne 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 Mnemosyne have the ability to revert time around them for a short duration in order to dodge an attack that was unforeseen.
 * 3) Children of Mnemosyne can cause someone to temporarily forget what they were doing so that they don't attack, the effects only last a few seconds to a few minutes at most

Passive

 * 1) Children of Mnemosyne can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.
 * 2) Children of Mnemosyne have the ability to view the specific past of a person’s life.

Supplementary

 * 1) Children of Mnemosyne can cause a person or a group of people to speak in different languages so that no one understands what each other is saying, the effects only last a short time.

3 Months After Character is Made

 * 1) Children of Mnemosyne 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.

6 Months After Character is Made

 * 1) Children of Mnemosyne have the ability to write/read a miniature version of a monster into existence which will fight along side them for a short time; the monster is much weaker than its real counterpart would be.

9 Months After Character is Made

 * 1) Children of Mnemosyne have the ability to take control over another person by writing in their journals and in doing so, they gain temporarily control over their body and can cause them to attack others nearby, however, the person being controlled has the ability to resist if they are forced to attack themselves, for a very short time; the child of Mnemosyne is then extremely drained of energy and will not be able to fight or even move for a moderate time.

Traits

 * 1) Children of Mnemosyne have excellent memories.
 * 2) Though most demigods struggle with dyslexia, children of Mnemosyne usually do so at a lesser extent because their mother is goddess of the written word.
 * 3) Children of Mnemosyne often find it easy to learn other languages, as their mother is the goddess of language.

Morpheus Powers
Morpheus on Theoi.com

Template:Morpheus Powers

Offensive

 * 1) Children of Morpheus have the ability to send a small wave of energy which will cause anyone effected to believe they are dreaming for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time.
 * 2) Children of Morpheus can enchant their weapon so that it looks larger or smaller than it is to an opponent, making it harder to parry and avoid.

Defensive

 * 1) Children of Morpheus have the ability to take make someone think they are seeing their worst nightmares brought to life for a short time; attempting to scare them into not attacking.
 * 2) Children of Morpheus have the ability to cause a person to day dream as if the child of Morpheus was a friend, causing the person to no longer desire to attack them for a short time.

Supplementary

 * 1) Children of Morpheus can meditate in order to speed up their rate of healing; they are constantly drained while they do this.
 * 2) Children of Morpheus have the ability to look into people’s dreams as they sleep and even manipulate them as they wish.

3 Months After a Character is Made

 * 1) Children of Morpheus are able to astral project, they can use this for multiple reasons, however, their physical body is vulnerable and they can not effect anything on the physical plane while astral projecting.

6 Months After a Character is Made

 * 1) Children of Morpheus have the ability to manifest a small shadowy creature to fight along side them for a short time; the shadow takes the form of whatever a person’s worst nightmare is when they fight it, however, it is smaller in size if the thing from their nightmares is large.

9 Months After a Character is Made

 * 1) Children of Morpheus have the ability to conjure a real version of someone's dreams, however, the child of Morpheus is not able to control the conjured dreams and is susceptible to them as well whether they are good or bad; they are also drained of a moderate amount of energy when the dream is conjured.

Traits

 * 1) Children of Morpheus are well adept at interpreting the dreams of others.
 * 2) Children of Morpheus often tend to be day dreamers, with their heads always in the “clouds”.

Nemesis Powers
Nemesis on Theoi.com

Template:Nemesis Powers

Offensive

 * 1) Children of Nemesis have the ability to send a small wave of energy which will cause anyone effected to lose their balance and fall; after the effects have worn off, a person is immune to further effects of this for a moderate time.
 * 2) Children of Nemesis, after receiving a wound, are able to empower their next successful attack, causing it to do more damage than it normally would.

Defensive

 * 1) Children of Nemesis can create a field of energy around them that causes all people nearby to lose their balance fall to the ground and continue to fall if they try to get up; the user is drained the longer the field is sustained.

Passive

 * 1) Children of Nemesis are innately balanced and are great at climbing.
 * 2) Children of Nemesis have innate reflexes which allows them to fight and dodge quickly.

Supplementary

 * 1) Children of Nemesis are able to empower a wounded ally with the fervour to achieve vengeance upon the one who wounded them; this effect greatly increases the strength and speed of the ally when they fight the one who wounded them until vengeance is achieved.
 * 2) Children of Nemesis have the ability to cause someone near them to regard others with no personal favour or disdain and consider everything based purely upon facts.

3 Months After Character is Made

 * 1) For every attack against them, Children of Nemesis have the ability to create a counter-attack that is equal in force to the attack made against them. The user is temporarily vulnerable and weakened after each use, so they must be used sparingly

6 Months After Character is Made

 * 1) Children of Nemesis have the ability to link themselves and another person into a state of pure balance, forcing the other person to mirror the child of Nemesis’ movements without the ability to move of their own accord and while this link is sustained, any wound that either of the two suffers, the other suffers it as well; once the link is broken, on top of retaining any wounds sustained while linked, the child of Nemesis is greatly drained and unable to fight for a moderate time.

9 Months After Character is Made

 * 1) Children of Nemesis can create a field around them, and anyone within that field has their demigod powers neutralised for a short time, anywhere from a few seconds to a few minutes, this puts anyone fighting around the child of Nemesis on even turf as they all can only use their melee/hand to hand combat skills to fight with. While the child is perpetuating this field, they are not able to attack themselves and are vulnerable.

Traits

 * 1) Children of Nemesis tend to be well balanced people
 * 2) They can tell when someone's life is out of balance with either too much good or too much bad

Nike Powers
Nike on Theoi.com

Template:Nike Powers

Offensive

 * 1) Children of Nike are changed during battle and become stronger and quicker in combat than a normal human could achieve.

Defensive

 * 1) Children of Nike can become resistant to all types of physical attacks for a short time.

Passive

 * 1) Children of Nike are innately proficient in most forms of combat and hold a higher state of physical prowess.
 * 2) Children of Hermes have innate reflexes which allows them to fight and dodge quickly.
 * 3) Children of Nike can predict the outcome of a gamble or game, as Nike is the goddess of victory.

Supplementary

 * 1) Children of Nike have the inhuman ability to leap great distances at once which this can be used to dodge or attack.
 * 2) Children of Nike have the ability to empower strength upon nearby allies and instil fear upon nearby enemies with a deafening war cry.
 * 3) Children of Nike are extremely athletic and are proficient in dodge-rolls which allows them to avoid physical attacks easily.

3 Months After Character is Made

 * 1) Children of Nike are able to call forth an inspiring battle cry, encouraging allies and causing them to charge forth. While this may give them a temporary offensive bonus, they are also more vulnerable to attack and damage for a short time.

6 Months After Character is Made

 * 1) Children of Nike have the ability to predict the path of projectiles and dodge them, as well as identifying the weak points of opponents.

9 Months After Character is Made

 * 1) Children of Nike are able to channel channel their energy with and create a link to an object, can be a weapon or a sports related item, which causes their next attack with this object to be two times more powerful. Once used, it can not be used again on the object for the remainder of the fight and it drains the user considerably

Traits

 * 1) These children are excellent charioteers and horse-riders.
 * 2) Children of Nike are often athletic and great sportsmen.

Notus Powers
Notus on Theoi.com

Template:Notus Powers

Offensive

 * 1) Children of Notus have the ability to create gusts of hot wind which slow the movements of all effected by them as well as slowly burning anyone hit by the wind.

Defensive

 * 1) Children of Notus have the ability to create a dome shaped torrent of wind, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
 * 2) Children of Notus have the ability to create a dense fog which obstructs the view of everyone nearby which dissipates after a short time.
 * 3) Children of Notus are able to create a small localised rain storm, combined with winds, they can use this to not only soak their opponents, but drive rain into them, distracting them and slowing them down, however anyone standing within the area will get wet, friend or foe

Passive

 * 1) Children of Notus are stronger in the warm summer months.

Supplementary

 * 1) Children of Notus have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 2) Children of Notus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.
 * 3) Children of Notus have the ability to bring pure water to a boil at will using a hot breeze.

3 Months After Character is Made

 * 1) Children of Notus have the ability to call upon a focused heat storm which burns a small area drying out all plant life inside it; anyone standing inside the effects of the storm may be scaled by the heat, the longer they stand in the effected area, the worse the scald. The area can not be any more than two to three times the size of the user.

6 Months After Character is Made

 * 1) Children of Notus are able to surround themselves with a tornado/funnel of wind, no more than 2 to 3 times the size of the user, this can be used to block some projectiles or at least slow them down, as well as knock back enemies. They can also use this to surround an enemy, trapping them within the funnel for a short time, the longer the user holds the tornado/wind funnel the more energy it drains.

9 Months After Character is Made

 * 1) Children of Notus have the ability to shed their flesh and turn into a state a pure steam for a short time and while in this state, the user is granted flight, immune to all attacks and anything they touch is intensely burned; however, once the user changes back they will be extremely drained and immobile for a long time.

Traits

 * 1) Children of Notus are often ambidextrous, a trait they share with children of Boreas.

Nyx Powers
Nyx on Theoi.com

Template:Nyx Powers

Offensive

 * 1) Children of Nyx have the ability to conjure weapon out of pure shadows 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. This can also be used for other non-combative objects, but within reason, something might be shaped like an iPod, but as shadows do not have any working parts and source of electricity, such as batteries, they would not actually play music.
 * 2) Children of Nyx have the ability to conjure a rope of shadows which are bound around an unsuspecting victim; the ropes remain on the person for a short time before vanishing.

Defensive

 * 1) Children of Nyx have the ability to conjure a cloak of pure shadows which will blunt most attacks but slow the movement of the conjurer.
 * 2) Children of Nyx can bend shadows around them, concealing them for a short time.

Passive

 * 1) Children of Nyx are innately strong during the night.
 * 2) Children of Nyx can see perfectly in the night as if it were day.

Supplementary

 * 1) Children of Nyx have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more is energy drained.

3 Months After Character is Made

 * 1) Children of Nyx are able to create complete darkness in a small area for a short time, extinguishing all light sources

6 Months After Character is Made

 * 1) Children of Nyx are able to use the shadows to make a shadow creature, no larger than 2 to 3 times the size of the user, to fight for them for a short time, while the shadow creature is fighting they are incapacitated and the longer they use the shadow creature the more energy it drains

9 Months After Character is Made

 * 1) Children of Nyx have the ability to shed their flesh and turn into a state of pure shadows and while in this state, the user is granted flight, immune to all attacks and anything they touch has their vision stripped away is flung into a state of intense terror and paranoia; however, once the user changes back they will be extremely drained and immobile for a long time.

Traits

 * 1) Children of Nyx tend to prefer the dark

Palaemon Powers
Palaemon on Theoi.com

Template:Palaemon Powers

Offensive

 * 1) Children of Palaemon have the ability to grow multiple rows of shark teeth and then dislocate their jaws in order to attack with them.
 * 2) Children of Palaemon once claimed are be imbued with a different species of shark, when in water, they have the ability to transform into that shark.

Defensive

 * 1) Children of Palaemon, while in shark form, become thick skinned and are resistant to physical attacks.
 * 2) Children of Palaemon, can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 3) Children of Palaemon have a slightly higher resistance to burns.
 * 4) Children of Palaemon heal faster while in the water

Passive

 * 1) Children of Palaemon are innately effected by blood and when they smell it, will normally go into a frenzied rage and attack whoever is at the source of the blood.
 * 2) Children of Palaemon can innately breathe underwater.
 * 3) When they are in the water in their normal form (not shark form) they, and everything they touch, stays or becomes dry in water, unless they want to become wet.

Supplementary

 * 1) Children of Palaemon have the ability to devour blood in order to increase their speed of healing for a short time.
 * 2) Children of Palaemon have the ability to call for the assistance nearby sharks.

3 Months After Character is Made

 * 1) Children of Palaemon have the ability to command the obedience of as many sharks as possible that can reach them; the child of Palaemon must be in their shark form to do this.

6 Months After Character is Made

 * 1) As Palaemon was also a sea god, Children of Palaemon have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.

9 Months After Character is Made

 * 1) As Palaemon was also a sea god, children of Palaemon have a degree of control over water, but none to the extent of a child of Poseidon, they can manipulate water to be used as a small shield, move a small amount of water to soak someone or push them back, the longer they maintain control over water, the more energy is drained.

Traits

 * 1) Children of Palaemon, usually prefer to be near and/or in the water.
 * 2) Children of Palaemon, generally enjoy water sports, and are excellent swimmers.

Persephone Powers
Persephone on Theoi.com

Template:Persephone Powers

Offensive

 * 1) Children of Persephone have the ability to shoot multiple rose thorns out from their hands which can inflict pain on their opponents and distract them.

Defensive

 * 1) Children of Persephone can turn inanimate objects into a flowers for a short time, this can be used for a multitude of purposes. The larger the object the more draining it is.
 * 2) Children of Persephone have the ability to create a massive wall of flowers, roughly two to three times the size of the user, as a shield, although will instantly begin to die away following its creation.

Passive

 * 1) (Spring/Summer Only) They are able to communicate with animals. (Fall/Winter Only) They can communicate with the dead.
 * 2) Children of Persephone have the innate ability to talk flowers to life, either making them grow more quickly or bringing them back from a recent death.
 * 3) Can create flowers from nothing, but they only last for a short time, and the larger the flower the more drain on the user.
 * 4) In the Fall/Winter Months only they are able to travel into the Underworld freely, as their mother resides there

Supplementary

 * 1) In the spring/summer months they can create travel roses, in the fall/winter months they can shadow travel.

3 Months After Character is Made

 * 1) Children of Persephone, can summon ivy in order to bind others within their embrace for a short time.

6 Months After Character is Made

 * 1) Children of Persephone are able to manipulate the growth in a small area around them/near them to suddenly become over grown upwards of 2 to 3 times taller than the size of the user, this can be used to conceal themselves from an enemy or to hinder an enemies advance

9 Months After Character is Made

 * 1) Children of Persephone can summon large plants in the vicinity to come alive and either attack or traps someone within their embrace, the hold over the plants only lasts for a short time and the user is incapacitated while they are controlling them

Traits

 * 1) Children of Persephone retain a youthful appearance for longer than most, this starts around the age of 12
 * 2) Children of Persephone are generally happier in the spring and summer months, and more solemn/melancholy in the fall and winter months.

Poseidon Powers
Poseidon on Theoi.com

Template:Poseidon Powers

Offensive

 * 1) Children of Poseidon have the ability to conjure a weapon out of water 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 make small non-combative objects out of water.

Defensive

 * 1) Children of Poseidon can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 2) Children of Poseidon have a slightly higher resistance to burns.
 * 3) Children of Poseidon have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.

Passive

 * 1) Children of Poseidon can innately breathe underwater.
 * 2) They have telepathic connections to equine animals (horses, zebras, giraffes, pegasi, hippocampi, etc.), and while submerged in water they can communicate with other children of Poseidon telepathically.
 * 3) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 4) They can make air bubbles form under water.

Supplementary

 * 1) Children of Poseidon have the ability to create minor earthquakes, only large enough to knock anyone in the immediate vicinity of the user off their feat, and only for a few seconds.
 * 2) Children of Poseidon have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
 * 3) Children of Poseidon are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.

3 Months After Character is Made

 * 1) Children of Poseidon are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.

6 Months After Character is Made

 * 1) Children of Poseidon can create small storms, using the rain and wind to knock back and distract anyone within the area. This causes the user to be vulnerable and stunned for a short period.

9 Months After Character is Made

 * 1) Children of Poseidon are able to transform into horses while out of the water, or hippocampi while in the water, for short times, the longer they remain in the form, the more energy it drains and the more time they need to rest between transforming.

Traits

 * 1) Children of Poseidon always know their exact coordinates when in water.
 * 2) Children of Poseidon can feel the difference between fresh water and salt water.
 * 3) Children of Poseidon have a love for water, and generally excel at water sports.

Prometheus Powers
Prometheus on Theoi.com

Template:Prometheus Powers

Offensive

 * 1) Children of Prometheus have the ability to conjure a weapon out of clay 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 make small non-combative objects out of clay.

Defensive

 * 1) Children of Prometheus have the ability to create a dome shaped out of clay, roughly two to three times the size of the user, which can be used to block attacks for a very short time.

Passive

 * 1) Children of Prometheus can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.
 * 2) Children of Prometheus are proficient at forethought, the ability to take take into careful consideration of what will be necessary or what may happen in the future.

Supplementary

 * 1) Children of Prometheus are able to trick another into doing something for them or revealing a secret to them; nothing guarantees the person will complete the task, if they figure out they are being tricked.
 * 2) Children of Prometheus have the ability to create a spark to ignite a fire, but not control it, this can be used defensively, to distract, or for general purposes.

3 Months After Character is Made

 * 1) Children of Prometheus can encase their armour/body in an extra layer of hardened clay that will dull any attack for a short time.

6 Months After Character is Made

 * 1) Children of Prometheus are able to turn the immediate ground around them into a soft clay/mud, anyone standing in it will be slowed considerably, potentially causing them to fall and sink far enough into the mud to not move at all. The mud/clay will harden over time (not all at once) so that user's around can regain their footing. This effects everyone' s movements in the area, friend or enemy.

9 Months After Character is Made

 * 1) Children of Prometheus is able to create a temporary clay man to distract or fight an enemy for a short time, while the clay man is fighting the user is incapacitated and the the longer they maintain control the more energy it drains

Traits

 * 1) Children of Prometheus are able to give convincing counsel, whether it be good or bad.
 * 2) Children of Prometheus generally have a morbid fear of eagles

Thanatos Powers
Thanatos on Theoi.com

Template:Thanatos Powers

Offensive

 * 1) Children of Thanatos can materialise a scythe, made up of astral energies, to use as a weapon but only for a short time.

Defensive

 * 1) Children of Thanatos can bend shadows around them, concealing them for a short time.

Passive

 * 1) Children of Thanatos can sense any death, mortal or monster.
 * 2) Children of Thanatos can communicate with the souls of the recently deceased.
 * 3) Children of Thanatos are able to enchant weapons with Soul-damaging powers, the effect only lasts for a short time.
 * 4) Children of Thanatos are able to see the lifespan of others, but are forbidden to speak of it.

Supplementary

 * 1) Children of Thanatos have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.
 * 2) Children of Thanatos are able to call forth recently dead spirits to aide them for a short time.
 * 3) When fighting, children of Thanatos are able to gain a small amount of health every time they deal damage to their opponents.

3 Months After Character is Made

 * 1) Children of Thanatos are able to surround themselves in dark power which greatly boosts attack and defence. However, the act of surrounding takes time and the user is vulnerable during it.

6 Months After Character is Made

 * 1) Children of Thanatos, though unable to use this power to directly kill, can use it to drain enough life force out of those around them, that they are too weakened to fight back for a very short time, from a few seconds to a few minutes. However, while the user is doing this, they are incapacitated and it drains them considerably.

9 Months After Character is Made

 * 1) Children of Thanatos can use astral energies to make anything, besides just scythes, nothing larger than 2 to 3 times the size of the user, for a short time.

Traits

 * 1) Children of Thanatos generally have morbid personalities.
 * 2) Children of Thanatos are generally not frightened of death.

Themis Powers
Themis on Theoi.com

Template:Themis Powers

Offensive

 * 1) Children of Themis can cause someone to forget their morality and act savagely for a short time, leaving them vulnerable to attack.

Defensive

 * 1) Children of Themis are capable of forcing everyone near them for a short time into a state of peace, where no one can fight; after the effects subside, the child of Themis is unable to move for a short time.

Passive

 * 1) Children of Themis can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.
 * 2) Children of Themis are able to see through any lie and know if someone's telling the truth or not, especially if the lie is directly related to a law being broken

Supplementary

 * 1) Children of Themis can create a rule and can make someone follow that rule for a short period of time, as long as the rule does no harm, as well as a suitable punishment if the rule is broken.
 * 2) If an ally is wounded, Children of Themis are temporarily empowered to achieve justice for them towards the one who wounded them; this effect greatly increases the strength and speed of their attack until justice is achieved.

3 Months After Character is Made

 * 1) Children of Themis have the ability to set down a law that everyone near them must obey; the law can be anything but it cannot fully stop someone else from fighting or using their abilities, it must be focused to one aspect. The user retains some ability to fight it, and it only lasts for a short time.

6 Months After Character is Made

 * 1) Children of Themis are able to turn even the most un-ordered situations into well organized and properly structured systems. An example would be a riot involving thousands of people: user would cause the riot to stop or organize it into more effective form. Other simple trick would be throwing a deck of cards to air and have them fall into perfect, un-shuffled stack.

9 Months After Character is Made

 * 1) Children of Themis have the ability to bend another person to their will, forcing them to follow their commands as long as they are not to harm themselves for a moderate time; while holding control over another person, the child of Themis cannot move and are extremely vulnerable.

Traits

 * 1) Children of Themis are able to tell if someone is guilty or innocent.
 * 2) Children of Themis are often adept at telling fact from fiction.
 * 3) Children of Themis are generally fair and unbiased.
 * 4) Children of Themis often make great lawyers.
 * 5) Children of Themis are good at understanding prophecies
 * 6) Children of Themis possess great, if not natural, knowledge of different order systems.

Tyche Powers
Tyche on Theoi.com

Template:Tyche Powers

Offensive

 * 1) Children of Tyche 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.

Defensive

 * 1) 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 according; however, if the prediction is wrong, this may cost the child of Tyche dearly.
 * 2) Children of Tyche 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.

Passive

 * 1) Children of Tyche are able to see the possible outcome of gambles.

Supplementary

 * 1) Children of Tyche 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.
 * 2) 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 can not be used to harm others, and can only be used once.

3 Months After Character is Made

 * 1) Children of Tyche 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.

6 Months After Character is Made

 * 1) Children of Tyche 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.

9 Months After Character is Made

 * 1) Children of Tyche 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.

Traits

 * 1) Children of Tyche are generally very lucky in all that they do.
 * 2) Children of Tyche are generally adept at playing games of chance.

Zephyrus Powers
Zephyrus on Theoi.com

Template:Zephyrus Powers

Offensive

 * 1) Children of Zephyrus have the ability to create gusts of wind, however, the stronger the gust, the more it drains them.

Defensive

 * 1) Children of Zephyrus have the ability to create a dome shaped torrent of wind, roughly two to three time the size of the user, which can be used to block attacks for a very short time.
 * 2) Children of Zephyrus have the ability to create a small tornado, about the size of the user, which can be used to block projectile attacks for a short time.
 * 3) Children of Zephyrus have the ability to create large clouds which obstruct vision of everyone else.

Passive

 * 1) Children of Zephyrus are stronger in the spring months.

Supplementary

 * 1) Children of Zephyrus have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 2) Children of Zephyrus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.

3 Months After Character is Made

 * 1) Children of Zephyrus have the ability to create a massive rainstorm which will begin to downpour and flood the immediate area, for a short time.

6 Months After Character is Made

 * 1) Children of Zephyrus have the ability to increase the water density of clouds, enabling them to knock people over with them or even ride atop them; this significantly drains the child of Zephyrus.

9 Months After Character is Made

 * 1) Children of Zephyrus can shed their flesh and turn into pure clouds, while in this state they are immune to attacks, can travel long distances in a fraction of the time, can knock enemies off their feet, the longer they maintain this form, the more energy is drained, and the weaker they become.

Traits

 * 1) Children of Zephyrus are generally left handed.

Zeus Powers
Zeus on Theoi.com

Template:Zeus Powers

Offensive

 * 1) Children of Zeus have the ability to create small bolts of lightning that can be directed to strike near them; doing so drains them a moderate amount.
 * 2) Children of Zeus have the ability to flow an electrical current into any sort of metal weaponry which will shock anyone it strikes; the current can only be maintained while they are holding the weapon.

Defensive

 * 1) Children of Zeus can send an electric current through their body which gives them the ability to move extremely fast for a short time; however, they cannot have a weapon drawn so the speed is purely for evasion.
 * 2) Children of Zeus have the ability to emanate a field of electrical energy which stuns anyone nearby them for a short time; while maintaining the field, they cannot move.

Passive

 * 1) Children of Zeus are innately resistant to both electricity and lightning.

Supplementary

 * 1) Children of Zeus have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 2) Children of Zeus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.
 * 3) Children of Zeus are able to call to their aid a flock of birds, that will then help to either defend or attack, but only for a short time.
 * 4) Children of Zeus are able to cause a booming thunder to sound, that stuns an enemy for a few seconds.

3 Months After Character is Made

 * 1) Children of Zeus can summon a weather front to an area for a short time, it can only be one type of weather at a time, whether it's a thunderstorm/rainstorm, snowstorm, hail storm, sleet/ice storm or a wind storm, and only lasts for a short time.

6 Months After Character is Made

 * 1) Children of Zeus have the ability to create a large lightning storm which will begin to randomly strike the nearby area with large bolts of lightning, with no regard to friend or foe; doing so drains the child of Zeus extremely.

9 Months After Character is Made

 * 1) Children of Zeus are able to transform into an eagle, as an eagle they are able to fly faster longer without tiring, but the longer they sustain this form, the more time they need to rest between transformations.

Traits

 * 1) Children of Zeus generally make strong leaders.
 * 2) Children of Zeus are generally good at predicting the weather, as Zeus was also the god of weather.
 * 3) Children of Zeus are rarely afraid of heights.
 * 4) In some cases children of Zeus are prone to being claustrophobic, as they generally prefer open spaces.

Non-Cabin Gods= If you want a non-cabin god parent that hasn't been used yet, check out theoi.com for a list of all sorts of gods and goddesses. If you need powers for a god parent not listed here, please contact an Admin.

Aether
Aether on Theoi.com

Template:Aether Powers

Characters

 * 1) Chase Scotten

Offensive

 * 1) Children of Aether have the ability to conjure weapons out of pure light which can be use for combat; only one weapon can be conjured at a time and it cannot be bigger than the user.
 * 2) Children of Aether have the ability to create powerful gusts of wind, the more powerful the gust, the more it drains the user.

Defensive

 * 1) Children of Aether have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
 * 2) Children of Aether have the ability to conjure a cloak of pure light which will blunt most attacks but slow the movement of the conjurer.

Supplementary

 * 1) Children of Aether have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 2) Children of Aether are able to create a ball of light that can be used for multiple purposes.

3 Months After Character is Made

 * 1) Children of Aether are able to form armor out of the surrounding air. The design varies from user to user, but a theme of quick movement and speed is usually common. This blunts most projectiles and the longer they maintain it the more energy it drains.

6 Months After Character is Made

 * 1) Children of Aether are able to transform their body completely into air, while in this state they are impervious to attack, and can move faster than when flying or on the ground, the longer they remain in this state the more energy it drains and the more time they must rest between transformations. Also while in this state they can use air currents to teleport to one place to another. The stronger the wind is, the farther the user will go with this.

9 Months After Character is Made

 * 1) Children of Aether can create any creature (be it real or not) out of air, and be able to control it, no larger than 2 to 3 times the size of the user. The user can make the creature do his bidding and follow his thoughts. They can use it for a few purposes whether to scout or attack, but while the creature is made they are incapacitated and the longer the maintain the creature, the more energy is drained.

Traits

 * 1) Children of Aether have calm, serene personalities
 * 2) Children of Aether usually have "heavenly" appearances

Acheron Powers
Acheron on Theoi.com

Template:Acheron Powers

Characters

 * 1) None

Offensive

 * 1) Children of Acheron have the ability to send a mental blast, causing a person to feel pain (there are no real injuries, the pain is entirely in the person's mind), the effects last anywhere from a few seconds to a few minutes
 * 2) Children of Acheron have the ability to charm their weapon to inflict more damage on their enemy, for a short time, this does not increase the odds their weapon will hit, only increasing the potential for damage.

Passive

 * 1) Children of Acheron are slightly more powerful when others around them are feeling mental or physical pain.
 * 2) Children of Acheron feel less pain than others might.
 * 3) Children of Acheron are able to temporarily alleviate the pain in someone, the wounds are still there, they just don't feel the pain for a short time

Supplementary

 * 1) Children of Acheron can become completely immune to pain for a short time, allowing them to think clearly and continue to move despite grievous injury.

3 Months After Character is Made

 * 1) Children of Acheron, while experiencing pain, especially after receiving an injury, are able to channel this pain increasing their agility and combat skills for a brief time, the longer they try to channel the pain, the more energy it drains.

6 Months After Character is Made

 * 1) Because Acheron is an underworld god of the dark river waters of Acheron children of Acheron have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.

9 Months After Character is Made

 * 1) Children of Acheron are able to trap someone in an illusion that they are being tortured in excruciating pain for a short time, while they are maintaining the illusion they are incapacitated and the longer they maintain it the more energy is drained.

Ananke Powers
Ananke on Theoi.com

Template:Ananke Powers

Characters

 * 1) None

Offensive

 * 1) Children of Ananke have the ability to force the effects of age upon a person for a short time; making them feel pain and cause their movements to be slow and sedated.
 * 2) Children of Ananke have the ability to force the effects of extreme hunger and thirst upon a person for a short time; leaving them weak and vulnerable to attacks.

Defensive

 * 1) Children of Ananke can make the weapons or shields of their opponents age to the point where they’ll break after hitting something once. After some time, usually half an hour or so, the weapon will reverse the aging and damage done to it.

Supplementary

 * 1) The children of Ananke can, for a period of between 2 and 4 hours, make a person’s hunger, thirst and tiredness disappear. This drains the user a moderate amount, since it draws from the energy of the user.
 * 2) The Children of Ananke can cause plants, walls and other things like that to age and crumble/whither, to clear the way. It drains the user a small to moderate amount.

Passive

 * 1) The Children of Ananke can, if they concentrate, see how a person will look as they grow older. However, they can only see a maximum of 15 years “into the future”.

3 Months After Character is Made

 * 1) Children of Ananke have the ability to force a random OCD upon the opponent. While the OCD is random, it is always one which leaves the opponent unable to attack and somewhat vulnerable to attacks.

6 Months After Character is Made

 * 1) Children of Ananke can, by placing subtle compulsions in the minds of the surrounding people, achieve a sort of "invisibility", though it's not that they're invisible, people just don't notice them, unless they do something like kill a person or shout loudly.

9 Months After Character is Made

 * 1) They can control a person for a short time by placing subtle compulsions in their mind. It cannot be something which goes directly against the person’s nature, since that would cause the person to discover it and then it wouldn't work any more. E.g. a pacifist couldn't be ordered to harm someone.

Traits

 * 1) Children of Ananke generally don’t need much food, water or sleep. The amount they need vary between the children, some need more and some need less, but all need less than your average human or demigod.
 * 2) These children age slower than normally, beginning around the age of 15, and retain a youthful appearance far longer than most.

Ate Powers
Ate on Theoi.com

Template:Ate Powers

Characters

 * 1) Stella Dawn

Offensive

 * 1) Children of Ate have the minor ability to create illusions of attacks so realistic that they are most likely to catch an enemy off guard; however, if they miss they are left vulnerable to counter-attack.
 * 2) Children of Ate can make others fight recklessly in battle, not knowing friend from foe and attacking all in sight for a short time. The longer they are within this frenzy, the more energy it drains.

Defensive

 * 1) Children of Ate can delude their enemies into thinking that they are an ally, maybe even a friend, and make them lose all desire to attack them.
 * 2) Children of Ate are able to trick charging enemies to face the opposite directions and charge at those directions instead. The more enemies and the longer the distance, the more it drains the demigods. After the effects have wore off, enemies will be immune to further effects of it for the battle.

Passive

 * 1) Children of Ate are innately able to see through lies, illusions or any form of delusion, as they are innately so well skilled with delusion themselves.
 * 2) Children of Ate are innately able to resist desires or impulses they may have, and so, are able to resist powers that try and control their actions or desires very well.
 * 3) Children of Ate have the innate ability to confuse, mislead or deceive others for a short time, the longer they try and keep up with the lies/deceptions, the more energy it drains.

Supplementary

 * 1) Children of Ate can inflict blind folly on others for a short time, causing them to act foolishly and lose all common sense. The person will remain under the control of the user for a few minutes or until control is relinquished. The longer control is held on, the more energy drained.
 * 2) Children of Ate can use their powers to delude someone into lying or coming into agreement with them when they truly don't want to without the person influenced even noticing. The bigger the lie, the more power drained. A person with a strong will can fight this, and most will remember being deluded shortly after.
 * 3) Children of Apate are able to make the objects in a small area shift appearance or location, confusing those who will see it. While the skill is in effect, it continuously drains the user.
 * 4) Children of Ate are able to lead another to act impulsively or recklessly for a short time. They cannot, however, influence what the specific action they do is. The person will remain under the control of the user for a few minutes or until control is relinquished. The longer control is held on, the more energy drained.
 * 5) Children of Apate are able to make a fake copy of an object not bigger than them, but they must clearly imagine the object in their minds for it to completely imitate the original object. Also, if the original object possess magical properties or whatsoever, the imitation will not copy those properties.

3 Months After Character is Made

 * 1) Children of Ate can create illusions in order to twist other's perception of reality or make everyone around them see something that isn't really there. However, the illusion isn't physical and therefore is only a trick of sight. The bigger the change in perception, the more power drained. They can also delude single individuals in the same fashion.

6 Months After Character is Made

 * 1) Children of Ate can make others become infatuated with them for a short time, leading them to doing their will or revealing a secret rashly and in blind folly. The person will remain under the control of the user for a few minutes or until control is relinquished. The longer the control is kept, the more energy it drains.

9 Months After Character is Made

 * 1) Children of Ate can inflict recklessness upon their allies to make them fight in a frenzy for a short time. Similarly, they can inflict recklessness upon their enemies so they won't think before attacking on the battlefield. The affected people are not able to tell friend from foe, however, which be both an advantage and a disadvantage. The longer control is held on, the more energy drained.

Traits

 * 1) Children of Ate are often reckless and impulsive, acting very rashly.
 * 2) Children of Ate are generally not trusting and are very perceptive.
 * 3) Children of Ate tend to be sly and cunning.

Aigaios Powers
Aigaios on Theoi.com

Template:Aigaios Powers

Characters

 * 1) Alaina Grimm

Offensive

 * 1) Children of Aigaios can create medium sized storms, using the rain and wind to knock back and distract anyone within the area. This causes the user to be vulnerable and stunned for a short period. This power works best with storms at sea.
 * 2) Children of Aigaios have the ability to conjure a weapon out of water 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 make small non-combative objects out of water.

Defensive

 * 1) Children of Aigaios are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.
 * 2) Children of Aigaios have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.

Passive

 * 1) Children of Aigaios can survive falling from high altitudes as long as they land in water. They can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 2) Children of Aigaios have a slightly higher resistance to burns.
 * 3) Children of Poseidon can innately breathe underwater.
 * 4) Children of Aigaios can sense nearby storms, and are much stronger near or in a storm.
 * 5) Children of Aigaios and everything they touch, stay or become dry in water, unless they want to become wet.
 * 6) Children of Aigaios can make air bubbles form under water.

Supplementary

 * 1) Children of Aigaios have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
 * 2) Children of Aigaios are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.

3 Months After Character is Made

 * 1) Children of Aigaios are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains

6 Months After Character is Made

 * 1) Children of Aeolus can create a massive hurricane, about five times the size of the user, which can be used to violently assault others with strong winds and debris.

9 Months After Character is Made

 * 1) Children of Aigaios are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations

Traits

 * 1) Children of Aigaios make great meteorologists.
 * 2) Children of Aigaios always know their exact distance from the Aegean Sea and know the best route to reach it, as their father is its ruler.
 * 3) Children of Aigaios always know their exact coordinates when in water.
 * 4) Children of Aigaios can feel the difference between fresh water and salt water.
 * 5) Children of Aigaios have a love for water, and generally excel at water sports.

Bia Powers
Bia on Theoi.com

Template:Bia Powers

Characters

 * 1) None

Offensive

 * 1) Children of Bia have the ability to take away the strength and power of others for a short time, making their attacks weaker. The longer their strength is weakened, the more energy drained.
 * 2) Children of Bia can create invisible weapons made of sheer force that dissipate after a short time, no bigger than 2-3 times than the user. The longer the weapon is held together, the more energy drained.

Defensive

 * 1) Children of Psyche can form protective spheres of sheer force around themselves and others for a limited amount of time. The longer the sphere is held together, the more energy drained.
 * 2) Children of Bia can increase the strength of all of their means of defence (armour, shields, etc.), along with those of their allies for a limited time, enduring more hits, staying firm and defending at a higher degree than before. The longer this state is maintained, the more energy drained.

Passive

 * 1) Children of Bia are innately proficient in all form of combat and hold a higher state of physical prowess.
 * 2) Children of Bia are innately stronger and more focused than others, stronger and quicker in combat than a normal human could achieve.
 * 3) Children of Bia do not tire as easily as others, and they have a higher endurance than most.

Supplementary

 * 1) Children of Bia have the ability to bestow an aura of energy and fortitude on others nearby, making them more likely to succeed in battle, for a short time.
 * 2) Children of Bia can control and create waves of sheer force, which can be used to deflect attacks, attack others or move objects. The more powerful the waves are, the more energy drained.
 * 3) Children of Bia have the inhuman ability to leap great distances at once. This can be used to dodge or attack. Upon landing, a tremor is unleashed which unbalances anyone within a few feet.

3 Months After Character is Made

 * 1) Children of Bia have the ability to enchant nearby weapons with either a positive effect or negative effect for the duration of a weapon; some examples would be increasing the sharpness of a blade or even dulling it.

6 Months After Character is Made

 * 1) Children of Bia can bring themselves into a state where their only focus is willpower, becoming invulnerable to all attacks for a short time. The longer this state is endured, the more energy drained.

9 Months After Character is Made

 * 1) Children of Bia can infuse force into their words and bring another into a state of compulsion, leading them into doing their will or revealing a secret to them. The person will remain under the control of the user for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

Traits

 * 1) Children of Bia are usually headstrong and firm in their beliefs.
 * 2) Children of Bia tend to be brave, mighty and powerful.
 * 3) Children of Bia make natural leaders.
 * 4) Children of Bia incline more greatly than others to become power hungry megalomaniacs.

Circe Powers
Circe on Theoi.com

Template:Circe Powers

Characters

 * 1) Dustin Smith
 * 2) Kiera Ames
 * 3) Brendan Krueger
 * 4) Rachel Carter
 * 5) Michael Carter

Offensive

 * 1) Children of Circe have the ability to create small fireballs, the larger the ball, the more energy it drains.

Defensive

 * 1) Children of Circe have the ability to deflect attacks with their telekinetic abilities for a short time, the more they use their telekentic abilities to deflect, the more drained and incapacitated they become
 * 2) Children of Circe can transform weapons into something harmless for a short time, anywhere from a few seconds to a few minutes, however the larger or the more weapons there are the more energy is used

Passive

 * 1) They possess Matter Transmogrification which is the ability to control pure matter to transform objects, depending on the size of the object transformed, varies on how long it stays transformed, the larger the object transformed, the more energy it takes

Supplementary

 * 1) Children of Circe can cast a levitation spell on themselves for short times, the longer they levitate the more power it drains.
 * 2) Children of Circe are able to use some healing spells to heal minor wounds.
 * 3) Children of Circe are adept at making potions and elixirs

3 Months After Character is Made

 * 1) Children of Circe can transform others into animals, the more people and the longer the transformation is held the more energy is used.

6 Months After Character is Made

 * 1) Children of Circe can infuse magic into their words and ‘charm-speak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

9 Months After Character is Made

 * 1) Children of Circe have the ability to transform into a ferocious animal, the longer they stay in this form, the more it drains them and the longer they need between transformations. They also can not transform into an animal larger than two times their size, and they can not flip back and forth between transformations, they must rest considerably between each transformation.

Traits

 * 1) Children of Circe moves with a prodigious agility that resembles snakes.
 * 2) Children of Circe often have deep and mysterious personalities

Delphin Powers
Delphin on Theoi.com

Template:Delphin Powers

Characters

 * 1) Liam McLoyd

Offensive

 * 1) Children of Delphin have the ability to conjure a weapon out of water 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 make small non-combative objects out of water.

Defensive

 * 1) Children of Delphin can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 2) Children of Delphin have a slightly higher resistance to burns.
 * 3) Children of Delphin have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.

Passive

 * 1) They can make air bubbles form under water.
 * 2) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 3) Children of Delphin can innately breathe underwater.

Supplementary

 * 1) Children of Delphin have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
 * 2) Children of Delphin are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.
 * 3) Children of Triton, while in the water, have the ability to communicate with other aquatic life, and while in the water may summon nearby dolphins to their aid

3 Months After Character is Made

 * 1) Children of Delphin are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.

6 Months After Character is Made

 * 1) Children of Delphin are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains

9 Months After Character is Made

 * 1) Children of Delphin are able to transform their bodies into a dolphin for a short time while in water, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations

Traits

 * 1) Children of Delphin always know their exact coordinates when in water.
 * 2) Children of Delphin can feel the difference between fresh water and salt water.
 * 3) Children of Delphin have a love for water, and generally excel at water sports.

Dolos Powers
Dolos on Theoi.com

Template:Dolos Powers

Characters

 * 1) Abraxas Ludos

Offensive

 * 1) Children of Dolos have the minor ability to create illusions of attacks so realistic that they are most likely to catch an enemy off guard; however, if they miss they are left vulnerable to counter-attack.
 * 2) Children of Dolos are able to command a weapon to go against it's master's will. However, they cannot command a weapon bigger than them. Also, the master of the weapon can resist the will of the weapon. Once the effect has wore off, the weapon is immune to further effects of it.

Defensive

 * 1) Children of Dolos are able to make the objects in a small area shift appearance or location, confusing those who will see it. While the skill is in effect, it continuously drains the user.
 * 2) Children of Dolos are able to trick charging enemies to face the opposite directions and charge at those directions instead. The more enemies and the longer the distance, the more it drains the demigods. After the effects have wore off, enemies will be immune to further effects of it for the battle.

Passive

 * 1) Children of Dolos are innately able to see through lies, illusions or any form of deceit, as they are innately so well skilled with deceit themselves.
 * 2) Children of Dolos have the innate ability to confuse, mislead or deceive others for a short time, the longer they try and keep up with the lies/deceptions, the more energy it drains

Supplementary

 * 1) Children of Dolos are able to make a fake copy of an object not bigger than them, but they must clearly imagine the object in their minds for it to completely imitate the original object. Also, if the original object possess magical properties or whatsoever, the imitation will not copy those properties.
 * 2) Children of Dolos can use their powers to lure someone into lying or coming into agreement with them when they truly don't want to without the person influenced even noticing. The bigger the lie, the more power drained. A person with a strong will can fight this, and most will remember being deceived shortly after.
 * 3) Children of Dolos are able to mimic sounds or the voice of a person or creature they already heard speaking or making noise. The quality of the mimicry depends on the focus and skill level of the user.

3 Months After Character is Made

 * 1) Children of Dolos can create illusions in order to twist other's perception of reality or make everyone around them see something that isn't really there. However, the illusion isn't physical and therefore is only a trick of sight. The bigger the change in perception, the more power drained. They can also delude single individuals in the same fashion.

6 Months After Character is Made

 * 1) Children of Dolos are able to make a copy of their body, that they are mentally connected to, but cannot interact with its physical environment. It can be used to spy on others, bring back intel, distract others, carry messages, etc. It drains the user moderately.

9 Months After Character is Made

 * 1) Children of Dolos are able to make a copy of their body, that they are mentally connected to. It is essentially a real copy of themselves, with all their powers to a weakened extent and can actually interact with their surroundings, however while the copy is active the user is entirely incapacitated. While the copies are active, the user is drained, so the longer the copy is active the more they are drained. Once the copy is gone, they must wait a substantially long time before making another copy.

Traits

 * 1) Children of Dolos tend to be treacherous, fond of treachery or amused by it.
 * 2) Children of Dolos are cunning, sly and uneasily fooled.
 * 3) Children of Dolos are very good liars and at making alibis.
 * 4) Children of Dolos are good at forging signatures and hacking systems.
 * 5) Children of Dolos have deceit "intuitions", meaning they may have a hunch if someone will try to deceive them. However, their predictions may not be accurate every time.

Enyo Powers
Enyo on Theoi.com

Template:Enyo Powers

Characters

 * 1) Jade Braun

Offensive

 * 1) The offspring of Enyo have the ability to unleash their battle-lust and fight to their full potential; however, as they are in a chaotic frenzy, they are temporarily blind to friend or foe and attack anyone nearby.
 * 2) The offspring of Enyo are changed during battle and become stronger and quicker in combat than a normal human could achieve.

Defensive

 * 1) The offspring of Enyo can become resistant to all types of physical attacks for a short time.
 * 2) The offspring of Enyo can create an invisible forcefield around them which can bring images of mass bloodshed of devastation upon contact, causing the inflicted to back away. It only withstands for a short time, and later disperses.

Passive

 * 1) The offspring of Enyo are innately proficient in all form of combat and hold a higher state of physical prowess. They do tend to become, however, ruthless and barbaric in battle.
 * 2) The offspring of Enyo are innately stronger in times of battle, chaos, mass bloodshed or devastation. They can also sense sites of battle or bloodshed.
 * 3) The offspring of Enyo have innate battle reflexes which allows them to attack and dodge quickly.

Supplementary

 * 1) The offspring of Enyo have the inhuman ability to leap great distances at once. This can be used to dodge or attack. Upon landing, a tremor is unleashed which unbalances anyone within a few feet.
 * 2) The offspring of Enyo can enstrengthen nearby allies and instil fear and terror upon nearby enemies with a deafening war cry.
 * 3) The offspring of Enyo have the ability to enchant nearby weapons with either a positive effect or negative effect for the duration of a weapon; some examples would be increasing the sharpness of a blade or even dulling it.

3 Months After a Character is Made

 * 1) The offspring of Enyo are able temporarily corrode an enemy's armour/clothing/weapons for a short time, if the corrosion breaks through to skin it has the potential to injure a person. The effects only last for a short time and the longer the demigod tries to maintain the corrosion, the more power it drains from them.

6 Months After a Character is Made

 * 1) The offspring of Enyo can create a short lived “storm of devastation” which may cause inanimate materials and objects within it to warp, or break, or be destroyed. The effects are random, but typically powerful and can stretch over a wide area depending upon the amount of energy put into it. The more energy used, the more that can be effected at once. This power drains the user depending on the amount of energy invested.

9 Months After a Character is Made

 * 1) The offspring of Enyo can create an illusion of massive bloodshed, destruction and devastation on a battlefield, instilling everyone around them with cowardice and terror, causing them to panic and be routed for some time, until it wears off and they return to battle. Similarly, they can also do the opposite, causing everyone nearby to go into a battle frenzy, in which they recklessly fight the enemy. This power drains them significantly.

Traits

 * 1) The offspring of Enyo are often ruthless, barbaric, and destructive.
 * 2) The offspring of Enyo are more courageous than most, especially when facing danger. They are also fearless, and tend to inflict fear and terror in others.
 * 3) The offspring of Enyo, in contrast to those of Ares, are skilled in creating chaos where there is order.
 * 4) The offspring of Enyo tend to value greatly their freedom and independence.

Eos Powers
Eos on Theoi.com

Template:Eos Powers

Characters

 * 1) Strike

Offensive

 * 1) Children of Eos have the ability to focus an intense beam of light which will burn anything it touches; the effect may also be applied to conjured weaponry or armour instead.
 * 2) Children of Eos have the ability to conjure weapons out of pure light 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.

Defensive

 * 1) Children of Eos can unleash a quick burst of light which blinds anyone that was focused on them for a few seconds.
 * 2) Children of Eos have the ability to conjure a cloak of pure light which will blunt most attacks but slow the movement of the conjurer.

Passive

 * 1) Children of Eos are resistant to bright lights and can stare into the sun without hurting their eyes.
 * 2) Children of Eos find themselves renewed and refreshed at dawn even if they have not slept the night before.
 * 3) Children of Eos are stronger at Dawn and the following hours.
 * 4) Children of Eos have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.

3 months after character is made

 * 1) Children of Eos can materialise a set of transparent wings that give off a faint light. This takes very little energy during the day but a tremendous amount at night.

6 months after character is made

 * 1) Children of Eos can cause a “mock sun to rise” illuminating the area. It lasts for 15 minutes and they are stronger while it shines. It can only be used once every 24 hours and all strength and energy gathered from it leave once it vanishes.

9 months after character is made

 * 1) The wings of a child of Eos will no longer appear transparent, they will appear solid, in a red/orange colour. They take much less energy at day and especially at night. They can also be used to block attacks. Constant use of them for defence will result in them becoming damaged and unfit for use, for a period of time.

Traits

 * 1) Children of Eos generally have bright personalities.
 * 2) Children of Eos have a way of restoring hope and inspiring others

Erebus Powers
Erebus on Theoi.com

Template:Erebus Powers

Characters

 * 1) Nicholas Tenebrae

Offensive

 * 1) Children of Erebus have the ability to conjure weapon out of pure shadows 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. This can also be used for other non-combative objects, but within reason, something might be shaped like an iPod, but as shadows do not have any working parts and source of electricity, such as batteries, they would not actually play music.
 * 2) Children of Erebus have the ability to conjure a rope of shadows which are bound around an unsuspecting victim; the ropes remain on the person for a short time before vanishing.

Defensive

 * 1) Children of Erebus have the ability to conjure a cloak of pure shadows which will blunt most attacks but slow the movement of the conjurer.
 * 2) Children of Erebus can bend shadows around them, concealing them for a short time.

Passive

 * 1) Children of Erebus are innately stronger when they are in complete darkness.
 * 2) Children of Erebus can see perfectly in the dark as if it were light.

Supplementary

 * 1) Children of Erebus have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more is energy drained.

3 Months After Character is Made

 * 1) Children of Erebus are able to create complete darkness in a small area for a short time, extinguishing all light sources

6 Months After Character is Made

 * 1) Children of Erebus are able to use the shadows to make a shadow creature, no larger than 2 to 3 times the size of the user, to fight for them for a short time, while the shadow creature is fighting they are incapacitated and the longer they use the shadow creature the more energy it drains

9 Months After Character is Made

 * 1) Children of Erebus have the ability to shed their flesh and turn into a state of pure shadows and while in this state, the user is granted flight, immune to all attacks and anything they touch has their vision stripped away is flung into a state of intense terror and paranoia; however, once the user changes back they will be extremely drained and immobile for a long time.

Traits

 * 1) Children of Erebus tend to prefer the dark

Eurybia Powers
Eurybia on Theoi.com

Template:Eurybia Powers

Characters

 * 1) None

Offensive

 * 1) Children of Eurybia have the ability to conjure a weapon out of water 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 make small non-combative objects out of water.

Defensive

 * 1) Children of Eurybia can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 2) Children of Eurybia have a slightly higher resistance to burns.
 * 3) Children of Eurybia have the ability to create a wall of water to deflect attacks, roughly 2 to 3 times the size of the user, the longer they maintain the wall, the more energy it drains.

Passive

 * 1) Children of Eurybia can innately breathe underwater.
 * 2) Children of Eurybia can sense nearby forces of the sea i.e. rain, storms, waves, tides etc.
 * 3) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 4) They can make air bubbles form under water.

Supplementary

 * 1) Children of Eurybia can telekinetically move water, though the larger amount of water they move, the more it drains them.
 * 2) Children of Eurybia have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
 * 3) Children of Eurybia have the ability to force a false state of drowning upon another person for a limited time, allowing the child of Eurybia to attack or flee freely.

3 Months After Character is Made

 * 1) Children of Eurybia can create a large tidal wave, which can be used to violently assault others with strong waves and water. The larger the wave, the more energy it drains and it cannot be larger than a tsunami.

6 Months After Character is Made

 * 1) Children of Eurybia are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains.

9 Months After Character is Made

 * 1) Children of Eurybia are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations.

Traits

 * 1) Children of Eurybia always know their exact coordinates when in water.
 * 2) Children of Eurybia make good sailors and sea navigators.
 * 3) Children of Eurybia can feel the difference between fresh water and salt water.

Eurus Powers
Euros on Theoi.com

Template:Eurus Powers

Offensive

 * 1) Children of Eurus have the ability to create gusts of wind which will wilt plants and tress the longer it blows, but only for a short time.
 * 2) Children of Eurus have the ability to unleash a focused wind that erodes away at any sort of solid object, whether it be stone, metal, etc.; the longer the wind blows, the more erosion will take place but also, the more energy will be drained.

Defensive

 * 1) Children of Eurus have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
 * 2) Children of Eurus have the ability to create a small, localized rainstorm which darkens the area and obstructs view.

Passive

 * 1) Any plant that touches the hand of a child of Eurus begins to die instantly, the plant only continues to die as long as they touch it, alternatively the longer the user touches the plant, the more energy it drains from them.
 * 2) Children of Eurus are stronger in the fall season.

Supplementary

 * 1) Children of Eurus have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 2) Children of Eurus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.

3 Months After Character is Made

 * 1) Children of Eurus have the ability to create a massive rainstorm which will begin to downpour and flood the immediate area, for a short time.

6 Months After Character is Made

 * 1) Children of Eurus are able to manipulate the growth in a small area around them/near them to suddenly become wilted and withered, this can be used to reveal hiding enemies, or stop plant-based abilities from attacking them. In time, the plants affected will revert back, and also drains the child of Eurus considerably.

9 Months After Character is Made

 * 1) Children of Eurus can shed their flesh and turn into pure fog, while in this state they are immune to attacks, can travel long distances in a fraction of the time, and may obstruct enemy view when they pass by, the longer they maintain this form, the more energy is drained, and the weaker they become.

Traits

 * 1) Children of Eurus are usually right handed.
 * 2) Children of Eurus often have melancholy personalities.

Gaia Powers
Gaia on Theoi.com

Template:Gaia Powers

Characters

 * 1) Terra Itō
 * 2) Asher Kurogane

Offensive

 * 1) Children of Gaia have the ability to use Geokinesis, take a piece of Earth, no larger than the size of a person, and hurl it at an enemy.
 * 2) Children of Gaia have the ability to shoot small sharp pieces of rocks from their palms for a short time, the longer they use this, the more energy it drains

Defensive

 * 1) Children of Gaia have the ability to summon a thick wall of earth, roughly 2 to 3 times the size of the user, that dulls attacks coming to it on contact. The larger and longer the wall is used, the more it drains the user.
 * 2) Children of Gaia have the ability to create quicksand or pits around a small area for a short time, over time it will slowly solidify allowing anything stuck in it to slowly regain their footing

Passive

 * 1) Children of Gaia are more powerful when their surrounded by pure Earth.
 * 2) Children of Gaia have the innate ability to talk plants to life, either making them grow more quickly or bringing them back from a recent death.
 * 3) Children of Gaia can "feel" nature and the elements. Can feel for all biomes (forests, deserts, tundras, wetlands, mountains, etc). A tree naturally falling or predator catching their prey in a near by forest would be felt by the user, leaving them feeling calmly relieved. Unnaturally, would leave the user sickened. Can detect natural changes as well (raise in temperature, humidity, etc).

Supplementary

 * 1) Children of Gaia can move, shape and otherwise manipulate any "earthen" elements, including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil. They cannot, however, make any object or weapon that is larger than the user, nor control any man-made materials.

3 Months After Character is Made

 * 1) Children of Gaia are able to create armour around them from earthen materials, such as stone, crystal, soil, and mud, for a short time. The armour's appearance can vary from person to person, but they often have a theme of defence and durability to them. The longer they maintain the armour the more energy it drains.

6 Months After Character is Made

 * 1) Children of Gaia can use dirt, mud, rock,stone, etc. to teleport anywhere on Earth. The user merges with the earth beneath them and reforms elsewhere. The further they travel the more energy it drains.

9 Months After Character is Made

 * 1) Children of Gaia are able to transform their body completely into earth, including soil, stone, metal, clay or other earthen substance, for a short time, the longer they maintain the form the more energy it drains. They have a higher resistance to most attacks while in this state, but are not able to attack as quickly or as strongly while in this state.

Traits

 * 1) Children of Gaia often have motherly attitudes, Gaia was "the great mother all"

Hera Powers
Hera on Theoi.com

Template:Hera Powers

Characters

 * 1) Alcaeus Deumos
 * 2) Aria Amethyst
 * 3) Irene Saxe-Coburg
 * 4) Clara Saxe-Coburg
 * 5) Puck Summerhaze

Offensive

 * 1) The offspring of Hera have the ability to funnel weapons out of pure air which can be used for combat; only one weapon can be conjured at a time and it cannot be bigger than the user.
 * 2) The offspring of Hera have the ability to shoot small sharp pieces of rocks from their palms for a short time, the longer they use this, the more energy it drains

Defensive

 * 1) The offspring of Hera can use the wind to either surround themselves to block enemies and projectiles OR to surround an enemy, trapping them within the winds. The longer they maintain the wind, the more it drains.
 * 2) The offspring of Hera have the ability to create quicksand or pits around a small area for a short time. Over time it will slowly solidify, allowing anyone stuck in it to slowly regain their footing.

Passive

 * 1) The offspring of Hera can sense when women are pregnant, what the state of the baby's health is and what sex they are.
 * 2) The offspring of Hera can tell if two people will get married, and if their marriage will be successful.
 * 3) The offspring of Hera are much more powerful in natural settings, open to the air, such as forests, deserts, etc.

Supplementary

 * 1) The offspring of Hera can move, shape and otherwise manipulate any "earthen" elements, including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil. They cannot, however, make any object or weapon that is larger than the user, nor control any man-made materials.
 * 2) The offspring of Hera have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 3) The offspring of Hera have the ability to control the air around them and call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.

3 Months After Character is Made

 * 1) The offspring of Hera can infuse force into their words and ‘charmspeak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made

 * 1) The offspring of Hera can use dirt, mud, rock, stone, etc. to teleport anywhere on Earth. The user merges with the earth beneath them and reforms elsewhere. The further they travel the more energy it drains.

9 Months After Character is Made

 * 1) The offspring of Hera are able to transform into a hawk. As a hawk, they are able to fly faster longer without tiring. The longer they sustain this form, the more time they need to rest between transformations.

Traits

 * 1) The offspring of Hera generally tend to relate to women more than men, getting along with them far more easily.
 * 2) The offspring of Hera usually feel safe up in the air just as much as on the ground, as their mother is a goddess of both the sky and the earth.
 * 3) The offspring of Hera generally make strong leaders.
 * 4) The offspring of Hera make great parents and great spouses, and tend to be great marriage counsellors as well.

Hermaphroditus Powers
Hermaphroditus on theoi.com

Template:Hermaphroditus Powers

Characters

 * 1) Alix Tessa

Offensive

 * 1) Children of Hermaphroditus have the ability to force a feeling gender dysphoria on an enemy for a short time which stuns the enemy emotionally, the longer this ability is in use the more it drains the user.
 * 2) Children of Hermaphroditus have the ability to affect a female enemy's fertility cycle causing them to feel symptoms such as cramping, bloating and PMS.
 * 3) Children of Hermaphroditus have the ability to affect a male enemy to feel as if they have low testosterone. This causes an intense feeling of depression causing the target of this ability to not have enough energy to even move the longer this ability is in use the more it drains the user.

Defensive

 * 1) Children of Hermaphroditus have the ability to make an enemy unable to focus on anything but the need to have a child for a short amount of time, the longer this ability is in place the more it drains the user.
 * 2) Children of Hermaphroditus have the ability to soften an opponents muscles temporarily causing a loss of strength.

Passive

 * 1) Children of Hermaphroditus are able to control their appearance magically, However they are unable to make superficial changes and when using this ability the user must change their entire body to look like something else or nothing at all. Furthermore children of Hermaphroditus can not make changes that they don't have the physical material to make, for example they can't make themselves fat if they weren't fat to begin with or they can't make themselves muscular if they weren't already muscular. These changes are temporary and the longer they are used the more draining it is.
 * 2) Children of Hermaphroditus can sense a person's fertility levels and how likely they are to become parents.

3 Months After Character is Made

 * 1) Children of Hermaphroditus have the ability to curse an enemies reproductive organs. The curse itself causes the reproductive organ to feel as if it was set on fire. The longer this ability is in use the more it drains the user.

6 Months After Character is Made

 * 1) Children of Hermaphroditus have the ability to force a person to go into a state which is very similar to when an animal goes into heat leaving the opponent vulnerable.

9 Months After Character is Made

 * 1) Children of Hermaphroditus have the ability to force another person to physically become the opposite gender which is extremely disorienting and painful to someone that's not a child of Hermaphroditus. The effects of this ability last 24 hours and the target of this ability revert's to their natural form at midnight. In order to use this ability a child of Hermaphroditus requires skin on skin contact leaving them vulnerable to attack.

Traits

 * 1) Children of Hermaphroditus are always mentally both gender's.
 * 2) Children of Hermaphroditus all wish to have kids of their own someday.

Hyperion Powers
Hyperion on Theoi.com

Template:Hyperion Powers

Characters

 * 1) Bayin Bandula
 * 2) Percival Stefan

Offensive

 * 1) Children of Hyperion have the ability to conjure weapons out of pure light 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.
 * 2) Children of Hyperion have the ability to focus an intense beam of light which will burn anything it touches; the effect may also be applied to conjured weaponry or armour instead.

Defensive

 * 1) Children of Hyperion have the ability to conjure a cloak of pure light which will blunt most attacks but slow the movement of the conjurer.
 * 2) Children of Hyperion can summon a forcefield of light which protects them from all attacks but slows their movements and drains them severally.

Passive

 * 1) Children of Hyperion have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.
 * 2) They are innately stronger in the light

Supplementary

 * 1) Children of Hyperion are able bend the light around them, concealing them for a short time.
 * 2) Children of Hyperion can teleport via photons/light. He/she can become photons and teleport anywhere that has light. The further they travel the more energy it drains.

3 Months After Character is Made

 * 1) Children of Hyperion are able to form armour out of the surrounding light. The design varies from user to user, but a theme of quick movement and speed is usually common. This blunts most projectiles and the longer they maintain it the more energy it drains.

6 Months After Character is Made

 * 1) Children of Hyperion are able to use light to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains

9 Months After Character is Made

 * 1) Children of Hyperion have the ability to shed their flesh and turn into a purely plasmic stare for a short time and while in this state, the user is granted flight, immune to all attacks and anything they touch is intensely burned; however, once the user changes back they will be extremely drained and immobile for a long time.

Traits

 * 1) Children of Hyperion generally have bright personalities.

Khione Powers
Khione on theoi.com

Template:Khione Powers

Characters

 * 1) Malachi Smith

Offensive

 * 1) Children of Khione can create armour and weaponry out of pure ice which is quite sharp; however, it is also fragile and must be mended or replaced often, which uses up large amounts of energy.
 * 2) Children of Khione have the ability to call upon a focused ice storm which freezes a small area into solid ice, trapping anyone in the area within it; this effect does not last long.

Defensive

 * 1) Children of Khione have the ability to create a dome shaped shield of ice and snow, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
 * 2) Children of Khione can create brief snow blindness in someone for a very short time, a few seconds, to distract them momentarily

Passive

 * 1) Children of Khione are more powerful in cold climate, and weaker in warmer climates.

Supplementary

 * 1) Children of Khione have the ability to call upon a massive snow flurry which obstructs view and lower the body temperature of all that are susceptible.

3 Months After Character is Made

 * 1) Children of Khione are able to use snow and ice to create a path, that they can use to take them anywhere (up into the air, over trees, etc.) but as they move along the path, the path behind them melts. The longer they use the energy required to make a path of snow and ice, the more energy it drains.

6 Months After Character is Made

 * 1) Children of Khione can transform their bodies into pure snow for a short time, the longer they maintain this form the more energy it drains and the more time they will need between transformations, they are also highly susceptible to heat or heat powers while in this form.

9 Months After Character is Made

 * 1) Children of Khione can create an ice/snow golem, no larger than 2 to 3 times the size of the user, to fight for them for a short time, while doing so they themselves are incapacitated and afterwards must rest between making another one

Traits

 * 1) Children of Khione generally prefer cold weather.
 * 2) Children of Khione usually have icy personalities.
 * 3) Children of Khione are immune to hypothermia

Koios Powers
Koios on Theoi.com

Template:Koios Powers

Offensive

 * 1) Children of Koios have the ability to magnetize an opponents weapon that is made of metal and attempt to strike them with it; there control over the weapon only lasts for a short time.
 * 2) Children of Koios have the ability to send nearby metallic objects flying in a desired direction in order to attack others.

Defensive

 * 1) Children of Koios have the ability to repulse anything made of metal, flinging it away from them, only in short spurts, doing so repeatedly drains them.
 * 2) Children of Koios have the ability to create a small magnetic field around them, causing anything metal inside of it to have its polarity increased and drop to the ground for a short time.

Passive

 * 1) Children of Koios are innately able to sense anyone that is nearby and what direction they are from them.
 * 2) Children of Koios are able to detect metallic objects, the closer they are, the stronger they can sense it.

Supplementary

 * 1) Children of Koios have the ability to cause anything made of metal to levitate for a short time, the larger the object, the more energy it consumes.
 * 2) Children of Koios have the ability to magnetically push/pull anything made of metal to them/away from them; however, the object must be within a few feet.

3 Months After a Character is Made

 * 1) Children of Koios have the ability to manipulate the magnetic force around them to allow themselves to magnetically levitate and move around temporarily; however, this ability is limited and they cannot actually fly at large heights. The longer they use this ability and the longer distance they travel, the more energy it drains them.

6 Months After a Character is Made

 * 1) Children of Koios are able to use the magnetic force around them to form weapons 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 form non-combative objects out of magnetic force. In addition, any object conjured out of this force has the innate ability to repulse anything made of metal when struck against it.

9 Months After a Character is Made

 * 1) Children of Koios have the ability to magnetize the iron in the blood of others and in doing so, they gain temporarily control over their body and can cause them to attack others nearby, however, the person being controlled has the ability to resist if they are forced to attack themselves, for a very short time; the child of Koios is then extremely drained of energy and will not be able to fight or even move for a moderate time.

Traits

 * 1) Children of Koios generally have excellent sense of direction, and rarely get lost.
 * 2) Children of Koios are usually intelligent.

Kronos Powers
Kronos on theoi.com (not to be confused with the protegenoi Chronus)

Template:Kronos Powers

Characters

 * 1) Christos Tantalos
 * 2) Luther Artiz

Offensive

 * 1) Children of Kronos are able to utilize time manipulation with their physical combat, making their attacks appear extremely fast while causing the victim to be slowed down, for a short time

Defensive

 * 1) Children of Kronos can warp a person's sense of time, temporarily stunning them.
 * 2) Children of Kronos have the ability to revert time around them for a short duration in order to dodge an attack that was unforeseen.

Passive

 * 1) Children of Kronos can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.
 * 2) Children of Kronos have the ability to view the specific past of a person’s life.
 * 3) Children of Kronos are able to see the length of a person's life span

Supplementary

 * 1) Children of Kronos can temporarily freeze time the longer time is frozen the more it drains, while time is frozen they are unable to attack
 * 2) Children of Kronos can construct weapons, objects or wields, no more than 2 to 3 times the size of the user, out of temporal time energies, for a short time to attack for the user.

3 Months After Character is Made

 * 1) Children of Kronos 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.

6 Months After Character is Made

 * 1) Children of Kronos can trap anyone or anything into reiterating time stream where where everything inside the loop is restarted precisely every so often, possibly even backwards. You may be able to force someone to relive the same few seconds, upwards to an hour, for as long as you keep them there. While the time loop is maintained the user is incapacitated and the longer the time loop is maintained the more energy it drains. On some occasions people have been know to retain a small amount of memories or eventually escape weaker temporal loops.

9 Months After Character is Made

 * 1) Children of Kronos can construct creatures, no more than 2 to 3 times the size of the user, out of temporal time energies, for a short time to attack for the user, while the creature is attacking the user is incapacitated and the longer they maintain the creature the more energy it drains.

Traits

 * 1) Children of Kronos are usually natural leaders.
 * 2) Children of Kronos always know what time it is, even if they don't have a watch

Lelantos Powers
Lelantos on theoi.com

Template:Lelantos Powers

Characters

 * 1) Virgilius Cassis
 * 2) Jacqueline Sparrow

Offensive

 * 1) Children of Lelantos have the ability to create powerful gusts of wind, the more powerful the gust, the more it drains the user.

Defensive

 * 1) Children of Lelantos can surround themselves in a tornado like gust of wind, which prevents any attacks for a short time, but leaves them severally drained.
 * 2) Children of Lelantos have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.

Passive

 * 1) Children of Lelantos are very stealthy and are able to move so quietly they are practically, but not virtually unseen
 * 2) Children of Lelantos are skilled at camouflage so that they are able to blend in with their environment to the point of being virtually undetectable to the naked eye, however if they move, they risk becoming detected

Supplementary

 * 1) Children of Lelantos have the ability to hover or fly, however, the longer they fly the more it drains them.
 * 2) Children of Lelantos possess great talent and instinct in/for hunting all things. They can track anything under any condition, sense the weaknesses of their prey and exploit them for a short time

3 Months After Character is Made

 * 1) Children of Lelantos are able to form armour out of the surrounding air. The design varies from user to user, but a theme of quick movement and speed is usually common. This blunts most projectiles and the longer they maintain it the more energy it drains.

6 Months After Character is Made

 * 1) Children of Lelantos are able to transform their body completely into air, while in this state they are impervious to attack, and can move faster than when flying or on the ground, the longer they remain in this state the more energy it drains and the more time they must rest between transformations. Also while in this state they can use air currents to teleport to one place to another. The stronger the wind is, the farther the user will go with this.

9 Months After Character is Made

 * 1) Children of Lelantos can create any creature (be it real or not) out of air, and be able to control it, no larger than 2 to 3 times the size of the user. The user can make the creature do his bidding and follow his thoughts. They can use it for a few purposes whether to scout or attack, but while the creature is made they are incapacitated and the longer the maintain the creature, the more energy is drained.

Traits

 * 1) Children of Lelantos are generally good at tracking.
 * 2) Children of Lelantos generally make good spies and thieves.

Moros Powers
Moros on theoi.com

Template:Moros Powers

Characters

 * 1) Ileana Viorel

Offensive

 * 1) Children of Moros have the ability to project a person's possible doom, putting them into either a state of fear or depression for a short period of time.
 * 2) Children of Moros have the ability bestow false doom upon a person, making them most likely run into minor accidents (tripping, slipping, bumping their head etc.) while the power is maintained. Control is broken when it is relinquished. The longer the control is maintained, the more energy is drained.

Defensive

 * 1) Children of Moros have the ability to make someone believe that their doom is near, making them too depressed to even attack for a short period of time. Once the ability wears off, the victim is immune to further effects of it for the rest of the battle.

Passive

 * 1) Children of Moros' senses of sight has the innate ability to see the exact date when will a demigod will meet his/her doom; however, they cannot speak of it.
 * 2) Children of Moros have an innate aura of doom around them. In their presence, a person will feel more sullen and gloomy.

Supplementary

 * 1) Children of Moros can cause someone to hallucinate about their impending doom, distracting them momentarily from the task at hand. This allows the child of Moros to attack or flee freely. The intensity of the hallucination can be augmented, but drains more energy.

3 Months After Character is Made

 * 1) Children of Moros have the ability to cause a fatal attack directed at them to become less damaging by almost a half, as to prevent themselves from experiencing a terrible fate. Repeated use drains the user greatly, and weakens the effect of the ability. In other words, repeated use may cause the ability to become ineffective.

6 Months After Character is Made

 * 1) Children of Moros have the ability to create an illusion of massive doom, similar to a scene of an apocalyptic world, which causes both panic, fear and depression, gloom and anguish. These effects turn the immediate area into a chaotic and suffering place, breaking the minds of everyone nearby. They may either enter a state of fear or a state of depression. The user, however, is susceptible to the chaos. After the illusion dissipates, the user is drained greatly.

9 Months After Character is Made

 * 1) Children of Moros have the ability to manifest a person's impending doom in the form of a creature with a sentient mind that will fight for the user. The creature manifested, no bigger than 2 to 3 times the size of the user, has an appearance that varies between each person. When the creature attacks, great fear and terror are induced upon its victims, making them either cower in fear and flee, or become reckless. While the creature attacks, the user is completely incapacitated. The longer the creature is maintained, the more energy is drained. Once the creature is dismissed, the user enters a state of great depression and immobility for some time.

Traits

 * 1) Children of Moros are normally sullen, masochistic and pessimistic.
 * 2) Children of Moros, when about to meet their own doom, become euphoric, excited and anticipated.
 * 3) Children of Moros are not afraid of doom or death, no matter how painful, horrible or bad it is.

Oceanus Powers
Oceanus on theoi.com

Template:Oceanus Powers

Characters

 * 1) Logan Lautner

Offensive

 * 1) Children of Oceanus have the ability to conjure a weapon out of water 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 make small non-combative objects out of water.

Defensive

 * 1) Children of Oceanus can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 2) Children of Oceanus have a slightly higher resistance to burns.
 * 3) Children of Oceanus have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.

Passive

 * 1) They can make air bubbles form under water.
 * 2) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 3) Children of Oceanus can innately breathe underwater.

Supplementary

 * 1) Children of Oceanus have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
 * 2) Children of Oceanus are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.

3 Months After Character is Made

 * 1) Children of Oceanus are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.

6 Months After Character is Made

 * 1) Children of Oceanus are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains

9 Months After Character is Made

 * 1) Children of Oceanus are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations

Traits

 * 1) Children of Oceanus are typically eco friendly.
 * 2) Children of Oceanus always know their exact coordinates when in water.
 * 3) Children of Oceanus can feel the difference between fresh water and salt water.
 * 4) Children of Oceanus have a love for water, and generally excel at water sports.

Oizys Powers
Oizys on theoi.com

Template:Oizys Powers

Characters

 * 1) None

Offensive

 * 1) Children of Oizys can inflict a limited amount of physical pain upon other mortal creatures nearby. They can also inflict mental pain, to the point of stunning the enemy for a limited time. The more pain inflicted, the more power drained from them. Continuous usage contributes to power draining as well.

Defensive

 * 1) Children of Oizys can create an invisible forcefield around them which can bring great misery or pain upon contact. It only withstands for a short time, and later disperses.

Passive

 * 1) Children of Oizys are innately more resistant to mental and physical pain.
 * 2) Children of Oizys are empowered by the pain of those surrounding them.

Supplementary

 * 1) Children of Oizys can enchant weapons to boost the suffering of any damage that is inflicted with them mildly for a short time.
 * 2) Children of Oizys can control mental/emotional misery, sorrow and woe at will, either lowering its severity or boosting it. This, however, cannot heal permanent or long-term symptoms of misery-related emotional and mental disorders, such as depression. The bigger the change to the severity of misery, the more it drains them.
 * 3) Children of Oizys can control pain at will, either lowering its severity or boosting it, though not to the extent of healing/wounding. The bigger the change to the severity of the pain, the more it drains them.

3 Months After Character is Made

 * 1) Children of Oizys, upon eye contact, can perpetuate a state of pure distress which brings a thought of great sorrow to the forefront of the mind of the person they made eye contact with, making them panic.

​6 Months After Character is Made

 * 1) Children of Oizys can now inflict symptoms of mental or emotional disorders associated with misery, pain or sorrow. The harsher the symptom and the longer it lasts, the more energy drained.

9 Months After Character is Made

 * 1) At this point in time, Children of Oizys can place invisible pins on certain points on a target's body which inflict a limited desired amount of pain for a limited time without the need for one to mentally inflict the pain, which lowers the amount of energy drained slightly, as continuous usage fails to drain them. When placed on the head, the pins can inflict mental pain. The larger the amount of pain inflicted, the more energy drained.

Traits

 * 1) Children of Oizys generally have a high tolerance to suffering, distress and misery.
 * 2) The offspring of Oizys have a bigger chance of becoming sadists or masochists.
 * 3) The offspring of Oizys are usually emotionally torpid.
 * 4) The offspring of Oizys tend to make great empaths due to their ability to relate to misery.

Perses Powers
Perses on theoi.com

Template:Perses Powers

Characters

 * 1) Armany Gideon

Offensive

 * 1) Children of Perses can send a small wave of energy that hits like a solid, but blunt blow. It takes a bit more energy than a punch with the same force. The farther it travels the more energy it takes, and the force is spread over the whole wave, so a smaller wave is stronger.
 * 2) Children of Perses can vibrate themselves and weapons at high speed, allowing them to loosen seals, wear down joints, and basically rattle machines to pieces, if given enough time. They must be in contact with anything they vibrate.

Defensive

 * 1) Children of Perses can create a mild earthquake that causes opponents to loose their balance.
 * 2) Children of Perses can create a short range, omnidirectional wave from themselves. This wave only travels about 10 cm from every part of their body and only lasts an instant. It can be used to break holds or constraints. It can also deflect weapons, although this takes expert timing.
 * 3) Vibrating their weapon makes it easier to deflect blows forcefully.

Passive

 * 1) Children of Perses can sense when a natural disaster will strike.

Supplementary

 * 1) Children of Perses can establish a connection with an object that will alert them if the object is being damaged or is destroyed. The connection will last over a distance of 500 meters (about 1/3 of a mile), but after that the connection fades, tapering off completely at a kilometre (about 2/3 of a mile).

3 Months After Character is Made

 * 1) Children of Perses can create a small explosion at a range of about 10 meters, but the blast radius is only about half a meter and it takes a few seconds to explode, during which the point of the explosion sparks and pops.

6 Months After Character is Made

 * 1) Children of Perses can enter a hyper-destructive state where the force and speed of their attacks is greatly increased. However, this is extremely draining and it is unlikely that they will be able to use any other powers for several minutes afterwards.

9 Months After Character is Made

 * 1) Children of Perses can create a powerful quake affecting everything within 10 meters of them. The power of the quake can be scaled depending on how long the user wants it to last. A quake that just knocks the opponent over may last 20 seconds. A quake that throws them a few feet in the air may last 5. Finally, the whole quake may be focused into a single shock-wave with the power to bounce a car a half meter or so. This requires several seconds of focus beforehand, lasts only a few seconds, and can only be used once every few hours. During the quake, the user is immobile.

Phlegethon Powers
Phlegethon on theoi.com (Note: technically the name is spelled wrong, but it's already spelled like that all over the wiki and I didn't feel like changing it >.<)

Template:Phlegethon Powers

Characters

 * 1) Calliope Sygnia
 * 2) Lexi Edison
 * 3) Leo Thompson

Offensive

 * 1) Children of Phlegethon can create a steady stream of fire, however the longer the stream is held the more energy is used
 * 2) Children of Phlegethon can conjure a weapon made of pure flames, 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 make small non-combative objects out of fire.
 * 3) Children of Phlegethon can conjure a fireball, which can reach roughly two to three times the size of the conjurer, however the larger the fireball the more energy is used

Defensive

 * 1) Children of Phlegethon can generate a small shield of flames, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
 * 2) Children of Phlegethon are more resistant to heat and flames than other demigods

Passive

 * 1) Children of Phlegethon can generate heat from their bodies in order to warm a small radius around themselves
 * 2) Children of Phlegethon are generally more powerful in warmer temperatures

Supplementary

 * 1) Children of Phlegethon have the ability to release heat from their hands in order to cauterize an open wound.
 * 2) Children of Phlegethon are able to create a smoke screen that suffocates and hinders enemies for a short time, using it to either escape or do one sneak attack
 * 3) Children of Phlegethon have the ability to create and control fire; however, it is extremely chaotic and will burn anything near it no matter the intention of the child of Phlegethon

3 Months After Character is Made

 * 1) Children of Phlegethon can create a dome made of pure flames, no more than 2 to 3 times the size of the user, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.

6 Months After Character is Made

 * 1) Children of Phlegethon are able to use fire to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains

9 Months After Character is Made

 * 1) Children of Phlegethon are able to transform their bodies into pure fire for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations

Traits

 * 1) Children of Phlegethon generally love fire

Phobeter Powers
Phobeter on theoi.com

Template:Phobeter Powers

Characters

 * 1) Oliver Shade

Offensive

 * 1) Children of Phobeter have the ability to send a small wave of energy which will cause anyone effected to believe they are dreaming for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time.
 * 2) Children of Morpheus can enchant their weapon so that it looks larger or smaller than it is to an opponent, making it harder to parry and avoid.

Defensive

 * 1) Children of Phobeter have the ability to take make someone think they are seeing their worst nightmares brought to life for a short time; attempting to scare them into not attacking.
 * 2) Children of Morpheus have the ability to cause a person to day dream as if the child of Morpheus was a friend, causing the person to no longer desire to attack them for a short time.

Supplementary

 * 1) Children of Phobeter can meditate in order to speed up their rate of healing; they are constantly drained while they do this.
 * 2) Children of Phobeter have the ability to look into people’s dreams as they sleep and even manipulate them as they wish.

3 Months After a Character is Made

 * 1) Children of Phobeter are able to astral project, they can use this for multiple reasons, however, their physical body is vulnerable and they can not effect anything on the physical plane while astral projecting.

6 Months After a Character is Made

 * 1) Children of Phobeter have the ability to manifest a small shadowy creature to fight along side them for a short time; the shadow takes the form of whatever a person’s worst nightmare is when they fight it, however, it is smaller in size if the thing from their nightmares is large.

9 Months After a Character is Made

 * 1) Children of Phobeter have the ability to conjure a real version of someone's dreams, however, the child of Morpheus is not able to control the conjured dreams and is susceptible to them as well whether they are good or bad; they are also drained of a moderate amount of energy when the dream is conjured.

Traits

 * 1) Children of Phobeter are well adept at interpreting the dreams of others.
 * 2) Children of Phobeter often tend to be day dreamers, with their heads always in the “clouds”.

Phobos Powers
Phobos on Theoi.com

Template:Phobos Powers

Offensive

 * 1) Children of Phobos have the ability to send a wave of terror out in front of them which causes anyone effected by it to imagine something they fear; the bigger the wave, the more energy used.
 * 2) Children of Phobos have the ability to unleash their battle-lust and fight to their full potential; however, they are temporarily blind to friend or foe and attack anyone nearby.
 * 3) Children of Phobos are able to project a person’s worst fears into their mind, causing temporary trauma and confusion into them. This power is only active for a short time.

Defensive

 * 1) Children of Phobos can become resistant to all types of physical attacks for a short time.

Passive

 * 1) Children of Phobos are innately proficient in most forms of combat and hold a higher state of physical prowess.
 * 2) As more people near them are affected by fear, children of Phobos become stronger.
 * 3) Children of Phobos know the fears of everyone around them

Supplementary

 * 1) Children of Phobos have the ability to calm the fear of others.

3 Months After Character is Made

 * 1) Children of Phobos can perpetuate an aura of pure terror which brings the thought of a great disaster to the forefront of the minds of everyone nearby, making them panic.

6 Months After Character is Made

 * 1) Children of Phobos have the ability to manifest a small shadowy creature to fight along side them for a short time; the shadow takes the form of whatever a person’s worst fear is when they fight it, however, it is smaller in size if the thing they fear is large.

9 Months After Character is Made

 * 1) Children of Phobos have the ability to conjure a real version of someone's worst fears, however, the child of Phobos is not able to control the conjured fear and is susceptible to them as well; they are also drained of a moderate amount of energy when the fear is conjured.

Traits

 * 1) Children of Phobos are generally immune to fear and terror.

Proteus Powers
Proteus on theoi.com

Template:Proteus Powers

Characters

 * 1) Dorian Seaver
 * 2) Tanith Keys

Offensive

 * 1) Children of Proteus have the ability to conjure a weapon out of water 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 make small non-combative objects out of water.

Defensive

 * 1) Children of Proteus can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 2) Children of Proteus have a slightly higher resistance to burns.
 * 3) Children of Proteus have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.

Passive

 * 1) They can make air bubbles form under water.
 * 2) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 3) Children of Proteus can innately breathe underwater.

Supplementary

 * 1) Children of Proteus have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
 * 2) Children of Proteus are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.

3 Months After Character is Made

 * 1) Children of Proteus are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.

6 Months After Character is Made

 * 1) Children of Proteus are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains

9 Months After Character is Made

 * 1) Children of Proteus are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations

Traits

 * 1) Children of Proteus always know their exact coordinates when in water.
 * 2) Children of Proteus can feel the difference between fresh water and salt water.
 * 3) Children of Proteus have a love for water, and generally excel at water sports.

Psyche Powers
Psyche on theoi.com

Template:Psyche Powers

Characters

 * 1) Encarna Aragon

Offensive

 * 1) Children of Psyche can apply temporary symptoms of emotional and mental disorders upon a target. The harsher the symptom and the longer it lasts, the more energy drained.
 * 2) Children of Psyche can create telekinetic weaponry (no bigger than 2-3 times the size of the user) that can be used in combat for a short time. The longer the weaponry is held together by the demigod's mind, the more energy drained.

Defensive

 * 1) Children of Psyche can form telekinetic protective spheres around themselves and others for a limited amount of time. The longer the sphere is held together by the demigod's mind, the more energy drained.

Supplementary

 * 1) Children of Psyche are able to read and manipulate the thoughts, emotions and desires of targets for a limited time. The more the extreme the change (in accordance to one's personality) and the longer it lasts, the more energy drained. Without proper training, however, they cannot force actions upon a person.
 * 2) Children of Psyche are able to move objects (no bigger than 2-3 times the size of the user) with their minds due to the strength of their minds. The bigger the object and the distance it is moved, the more energy drained.

Passive

 * 1) Children of Psyche innately remember things for a longer time than usual, in particular significant memories.
 * 2) Children of Psyche have a high resistance for any manipulation of their thoughts, emotions and desires, magical or not. They also have a resistance against any mental or emotional disorders.
 * 3) Children of Psyche are innately able to collect more information and collect it at rapid speeds, due to the strength of their minds.
 * 4) Children of Psyche know the previous incarnations of their soul well, along with the occupant's thoughts, emotions and desires.

After 3 Months

 * 1) Children of Psyche, after proper training, can sprout large butterfly wings that can be used to fly. The wings' appearance and colouring are always in accord with one's personality.

After 6 Months

 * 1) At this stage in their training, children of Psyche can force actions upon a target. The target will remain under control for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains. All other limitations set before are preserved.

After 9 Months

 * 1) Children of Psyche are able to use kinetic force to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting, the user is incapacitated. The longer the construct is held together by the demigod's mind, the more energy drained.

Traits

 * 1) Children of Psyche have a clear view of others' auras.
 * 2) Children of Psyche are often able to recognize soul-mates when they are together. However, they cannot see their own soul-mate in this way.
 * 3) Although fully aware of the desires, emotions and thoughts around them, Psyche's children are often unaware of their own.

Styx Powers
Styx on theoi.com

Template:Styx Powers

Characters

 * 1) Chris Mitchell
 * 2) Jake Mitchell

Offensive

 * 1) Children of Styx can cause someone to feel hatred towards them and act savagely for a short period of time, making them vulnerable to attacks.
 * 2) Children of Styx are able temporarily corrode an enemy's armour/clothing/weapons for a short time, if the corrosion breaks through to skin it has the potential to injure a person. The effects only last for a short time and the longer the child tries to maintain the corrosion the more power it drains from them.

Defensive

 * 1) Children of Styx are able to force everyone near them to withdraw all hatred for a short period of time. Once the effects have subsided, they are immune to further effects of it.

Passive

 * 1) Children of Styx can enter and exit the Underworld as they please.
 * 2) Children of Styx can feel oaths made by others on the River Styx.

Supplementary

 * 1) Children of Styx have the ability to slightly calm down the hatred of everyone near them, no matter what side they are on.
 * 2) Children of Styx can cause someone to imagine the person they hate the most, empowering them with fervour to fight; however, this also causes them to be more reckless and lowers their guard.

3 Months After Character is Made

 * 1) Children of Styx can bless water to have the effects of allowing whomever dips themselves in it to be invincible to attacks for a very short period of time, all except one spot on the body only known to the child of Styx.

6 Months After Character is Made

 * 1) Because Styx is an underworld goddess of the dark river waters of Styx children of Styx have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.

9 Months After Character is Made

 * 1) Children of Styx can either use their or someone else's hatred to construct a creature, no more than 2 to 3 times the size of the user for a short time to attack for the user, while the creature is attacking the user is incapacitated and the longer they maintain the creature the more energy it drains. The creature's appearance and ability depends on how much hatred the user/person has.

Triton Powers
Triton on theoi.com

Template:Triton Powers

Characters

 * 1) None

Offensive

 * 1) Children of Triton have the ability to conjure a weapon out of water 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 make small non-combative objects out of water.

Defensive

 * 1) Children of Triton can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 2) Children of Triton have a slightly higher resistance to burns.
 * 3) Children of Triton have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.

Passive

 * 1) They can make air bubbles form under water.
 * 2) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 3) Children of Triton can innately breathe underwater.

Supplementary

 * 1) Children of Triton have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
 * 2) Children of Triton are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.
 * 3) Children of Triton, while in the water, have the ability to transform the lower half of their body into a fish-like tail (so basically like a mermaid/man).

3 Months After Character is Made

 * 1) Children of Triton are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.

6 Months After Character is Made

 * 1) Children of Triton are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains

9 Months After Character is Made

 * 1) Children of Triton are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations

Traits

 * 1) Children of Triton always know their exact coordinates when in water.
 * 2) Children of Triton can feel the difference between fresh water and salt water.
 * 3) Children of Triton have a love for water, and generally excel at water sports.

Nymphs=

General Rules/Guidelines

 * 1) If a nymph is created/born a nymph, they wouldn't have last names, it's a small detail I realise, but the only time a nymph would have a last name is if they were born mortal or demigod, and turned into a nymph.
 * 2) Their history doesn't necessarily have to be quite as long and detailed as a demigod, but what you do have for them should be thorough and make sense.
 * 3) If a nymph is created they are created full grown and will no longer age or grow
 * 4) If a nymph is born a nymph, which would happen if say, a satyr mated with a nymph, a nymph mated with a male nature spirit, or a nymph mated with a god (or a male nature spirit mated with a goddess), the nymph or nature spirit that is born will grow until it reaches maturity, and then stop growing/ageing from that point forward.

General Rules to Making New Types

 * 1) Nymphs, are NATURE sprites/spirits/etc. This means that they personify things found naturally in nature. So any types involving man made things, such as electronics, the internet, war (it's not a physical object, but not something that occurs naturally in nature either), etc. will NOT be allowed.
 * 2) In general, the scope of what the nymph represents should be reasonable. For instance, hypnosis, is very specific and not something that needs a nymph type, but sleep and dreams, were both broad enough to be allowed.
 * 3) Bottom line, before trying to create a new type, contact an Admin for help

Animal Nymphs/Spirits (NOT in Greek Myth)
See Forum:Animal Nymphs 101

Cloud Nymphs/Spirits (From Greek Myth)
Template:Cloud Powers Category:Cloud Nymphs Category:Cloud Spirits

More than likely they would be created or turned into one by a god or goddess whose scope encompasses the sky or clouds

Offensive

 * 1) They can cause small clouds to become extremely dense which forces them to fall from the sky, the larger the cloud the more energy is used
 * 2) They are able to create small solid clouds and use them as a projectile weapon

Defensive

 * 1) They can create and solidify a wall of clouds, can only block one attack
 * 2) They can temporarily cause her body to become intangible, but the longer she stays intangible the more energy she use

Supplementary

 * 1) They can create a small cloud, solidify it, and uses it for transportation
 * 2) They can change aspects of her appearance to become a vague image of something else

Passive

 * 1) They are able to observe the world from a bird's eye view by looking into a pool of water
 * 2) They are able to levitate and float near endlessly
 * 3) They have a telepathic/empathetic connection with nature and other nymphs, it is the strongest with creatures in the sky
 * 4) As they are nymphs they do not age, remaining eternally young.

Traits

 * 1) They often have their head in the clouds
 * 2) They tend to have very wispy laid back attitudes

Communication/Messenger Nymphs/Spirits (NOT In Greek Myth)
Template:Communication Powers Category:Communication Nymphs Category:Communication Spirits


 * 1) This is based on forms of communication that happen naturally, as well as delivering messages, they are not nymphs of technology, so they have no powers over things like computers and cell phones
 * 2) Most likely they would be created or turned into one by a god or goddess whose scope encompasses messages or communication, like Mnemosyne, Hermes or Iris

Passive

 * 1) They can empathize with people and animals, sensing their emotions, needs and wants
 * 2) They have an empathetic connection with nature, allowing them to sense any disturbance within the immediate area
 * 3) They do not need a drachma to send an iris message
 * 4) They have a telepathic/empathetic connection with nature and other nymphs
 * 5) As they are nymphs they do not age, remaining eternally young.

Supplementary

 * 1) They are able to read a person's body language and anticipate an opponent's movements, it is not always accurate
 * 2) They are gifted with intense speed, making them nearly twice as fast as they normally would be, though they cannot fly, they can hover/glide (aids in delivering messages)

Traits

 * 1) They can speak, write, and communicate in any language, even languages that have never been heard before, sign language, lip-reading, illegible words, secret codes and backwards speech

Darkness Nymphs/Spirits (NOT In Greek Myth)
Template:Darkness Powers Category:Darkness Nymphs Category:Darkness Spirit


 * 1) They have the ability to conjure an inanimate object out of pure shadows; however, only one can be created at a time and it cannot be bigger than the one who conjured it. They can also use this power to form other objects as well, at delimited size.

Supplementary

 * 1) They have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more is energy drained.
 * 2) They have the ability to shed their flesh and turn into a state of pure shadows and while in this state, the user is granted flight, immune to all attacks

Passive

 * 1) They are innately strong during the night.
 * 2) They can see perfectly in the night as if it were day.

Defensive

 * 1) They can bend shadows around them, concealing them for a short time.

Traits

 * 1) They tend to prefer the dark.

Discord Nymphs/Spirits (NOT in Greek Myth)
Template:Discord Powers Category:Discord Nymphs Category:Discord Spirits

Discord nymphs would most likely be created by Eris, as the goddess of discord, but exceptions could be made, especially for any god or goddess who encompasses some type of chaos, or if the situation warrants it.

Offensive

 * 1) They have the ability to cause a group of people to become irrational and fight amongst themselves for no reason for a short time. (drains more energy depending on the size of the crowd)
 * 2) Can create an apple of discord that can temporarily cause a minor fight between people for as long as the apple is present, which usually only lasts a short time before disappearing.

Defensive

 * 1) They can create a short lived “storm of strife” which causes everything within it to change, warp, or break. The effects are random, but typically powerful and can stretch over a wide area depending upon the amount of energy put into it, the larger the field, the more energy it drains.

Supplementary

 * 1) They have the ability to force a state of confusion upon another person for a limited time, allowing them to attack or flee freely.

Traits

 * 1) They are often quick to cause arguments and fights between others.
 * 2) They are naturally gifted with "reading" someone and playing their insecurities.
 * 3) As they are nymphs they do not age, remaining eternally young.
 * 4) Discord nymphs are not connected to anything specific so their life force is not as at risk as that of a tree or flower nymph. However, they can still be killed in battle or of serious injuries.
 * 5) They have a telepathic/empathetic connection with nature and other nymphs.

Dream Nymphs/Spirits (NOT From Greek Myth)
Template:Dream Powers

Dream nymphs would most likely be created or turned into one, by one of the oneiroi.

Offensive

 * 1) They have the ability to send a small wave of energy which will cause anyone effected to believe they are dreaming for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time.

Defensive

 * 1) They have the ability to make someone think they are seeing their worst nightmares brought to life for a short time; attempting to scare them into not attacking.

Supplementary

 * 1) They can meditate in order to speed up their rate of healing; they are constantly drained while they do this.

Passive

 * 1) Dream nymphs can speak to people in their dreams
 * 2) Dream nymphs can enter a person's dream, but the longer they remain in the dream, the more it drains them of their energy.
 * 3) Dream nymphs can cause someone who is asleep to have a nightmare.
 * 4) Dream nymphs can slightly control dreams
 * 5) Dream nymphs can see into peoples dreams whilst they sleep
 * 6) As they are nymphs they do not age, remaining eternally young.
 * 7) They have a telepathic/empathetic connection with nature and other nymphs

Traits

 * 1) Dream nymphs are nocturnal.
 * 2) Dream nymphs like to see into random people's dreams, and know their ambitions.
 * 3) They are well adept at interpreting the dreams of others.
 * 4) They often tend to be day dreamers, with their heads always in the “clouds”.

Erotiads/Erotios (Love Nymphs/Spirits) (NOT in Greek Myth)
Template:Love Powers Category:Erotiads Category:Erotios

(no exceptions)
 * 1) They must have been created/born after the Trojan War.
 * 2) They CANNOT be created from fallen demigods, or in any other way. They can only be made from a romantic bond by an existing erotiad, which could be one of the elder Erotiads (inquire with User:GirlofDelusion). They would be weakened by tension between the couple, and it would effect their mood. Once the couple is broken up, the erotiad dies, with the exception of a deceased partner/couple, in which case the erotiad would start to have mood swings, as well as have her powers slightly weakened.
 * 3) Second Generation erotiads (non-elder) cannot create other love nymphs until they reach the time of death of their source-couple. The more they create, the fewer mood swings they have and the more power they regain.
 * 4) Love nymphs/spirits are created full grown
 * 5) Even if more than one nymph/spirit is created from a couple's love, they are not literally related, they are not twins, they are not brothers or sisters, they are just two entities that happened to both be created from the same powerful love.
 * 6) Eros and Aphrodite do not create the nymphs/spirits
 * 7) They appear directly at camp upon creation, they do not go to Olympus first and are not gifts from the gods.
 * 8) See User:NocturnalDelusion if you have any questions, she created them

Passive

 * 1) They can cause anyone of the opposite gender to be, at least slightly, attracted to them; they also attract people of the same gender that consider themselves gay or lesbian.
 * 2) They have the ability to alter and control clothes and make-up.
 * 3) When they sing, they can inspire love to bloom in those around them, as long as those feelings were already there to begin with. Their song can also calm unruly crowds.
 * 4) They have a telepathic/empathetic connection with nature and other nymphs
 * 5) As they are nymphs they do not age, remaining eternally young.

Supplementary

 * 1) They have a minor ability to sway a person’s feelings, causing them to feel a slight amount of love for another person; the final choice to act on the love is, however, out of their control.
 * 2) They can infuse magic into their words and ‘charm-speak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished
 * 3) They can alter their appearance for short periods of time, the more they do to alter their appearance, and the longer they maintain the appearance, the more energy it drains.
 * 4) They can turn into a dove, the longer they stay in this form, the more energy it drains

Traits

 * 1) They can sense romance and love
 * 2) They tend to be hopeless romantics
 * 3) The ability to speak French as it is "the language of love"
 * 4) They tend to be fiercely loyal to their loved ones, friends and family.

First Generation Love Nymphs

 * 1) First generation love nymphs are more powerful than the second generation
 * 2) When romances are stable, they can create love nymphs from them. They must be careful when doing this for when the romance dies, so does the nymph.They often create nymphs from married couples who they know will not get divorced.

Second Generation Love Nymphs

 * 1) Second generation love nymphs are less powerful than the first generation
 * 2) Second generation are not able to create love nymphs
 * 3) Their emotions are strongly connected to that of the couple that's love created them, if the couple fights, the love nymph's mood becomes sour

Fear Nymphs/Spirits (NOT In Greek Myth)
Template:Fear Powers Category:Fear Nymphs Category:Fear Spirits

Most likely they would be creatd or turned into one by a god or goddess whose scope encompasses fear or terror, like Phobos and Deimos

Supplementary

 * 1) They have the ability to calm the fear of others.

Offensive

 * 1) They are able to project a person’s worst fears into their mind, causing temporary trauma and confusion into them. This power is only active for a short time.
 * 2) They are able to unleash a powerful wave of terror across a small group of enemies, causing them to hesitate with fear.

Passive

 * 1) They are innately stronger when people around them are filled with fear.
 * 2) They know the fears of everyone around them
 * 3) They have a telepathic/empathetic connection with nature and other nymphs
 * 4) As they are nymphs they do not age, remaining eternally young.

Traits

 * 1) They are generally immune to fear and terror.

Fire Nymphs/Spirits (NOT From Greek Myth)
Template:Fire Powers Category:Fire Nymphs Category:Fire Spirits

More than likely they are created or turned into one by a god or goddess whose scope involves fire of some sort

Passive

 * 1) They are innately extremely resistant to heat and fire.
 * 2) They can heal the minor burns of others, but the more severe the burn, the more energy it drains
 * 3) They have a telepathic/empathetic connection with nature and other nymphs
 * 4) As they are nymphs they do not age, remaining eternally young.

Supplementary

 * 1) They have the ability to release heat from their hands in order to cauterize an open wound.
 * 2) They have the ability to create and control fire, the larger the flame, or the more condensed, the more energy it drains
 * 3) They have the ability to shed their flesh and turn into pure fire for a short time and while in this state, the user is granted flight, immune to all attacks and anything they touch is intensely burned

Traits

 * 1) The more upset they are, the harder it is for them to control their powers
 * 2) They are stronger in the heat

Flower Nymphs/Spirits (In Greek Myth)
Template:Flower Powers Category:Flower Nymphs Category:Flower Spirits


 * 1) Flower nymphs' life force is attached to a specific flower, bush, etc. This must be stated at claiming, what type.
 * 2) They cannot travel far from their life force.
 * 3) They are usually born with the flower, but sometimes they are created or turned into one, in those cases it is most likely by a god or goddess whose scope encompasses flowers, plants, etc.
 * 4) Obviously because they can not travel far from their source, in order to be a character roleplayed at camp or at the BC, they would need to be relatively near by, which also means there would be no "sending them away". You'd either have to kill them off, or just pretend they aren't social any more at camp. (Or give them up for adoption) Unless their plant is small enough it could be potted, we could make an exception if it can be carried around with them, but they wouldn't be as strong.

Defensive

 * 1) They the ability to create a massive wall of flowers, roughly two to three times the size of the user, as a shield, although will instantly begin to die away following its creation.
 * 2) They can turn inanimate objects into a flowers for a short time, this can be used for a multitude of purposes. The larger the object the more draining it is, they have the most power over the type of flower that their life force is connected to

Offensive

 * 1) They have the ability to shoot multiple thorns out from their hands which can inflict pain on their opponents and distract them.

Passive

 * 1) They have the innate ability to talk flowers to life, either making them grow more quickly or bringing them back from a recent death, they have the most power over the type of flower that their life force is connected to
 * 2) They Can create flowers from nothing, the larger the flower the more drain on the user, they have the strongest control over the type of flower that their life force is connected to
 * 3) As they are nymphs they do not age, remaining eternally young.
 * 4) They have a telepathic/empathetic connection with nature and other nymphs
 * 5) Their life force is attached to a flower, the further they go from it, the weaker they get, eventually if they go too far they'll die, in some cases, depending on the size of their life source, it can be potted for transport to a new location
 * 6) Depending on the type of flower their life force is attached to, they retain minor characteristics of the flower.

Supplementary

 * 1) They have the ability to transform people into large flowers of their choosing; this effect does not last long, they have the most power over the type of flower that their life force is connected to
 * 2) They have the ability to turn into the flower that their life force is attached to

Traits

 * 1) They are excellent gardeners.
 * 2) They are generally happier in the spring and summer months, and more solemn/melancholy in the fall and winter months.
 * 3) They usually smell of whatever flower they are attached to

Fresh Water Nymphs/Spirits (In Greek Myth)
Template:Fresh Water Powers Category:Fresh Water Nymphs Category:Fresh Water Spirits


 * 1) Their life source would be attached to a specific source of fresh water. i.e. pond, lake, river, brook, well, spring, marshes, fountains, streams, wetlands, etc.
 * 2) They would not be able to travel too far from their life source
 * 3) Typically speaking, a fresh water nymph would be created by or turned by a god who's personification has to do with water of some sort
 * 4) Obviously because they can not travel far from their source, in order to be a character roleplayed at camp or at the BC, they would need to be relatively near by, which also means there would be no "sending them away". You'd either have to kill them off, or just pretend they aren't social any more at camp. (Or give them up for adoption)

Defensive

 * 1) They can dissolve into fresh water, while in this sate they are immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.
 * 2) They have a slightly higher resistance to burns.
 * 3) They can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 4) They have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time. They can also use this power to form other objects as well, at delimited size.

Supplementary

 * 1) They are able to telekinetically move water. The larger amount of water used, the more energy it drains.
 * 2) They have the ability to Water Travel in fresh water, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.

Passive

 * 1) They can heal minor wounds and soothe more severe wounds.
 * 2) Are able to inspire men and uplift the spirits of those around them with their singing
 * 3) They have minor prophetic and oracular abilities, but not as strong as the oracles.
 * 4) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 5) They can make air bubbles form under water.
 * 6) As they are nymphs they do not age, remaining eternally young.
 * 7) Their life force is connected to their source of water, if that water is polluted or destroyed, they will die. They can also die in battle or from serious injury.
 * 8) They have a telepathic/empathetic connection with nature and other nymphs, especially animals that dwell in fresh water sources.
 * 9) They are stronger the closer they are to their life/water source, the further away they go from it, the weaker they become, if they go too far they risk death.

Traits

 * 1) They always know their exact coordinates when in water.
 * 2) They can't stand when people litre or pollute nature, especially their water source.

Healing Nymphs/Spirits (NOT From Greek Myth)
Template:Healing Powers Category:Healing Nymphs Category:Healing Spirits

More than likely, a healing nymph would be created or turned into one by Apollo or another god or goddess who's scope encompasses healing, medicine, etc.

Passive

 * 1) For minor wounds they can quicken the healing process and completely take the pain away, the more severe the wound the harder this is and the more energy it drains. They cannot bring someone back from the brink of death.
 * 2) If a person is dying and the fates deem that death is imminent, a healing nymph can keep that person alive, but for every minute they do it drains them substantially. This could be useful if the person who is dying wishes to talk to someone or tell someone goodbye. The longer the nymph sustains their life past when they should have died, the more risk to their own life.
 * 3) As they are nymphs they do not age, remaining eternally young.
 * 4) They have a telepathic/empathetic connection with nature and other nymphs

Supplementary

 * 1) They can cause someone to feel overwhelmingly sick for a short period, preventing them from attacking
 * 2) They can cause someone to become paralysed for a short time, preventing them from attacking

Traits

 * 1) They know how to use music, water, herbs and chemicals to aid in curing and helping others
 * 2) They know every ailment and sickness as well as how to cure it

Honey/Bee Nymphs/Spirits (From Greek Myth)
Template:HoneyBee Powers Category:Honey/Bee Nymph Category:Honey/Bee Spirits


 * 1) Their life force isn't so much attached to a specific thing, as long as there are honey and bees in the world, but they are weaker in the cold.
 * 2) More than likely they would be created or turned into one by a god or goddess that involves spring, flowers, plants, fruits, etc.

Supplementary

 * 1) They are able to control and summon bees
 * 2) They can turn into a bee, the longer they stay in this form the more power it drains
 * 3) They can make and manipulate honey
 * 4) They can shoot stingers from their hands, they are no bigger than the size of their hands, and the longer they shoot them, the more energy it drains
 * 5) Even when they are not in their bee form they have the minor ability to hover or fly, however, the longer they fly the more it drains them.

Passive

 * 1) They can use honey to heal themselves, and the minor wounds of others
 * 2) They can cause flowers to bloom and thrive
 * 3) They are stronger in the spring/summer months
 * 4) Their honey as restorative properties, similar to ambrosia
 * 5) They have a telepathic/empathetic connection with nature and other nymphs, the connection is the strongest with bees and flower nymphs
 * 6) As they are nymphs they do not age, remaining eternally young.

Traits

 * 1) They love sweet things
 * 2) They love flowers
 * 3) They hate the cold

Ice Nymphs (NOT From Greek Myth - Seasonal)
Template:Ice Powers Category:Ice Nymphs Category:Ice Spirits


 * 1) Ice nymphs are seasonal, and would not be at camp during the spring and summer months, they would go where it was colder
 * 2) More than likely they would be created or turned into one by a god or goddess whose scope encompasses ice or cold

Offensive

 * 1) They have the ability to call upon a focused ice storm which freezes a small area into solid ice, the larger the area, the more draining, effects are temporary. They can also use the same ice storm to send small icy shards at an opponent or enemy, the longer they try and sustain the ice storm, the more drained they become
 * 2) They have the ability to conjure an inanimate object out of pure ice; however, only one can be created at a time and it cannot be bigger than the one who conjured it. They can also use this power to form other objects as well, at delimited size.

Defensive

 * 1) They have the ability to create a dome shaped shield of ice, roughly two or three times the size of the user, which can be used to block attacks for a very short time.

Supplementary

 * 1) They have the ability to turn pure water into ice at will using a cold breeze.
 * 2) They have the ability to shed their flesh and turn into a state of pure ice

Passive

 * 1) They can camouflage themselves in snow and ice, and can only be seen if they move
 * 2) They are stronger in the cold
 * 3) As they are nymphs they do not age, remaining eternally young.
 * 4) They have a telepathic/empathetic connection with nature and other nymphs

Traits

 * 1) They are able to withstand cold temperatures.

Lampades - Servants of Hecate (Found in Greek myth)
Template:Magic Powers Category:Lampade

NOTE: Sorcery Nymphs, Torchbearing nymphs, magic nymphs, Hecate's servants, will be combined with this type of nymph, there's no rational reason why Hecate would have 2 types of nymphs that are essentially the same


 * 1) Gifts from Zeus to Hecate for her help in the titanomachy
 * 2) More than likely they would be created or turned into one by a god or goddess whose scope involves the underworld or magic

Passive

 * 1) As they are nymphs they do not age, remaining eternally young.
 * 2) They have a telepathic/empathetic connection with nature and other nymphs
 * 3) They are stronger when in the underworld

Supplementary

 * 1) They can shadow travel
 * 2) They can cast a levitation spell on themselves for short times, the longer they levitate the more power it drains.
 * 3) They are able to use some healing spells to heal minor wounds.
 * 4) They can curse objects and make them ineffective for a short time, or they can bless objects and make them unbreakable for a short time

Traits

 * 1) They have innate knowledge about the Underworld.
 * 2) They are able to read and interpret tarot cards.
 * 3) They are able to use crystal balls to interpret future events.
 * 4) They can read someone's aura

Light Nymphs/Spirits (In Greek Myth)
Template:Light Powers Category:Light Nymphs Category:Light Spirits

Typically speaking, a light nymph would be created by or turned by a god who's personification has to do with light of some sort, such as Hyperion or Apollo. Depending on the situation exceptions could be made if it's warranted and makes sense.

Defensive

 * 1) They are able to turn into pure light for a short time and while in this state, the user is granted flight and immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.
 * 2) They can unleash a quick burst of light which blinds anyone that was focused on them for a short time.
 * 3) They can bend light around them, concealing them for a short time.

Offensive

 * 1) They have the ability to conjure weapons and objects out of pure light 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.

Supplementary

 * 1) They have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.

Passive

 * 1) They are stronger during the light of day.
 * 2) They are weaker in the darkness of night.
 * 3) They cannot be blinded by bright lights.

Traits

 * 1) As they are nymphs they do not age, remaining eternally young.
 * 2) Light nymphs are not connected to anything specific so their life force is not as at risk as that of a tree or flower nymph. However, they can still be killed in battle or of serious injuries.
 * 3) They have a telepathic/empathetic connection with nature and other nymphs.

Lightning Nymphs/Spirits (NOT From Greek Myth)
Template:Lightning Powers Category:Lightning Nymphs Category:Lightning Spirits

More than likely they are created or turned into one by Zeus, or other gods or goddesses whose scope involves the sky or the weather

Offensive

 * 1) They have the ability to create small bolts of lightning that can be directed to strike near them; doing so drains them a moderate amount.

Supplementary

 * 1) They have the ability to shed their flesh and turn into pure lightning for a short time and while in this state, the user is immune to all attacks and anything they touch is intensely burned; however, once the user changes back they will be extremely drained and immobile for a long time.
 * 2) They have the ability to hover or fly, however, the longer they fly the more it drains them.

Passive

 * 1) They can predict where lightning will strike and when during an electrical or lightning storm
 * 2) They are innately resistant to both electricity and lightning.
 * 3) They have a telepathic/empathetic connection with nature and other nymphs
 * 4) As they are nymphs they do not age, remaining eternally young.

Traits

 * 1) They are rarely afraid of heights.
 * 2) They are prone to being claustrophobic, as they generally prefer open spaces.

Luck Nymphs/Spirits (NOT In Greek Myth)
Template:Luck Powers Category:Luck Nymphs Category:Luck Spirits

More than likely, they would be created by Tyche

Passive

 * 1) They are able to see the possible outcome of gambles.
 * 2) They have a telepathic/empathetic connection with nature and other nymphs
 * 3) As they are nymphs they do not age, remaining eternally young.

Supplementary

 * 1) They 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.
 * 2) They 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.

Defensive

 * 1) They 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 Tyche dearly.

Traits

 * 1) They are generally very lucky in all that they do.
 * 2) They are generally adept at playing games of chance.

Memory Nymphs/Spirits (Not From Greek Myth)
Template:Memory Powers Category:Memory Nymphs

More than likely a memory nymph would be created or turned into one by a god or goddess whose scope encompasses memories.

Supplementary

 * 1) They have the ability to temporarily remove a person's memories, which can be used to distract someone for a variety of reasons, this only lasts a few moments before their memories come back
 * 2) They can alter someone's memories for a short time

Passive

 * 1) They can see a person's memories, even memories the person may not remember themselves
 * 2) They have a telepathic/empathetic connection with nature and other nymphs
 * 3) As they are nymphs they do not age, remaining eternally young.

Traits

 * 1) They have excellent memories

Moon Nymphs/Spirits (NOT From Greek Myth)
Template:Moon Powers Category:Moon Nymph Category:Moon Spirits

Most likely, they would be created or turned into one by a god or goddess whose scope encompasses the moon in some way, or the night

Offensive

 * 1) They have the ability to conjure objects out of pure moon-light; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.

Passive

 * 1) They are stronger at night when the moon is out
 * 2) They have a telepathic/empathetic connection with nature and other nymphs, this is the strongest with night animals
 * 3) As they are nymphs they do not age, remaining eternally young.

Defensive

 * 1) They can bend moonlight around them, to conceal them for a short time
 * 2) They can create beams of moonlight, depending on the intensity they can use it to help them and others to see in the dark, or use it to distract an enemy momentarily by blinding them

Supplementary

 * 1) They have the ability to shed their flesh and turn into pure moonlight, while in this state they are immune from attacks and can fly
 * 2) They have the ability to actually ride moonbeams they have created, or that are there naturally

Mortiads/Mortios (Death Nymphs/Spirits) (NOT in Greek Myth)
Template:Death Powers Category:Mortiad Category:Mortios

(No exceptions)
 * 1) The first was created from the massive amount of death that occurred in WWII, so it any new death nymphs can NOT have been created or born prior to WWII.
 * 2) They must be created based on an event that created a ton of deaths.
 * 3) They can only be created by Hades, Thanatos, or Melinoe (basically anyone to do with death, dead, ghosts, etc)
 * 4) Only one nymphs/spirit per event
 * 5) See User:Oblivion26 if you have any questions, he created them

Supplementary

 * 1) They have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.
 * 2) They are able to call forth recently dead spirits to aid them for a short time.
 * 3) They have the ability to resurrect a single undead corpse which will fight, mindlessly, alongside them until it is broken down or dismissed.
 * 4) They can 'revive' small dead animals (like around as big as a dog or smaller, anything too big like a horse or like a human she cant) to a state of 'undeath', where they are like regular animals, though with skin missing, bones sticking out, kinda like a zombie version of the creature, and animals that she 'revives' are under her control.
 * 5) They can put someone in a deathlike coma for several hours. The more powerfully she makes the effect the more energy she uses.

Passive

 * 1) They are able to see the lifespan of others, but are forbidden to speak of it.
 * 2) They can sense any death, mortal or monster.
 * 3) They can communicate with the dead
 * 4) They are able to have physical contact with ghosts, as in being able to touch them and feeling them as if they where alive.
 * 5) They are able to come and go as they please to the underworld
 * 6) They have a telepathic/empathetic connection with nature and other nymphs
 * 7) As they are nymphs they do not age, remaining eternally young.

Traits

 * 1) They generally have morbid personalities.
 * 2) They are not frightened by death
 * 3) They radiate death.
 * 4) They tend to have dark attitudes
 * 5) They like shadowy places.

Music Nymphs/Spirits (NOT In Greek Myth)
Template:Music Powers Category:Music Nymphs Category:Music Spirits

More than likely music nymphs would be created or turned into one, by a god or goddess whose scope encompasses music somehow, like Apollo or the muses.

Passive

 * 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), the longer it lasts the more energy it drains
 * 2) They can curse others to sing everything, that can take days or even weeks to wear off (depending on strength and number of people in the spell), the longer it lasts the more energy it drains
 * 3) They have a minor ability to inspire the musical talents in those around them
 * 4) Their music can calm those around them for a short time
 * 5) As they are nymphs they do not age, remaining eternally young.
 * 6) They have a telepathic/empathetic connection with nature and other nymphs

Supplementary

 * 1) They can sustain a high pitch with their voice, that is so loud it will temporarily stun anyone around them, its effects are temporary and it effects everyone around them, friend or foe. They can also do this with a musical instrument as well.
 * 2) They can infuse magic into their song and ‘charm-sing’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-sing for a few minutes or until control is relinquished

Defensive

 * 1) They have such a beautiful voice, that when they sing, people can't help but listen, this can often distract enemies while in battle

Traits

 * 1) They can play any musical instrument, even if they have never seen it before
 * 2) They have pitch perfect singing voices

Peace Nymphs/Spirits (NOT From Greek Myth)
Template:Peace Powers Category:Peace Nymphs Category:Peace Spirits

More than likely peace nymphs are created or turned into one by Harmonia, or one that has to do with peace, harmony, that sort of stuff

Passive

 * 1) As they are nymphs they do not age, remaining eternally young.
 * 2) They have a telepathic/empathetic connection with nature and other nymphs
 * 3) In their presence, people form friendships more easily, or reach agreements more easily.

Offensive

 * 1) They have the ability to force a false state of peace upon someone, making them blind to any attack for a very short time.

Supplementary

 * 1) They have the ability to slightly calm the minds of everyone near them, no matter what side they are on.

Traits

 * 1) They tend to have well balanced and harmonious personalities.

Rain Nymphs/Spirits (In Greek Myth)
Template:Rain Powers Category:Rain Nymphs Category:Rain Spirits


 * 1) Their life force isn't so much attached to a specific thing, as long as there is rain in the world
 * 2) They are closely related to the fresh water nymphs
 * 3) Most likely they are created or turned into one by gods or goddess whose scope involves weather, the sky or rain

Passive

 * 1) They have a telepathic/empathetic connection with nature and other nymphs
 * 2) As they are nymphs they do not age, remaining eternally young.
 * 3) They are stronger in the rain

Supplementary

 * 1) They can summon rain, anywhere from drizzling to pouring, the longer they sustain the rain, the more energy it drains
 * 2) They can focus strong torrents of rain at some one for a short period of time, the longer they sustain it, the more energy it consumes

Defensive

 * 1) They are able to make a dome shaped torrent of rain that can blunt any attacks against them for a short time
 * 2) They can summon a light rain that can soothe and heal minor wounds
 * 3) When it is raining, they can make themselves blend into the rain and appear invisible, but they must remain stationary

Traits

 * 1) They enjoy rainy days

Rainbow Nymphs/Spirits (NOT From Greek Myth)
Template:Rainbow Powers Category:Rainbow Nymphs Category:Rainbow Spirits

More than likely they are created or turned into one by Iris

Offensive

 * 1) They have the ability to conjure an object out of pure rainbows; however, only one object can be conjured at a time and it cannot be bigger than the one who conjured it.

Defensive

 * 1) Ability to conjure a shield of pure rainbows, roughly two to three times the size of the user, which will blunt most attacks but slow the movement of the conjurer.

Supplementary

 * 1) Ability to split the light of a rainbow into seven beams which can be redirected in order to light an area or even blind people.
 * 2) They have the ability to actually ride rainbows they've created in order to travel large distances quickly.
 * 3) They can turn into a rainbow for a short time, but the longer they remain in this state, the more energy it drains

Passive

 * 1) As they are nymphs they do not age, remaining eternally young.
 * 2) They have a telepathic/empathetic connection with nature and other nymphs

Traits

 * 1) They usually have outgoing and colourful personalities.
 * 2) They do not need drachmas to send iris messages.

Revenge Nymphs/Spirits (NOT In Greek Myth)
Template:Revenge Powers Category:Revenge Nymphs Category:Revenge Spirits

More than likely a revenge nymph would be created or turned into one, by a god or goddess whose scope encompasses some type of revenge emotion. Another way could be that they were created out of a situation that required revenge.

Offensive

 * 1) After receiving a wound, they are able to empower their next successful attack, causing it to do more damage than it normally would (for revenge)

Supplementary

 * 1) They are able to empower a wounded ally with the fervour to achieve revenge upon the one who wounded them; this effect greatly increases the strength and speed of the ally when they fight the one who wounded them until revenge is achieved.

Passive

 * 1) If someone is wronged, a revenge nymph can aid that person in getting revenge on whom ever wronged them
 * 2) They have a telepathic/empathetic connection with nature and other nymphs
 * 3) As they are nymphs they do not age, remaining eternally young.

Traits

 * 1) They are quick to want revenge when they are wronged in any way
 * 2) They know when someone has been wronged

Sea Nymphs/Spirits (From Greek Myth)
Template:Sea Powers Category:Sea Nymphs Category:Sea Spirits


 * 1) As their life source is attached to the ocean, they could travel much further than a fresh water nymph, but not too far from the ocean in general.
 * 2) Typically speaking, a sea nymph would be created by or turned by a god who's personification has to do with water of some sort

Defensive

 * 1) They can dissolve into salt water, while in this state they are immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.
 * 2) They have a slightly higher resistance to burns.
 * 3) They can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
 * 4) They have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time. They can also use this power to form other objects as well, at delimited size.

Supplementary

 * 1) They are able to telekinetically move water. The larger amount of water used, the more energy it drains.
 * 2) They have the ability to Water Travel in salt water, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.

Passive

 * 1) They can heal minor wounds and soothe more severe wounds.
 * 2) Are able to inspire men and uplift the spirits of those around them with their singing
 * 3) They have minor prophetic and oracular abilities, but not as strong as the oracles.
 * 4) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 5) They can make air bubbles form under water.
 * 6) As they are nymphs they do not age, remaining eternally young.
 * 7) Their life force is connected to the ocean, if that water is polluted or destroyed, they will die. They can also die in battle or from serious injury.
 * 8) They have a telepathic/empathetic connection with nature and other nymphs, especially animals that dwell in salt water sources.
 * 9) They are stronger the closer they are to the ocean, the further away they go from it, the weaker they become, if they go too far they risk death.
 * 10) While in the water, they have the ability to take on different appearances, such as what some people refer to as mermaids

Traits

 * 1) They always know their exact coordinates when in water.
 * 2) They can't stand when people litre or pollute nature, especially their water source.
 * 3) They can find anything easily if it is in the ocean.

Second Generation Hesperides (Chrysiads)
Template:Chrysiad Powers Category:Chrysiads Category:Chrysios

{ Nymphs of Light and the Tides, Patronesses of Evening and Twilight } ''"The semi-godly Hesperides decided they would like to pass on their legacy to further nymphs by consorting with a mortal man their misteress, Hera, found worthy. Hera searched for a consort for her servitors, and came upon a hellenist named Chrysos, whose patron goddess was Hera. She came upon Chrysos in his dreams, and alluded him into thinking he would get to consummate his love to Hera by consorting with each of the Hesperides, Aegle, Erytheia, Hesperia and Arethusa whenever she would request. She led him on until each hesperis bore him six children, three males and three females. After Chrysos realized that he was being cheated, he started to lust after Aegle. Aegle, not having any feelings for the man, decided to request the help of the Erotiad matriarch, Sapphire. She requested that she would spawn an Erotiad in order for her to gain feelings for the man who she sympathized for greatly. Sapphire refused, causing the hesperis to contact the infuriated Hera, who instantly complained to Aphrodite and her council of the Erotes. After pressure from her patrons, she had to go against what she stood for in order to help Aegle. Aegle gained feelings for the man, bearing him two additional children. Eventually, a few of the newborn deminymphs '' fell in love with their cousins, causing a new nymph subspecies, the Chrysiads, the second generation Hesperides (who were depowered) to be born."
 * 1) Particularly stronger at the evening / twilight.
 * 2) Far weaker than the semi-godly Hesperides
 * 3) Must correspond with the following background:​

Offensive

 * 1) They have the ability to conjure objects out of pure light; however, only one object can be conjured at a time and it cannot be bigger than the one who conjured it.

Supplementary

 * 1) They have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.
 * 2) They have the ability to shed their flesh and turn into pure twilight (slightly weaker and less bright than the full light of day) for a short time and while in this state, the user is granted flight, immune to all attacks

Passive

 * 1) They are stronger at twilight/evening
 * 2) They are weaker than first generation Hesperides
 * 3) They have minor control over tides, but only for a short time, before the tides return to normal
 * 4) As they are nymphs they do not age, remaining eternally young.
 * 5) They have a telepathic/empathetic connection with nature and other nymphs

Traits

 * 1) They always know the time of the tides

Sleep Nymphs/Spirits (NOT From Greek Myth)
Template:Sleep Powers Category:Sleep Nymphs Category:Sleep Spirits

Sleep nymphs would most likely be created or turned into one, by one of the sleep gods, like Hypnos or one of the oneiroi

Passive

 * 1) People are prone to feeling somewhat tired while in their presence
 * 2) If a sleep nymph has received a minor injury, it will heal while she sleeps
 * 3) Sleep nymphs can communicate with people while they are sleeping
 * 4) Sleep nymphs can heal people while they're sleeping, as long as they aren't mortally wounded, the larger the wound the more energy it drains
 * 5) If someone is suffering from insomnia or nightmares, a sleep nymph can grant someone peaceful slumber
 * 6) They have a telepathic/empathetic connection with nature and other nymphs
 * 7) As they are nymphs they do not age, remaining eternally young.

Supplementary

 * 1) They are able to astral project, they can use this for multiple reasons, however, their physical body is vulnerable and they can not effect anything on the physical plane while astral projecting.
 * 2) Under direct contact, they can make people fall asleep for a short period of time, though this effort drains a lot of energy from them

Offensive

 * 1) Sleep nymphs can cause people to fall into a light sleep for a short period of time

Traits

 * 1) Sleep nymphs are usually always tired
 * 2) It is not uncommon for a sleep nymph to suffer from narcolepsy, a sleep disorder that causes excessive sleepiness and frequent daytime sleep attacks.

Snow Nymphs/Spirits (NOT From Greek Myth - Seasonal)
Template:Snow Powers Category:Snow Nymph Category:Snow Spirits


 * 1) Snow nymphs are seasonal, and would not be at camp during the spring and summer months, they would go where it was colder
 * 2) More than likely they would be created or turned into one by a god or goddess whose scope encompasses snow or cold

Supplementary

 * 1) They have the ability to call upon a massive blizzard which obstructs views and lowers the body temperature of all that are susceptible, the longer they sustain the flurry the more energy it drains
 * 2) They can create armour and weaponry out of pure ice which is quite sharp; however, it is also fragile and must be mended or replaced often, which uses up large amounts of energy.
 * 3) They can make it snow, the longer they sustain it, the more energy it drains

Passive

 * 1) They are stronger in the cold.
 * 2) They need the cold to survive, if they are kept in the heat for too long (summer/spring months) they could die
 * 3) They have a telepathic/empathetic connection with nature and other nymphs
 * 4) As they are nymphs they do not age, remaining eternally young.

Defensive

 * 1) When they are surrounded by snow, they can blend in with the snow, making them seem invisible to the naked eye, but only if they remain stationary

Traits

 * 1) They are able to withstand cold temperatures.

Star Nymphs/Spirits (In Greek Myth)
Template:Star Powers Category:Star Nymphs

Typically speaking, a star nymph would be created by or turned by a god who's personification has to do with stars of some sort, such as Astraeus or Asteria.

Traits

 * 1) They know all of the stars and constellations in the night sky
 * 2) They can tell the time, date, and their location simply by looking at the sky.

Offensive

 * 1) They have the ability to summon miniature stars which can be thrown like a weapon; the stars, however, dissipate quickly.

Defensive

 * 1) They are able to turn into pure star light for a short time during the night or during the day if in the presence of Astraeus or Asteria or one of their children. While in this state, the user is granted flight and immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.
 * 2) They have the ability to summon a cluster of miniature stars directly in front of them which can be used to block incoming attacks; the stars, however, dissipate quickly.

Supplementary

 * 1) They have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.

Passive

 * 1) They can see perfectly in the night as if it were day.
 * 2) When the stars are out, they always know their location.
 * 3) They are innately stronger during the night.
 * 4) As they are nymphs they do not age, remaining eternally young.
 * 5) Star Nymphs are generally not connected to a specific star so their life force is not as at risk as that of a tree or flower nymph. However, they can still be killed in battle or of serious injuries.
 * 6) They have a telepathic/empathetic connection with nature and other nymphs.

Storm Nymphs/Spirits (NOT From Greek Myth)
Template:Storm Powers Category:Storm Nymph Category:Storm Spirits

More than likely storm nymphs would be created or turned into one by a god or goddess whose scope somehow encompasses storms

Supplementary

 * 1) They have the ability to hover or fly
 * 2) They have the ability to create small lightning storms which will begin to randomly strike the nearby area with small bolts of lightning, with no regard to friend or foe
 * 3) They can create small rain storms, using the rain and wind to knock back and distract anyone within the area
 * 4) They can create small snow storms, using the snow and wind to knock back and distract anyone within the area
 * 5) They have minor control over naturally occurring storms, but only to a small degree

Passive

 * 1) They are innately resistant to both electricity and lightning (as both are found in storms)
 * 2) They are most powerful when natural storms are occurring
 * 3) They are highly resistant to most elements and temperatures
 * 4) As they are nymphs they do not age, remaining eternally young.
 * 5) They have a telepathic/empathetic connection with nature and other nymphs

Traits

 * 1) They are generally good at predicting the weather
 * 2) They are rarely afraid of heights.
 * 3) They are prone to being claustrophobic, as they generally prefer open spaces.

Tree Nymphs/Spirits (In Greek Myth)
Template:Tree Powers Category:Tree Nymphs Category:Tree Spirits


 * 1) Tree nymphs' life force is attached to a specific tree. This must be stated at claiming what type.
 * 2) They cannot travel far from their life force.
 * 3) They are usually born with the tree, but sometimes are created or turned into one
 * 4) Obviously because they can not travel far from their source, in order to be a character roleplayed at camp or at the BC, they would need to be relatively near by, which also means there would be no "sending them away". You'd either have to kill them off, or just pretend they aren't social any more at camp. (Or give them up for adoption)

Supplementary

 * 1) They have the ability to turn into the tree that their life force is attached to
 * 2) They have the ability to transform people a tree of their choosing; this effect does not last long, they have the most power over the type of tree that their life force is connected to

Defensive

 * 1) They can manipulate the trees to form a barrier that can shield them for a short time from attack
 * 2) They can create a flurry of leaves, to blind an attacker, the longer they keep up the flurry of leaves, the more energy it drains

Passive

 * 1) They have the innate ability to talk trees to life, either making them grow more quickly or bringing them back from a recent death, they have the most power over the type of tree that their life force is connected to
 * 2) They Can create trees from nothing, the larger the tree the more drain on the user, they have the strongest control over the type of tree that their life force is connected to
 * 3) As they are nymphs they do not age, remaining eternally young.
 * 4) They have a telepathic/empathetic connection with nature and other nymphs
 * 5) Their life force is attached to a tree, the further they go from it, the weaker they get, eventually if they go too far they'll die, in some cases, depending on the size of their life source, it can be potted for transport to a new location
 * 6) Depending on the type of tree their life force is attached to, they retain minor characteristics of the flower.
 * 7) For trees that also flower, they sometimes have some of the traits/powers of a flower nymph

Traits

 * 1) They usually smell of whatever tree they are attached to

Wind Nymphs/Spirits (In Greek Myth)
Template:Wind Powers Category:Wind Nymphs Category:Wind Spirits


 * 1) Their life force isn't so much attached to a specific thing, as long as there is wind in the world
 * 2) They are most likely created or turned by a god/goddess related to wind somehow

Offensive

 * 1) They have the ability to create powerful gusts of wind, however, the stronger the gust, the more it drains them.

Defensive

 * 1) They have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
 * 2) They have the ability to create a small tornado, about the size of the user, which can be used to block projectile attacks for a short time.

Supplementary

 * 1) They have the ability to hover or fly
 * 2) They have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others. It can alsobe moved to float or move objects, but the larger or heavier the object, the more energy it drains
 * 3) They have the ability to shed their flesh and turn into a state a pure wind/air for a short time and while in this state, the user is granted flight and immune to all attacks

Passive

 * 1) As they are nymphs they do not age, remaining eternally young.
 * 2) They have a telepathic/empathetic connection with nature and other nymphs
 * 3) They are stronger when it is windy out

Traits

 * 1) They generally prefer to be in wide open spaces

Wine/Drunkenness Nymphs/Spirits (From Greek Myth)
Template:Wine Powers Category:Wine Nymphs Category:Wine Spirits


 * 1) Their life force isn't so much attached to a specific thing, as long as there is wine, grapes, etc. in the world
 * 2) More than likely they would be created or turned into one by Dionysus

Supplementary

 * 1) They have the ability to create ropes of grape vines which can be used for a multitude of purposes.

Offensive

 * 1) They have the ability to force a state of mild drunkenness on another person for a short time.

Passive

 * 1) They can turn water into wine
 * 2) They have an innate partial resistance to the effects of alcohol.
 * 3) As they are nymphs they do not age, remaining eternally young.
 * 4) They have a telepathic/empathetic connection with nature and other nymphs

Defensive

 * 1) They have the ability to go into a drunken state where they become unpredictable and are near impossible to hit with an attack.

Traits

 * 1) They can tell what any type of wine is
 * 2) They generally have a taste for wine and partying.

Other Species= '''Note: We are no longer allowing the creation of species that weren't in Greek myth, or allowing users to roleplay what would essentially be "monsters". For instance, a Siren, is a monster.'''

Automatons
Template:Automaton Powers Category:Automatons


 * 1) When making an automaton, you need to explain who made it and why, and why it is now at camp.
 * 2) Some people have made automaton's as a sort of "container" for a soul of a fallen demigod or mortal, in these cases, they do NOT retain any of their demigod powers


 * 1) Automatons are very durable, with high tolerances for all temperatures. They can survive falls from higher distances than humans, as well as survive deeper deaths in the water, but if they do not completely dry off after being exposed to water, they are prone ro rust.
 * 2) Automatons are, on average, much stronger than humans, but in general are have less dexterity for small delicate tasks
 * 3) Some can store and release electricity, and can use this power to temporarily stun others or even power-up electronics. However, the more electricity they store, the more stress it will induce on their generator, which could lead to malfunctions or even a complete shut-down. If this happens they need to be repaired by a child of Hephaestus.
 * 4) Some can also fly, they can reach speeds up to 120 mph, though sustaining a speed over 60mph can cause their systems to overload and require a child of Hephaestus kid to fix them
 * 5) Automatons are generally faster than most humans, but not always as agile, depending on how they are built, as well as not being overly stealthy
 * 6) Some can conceal weapons within themselves, and are usually very adept at using a variety of weapons, and what they may not know, they can be trained and/or programmed to know
 * 7) Some are able to temporarily attract metals to them like a magnet, but the more force they use, the less control they have over what comes back
 * 8) Some are able to be programmed with knowledge on various things, ranging from combat skills to general knowledge to emotions and feelings. Because they have to be programmed to be able to have emotions or feelings, they are more immune to having them as well. Even if they know what "fear" feels like, they have more control over it so that it doesn't consume them.
 * 9) Some are able to mimic any sound they hear, from voices to music
 * 10) Some can record anything being played around them, whether it's music or a conversation
 * 11) Some have a USB port and can connect with other electronics
 * 12) They have a higher stamina than most humans, enabling them to push themselves further, as they do not feel "tired", but they still use energy, and that can be depleted if they over extend themselves
 * 13) They are immune to poisons, as they do not need food and drink to sustain themselves, but they are susceptible to things like acid.
 * 14) They do not need sleep, but they do need to re-charge their power supply at times
 * 15) Some can repair/induce glitches in technology. This sometimes allows her to heal minor internal problems in automatons.
 * 16) They can enhance another machine's speed and/or capacity, but it drains them
 * 17) They are adept at hacking computers
 * 18) They can jack in and communicate with a variety of different machines and technology
 * 19) They can activate and deactivate electronic devices at will
 * 20) Some can have special equipment that can determine heat temperatures and weak pressure points, store enemy images and data and enhance his accuracy.

Ghost Powers
Template:Ghost Powers Category:Ghosts


 * 1) In order to remain a ghost, they must have some type of unfinished business to not want to pass over. Also, they'll only have ghost powers, no powers from their former selves, demigod, nymphs, etc.
 * 2) Someone would come back as a ghost, if they have some sort of unfinished business
 * 3) They only "haunt" places they went while alive, so if the ghost was once just a regular mortal, chances are they wouldn't appear at camp, and if they do, you would have to explain why they had gone there while alive

Passive

 * 1) They have the ability to disappear at will, they can choose who to reveal their presence too, with the exception of Thanatos, Melinoe and Hades kids, who can see them regardless
 * 2) They can sense if someone is evil or good
 * 3) They are stronger at night, in the presence of Melinoe children, as well as the place where they died

Offensive

 * 1) When they scream, humans in the basic vicinity freeze at the sound, or run in fright
 * 2) They can possess humans for a short period, but they cannot use this power to harm the possessed, the longer they maintain the connection, the more they are drained, if they remain within the possessed for too long, they'll need to recharge before becoming visible again

Supplementary

 * 1) They have telekinesis, moving objects with their minds, the larger the object or the longer the keep it within the air, the more energy that is drained

Weaknesses

 * 1) They cannot be hared by most weapons, with the exception of silver and magic, which can cause their visible form to temporarily be disintegrated, until they have enough power to reform and appear again
 * 2) They can only appear in places they once went when they were alive
 * 3) When their energy is drained, they disappear to recharge, the longer they try and interact with the physical plane, the more energy that is drained, and the longer they will have to remain invisible to recuperate.

Traits

 * 1) Because they are ghosts, they are intangible

Huntress Powers
Template:Huntress Powers Category:Hunter of Artemis

Supplementary

 * 1) They possess great strength, agility and dexterity.
 * 2) They carry magic silver bows, arrows, and two hunting knives, which appear whenever they are needed

Passive

 * 1) They make great combatants and archers.
 * 2) They are able to withstand greater temperature changes (extreme heat or cold) more than most, but the hotter or colder it is, the more draining it is on their body and the more it effects their ability to react
 * 3) They do not age physically and do not die of old age or disease, but can be killed in a fight or battle from severe wounds
 * 4) They have a empathy/telepathic connection with wolves and falcons
 * 5) If they fall in love they lose their immortality
 * 6) They make great hunters, attaining great tracking skills.
 * 7) They can see excellent during the night, nearly as well as they can see during the day.

Traits

 * 1) They remain the age that they became a Huntress. If they fall in love and/or leave the hunt for any reason, they start ageing again from that point on.
 * 2) They enjoy hunting, as well as being by Artemis' side.
 * 3) They have a silvery aura.

Centaur Powers
Template:Centaur Powers Category:Centaurs

Offensive

 * 1) Centaurs can bang their hooves against the ground, creating a nearly supersonic sound, dazing or stunning their targets.

Supplementary

 * 1) Centaurs are able to gallop at extreme speeds. The faster they go, the more energy drained.
 * 2) Centaurs are highly endurable, being able to gallop for long distances without getting tired as fast. The more they gallop, the more energy drained.
 * 3) Centaurs possess great strength, agility and dexterity.

Passive

 * 1) Centaurs make great combatants and archers.
 * 2) Centaurs have senses far superior to those of humans.
 * 3) Centaurs make great hunters, attaining great tracking skill.

Traits

 * 1) Their blood is highly corrosive like acid.
 * 2) Many centaurs are known for excessive drinking and are often prone to violent outbursts while intoxicated
 * 3) Many centaurs are also known for being wild and lusty.

Oracle Powers
Template:Oracle Powers Category:Oracle

Abilities (Passive/Traits)

 * 1) They are able to speak prophecies, as well as see the destiny of others, however while they are able to see the future, they do not always remember what they said while they are being possessed by the spirits
 * 2) They are able to see through the mist
 * 3) They are able to read auras and sense spiritual essences, as well as a minor ability to soothe them

Satyr Powers
Template:Satyr Powers Category:Satyrs

Passive

 * 1) When they are above ground, they can detect monsters and half-bloods by their scent
 * 2) They are able to communicate with animals
 * 3) They have senses far superior to those of humans.
 * 4) They can sense nature magic (such as the Golden Fleece, Pan and gifts of Pan)
 * 5) They are able to sense the emotions of demigods and mortals, sometimes even making empathy links between them and someone else

Supplementary

 * 1) When playing music on their reed pipes they have some control over plants, animals and insects, the longer they play the more energy it consumes
 * 2) They are able to run and climb at great speeds because of their goat legs. The faster they go, the more energy drained.

Traits

 * 1) They enjoy eating recyclable material (tin, aluminium, plastic, etc.) and wood and grass
 * 2) When they die, they are reincarnated as plants, trees or flowers

Powers That Need Work= If you'd like to help work on this, please contact Bach.

Eleus (Needs Major Work)
Eleus on Theoi.com

Template:Eleus Powers

Characters

 * 1) Nick Shannon

Current Powers

 * 1) He can release an aura of pure kindness which causes a person to hesitate of attacking or defending.
 * 2) He can curse a weapon to be useless in combat for a short period of time or make them heal instead of hurting. However, this can daze him for a short period of time.
 * 3) He can calm down a person with compassion making them obey to him for a short period of time.
 * 4) He can instil a person with an ambition to help someone making them fight powerfully in combat.
 * 5) He has empathy, the power to sense, feel and understand the emotions, feelings, hopes, dreams, desires, and fears of others. #This power activates when in the presence of others. If the person has a traumatic past, this may cause him to feel the pain that the person has felt.
 * 6) He can send a beam of positive energy to another making him or her faster, stronger, and more powerful.
 * 7) He can discern a person's morality at will.

Epimetheus (Needs Massive Work)
Epimetheus on Theoi.com

Template:Epimetheus Powers

(Note: Afterthought doesn't mean seeing into the future, that's forethought, afterthought is like having a nuclear bomb go off and thinking "oh I should have built a bomb shelter")

Characters

 * 1) Zach Mist
 * 2) Rose Ahmad
 * 3) George Ahmad

Defensive

 * 1) Children of Epimetheus have the ability to think of an excuse to keep the enemy from attacking for a short time.

Passive

 * 1) Children of Epimetheus have the ability to touch a object, or someone, and get certain parts of their history.

Supplementary

 * 1) Children of Epimetheus are able to trick another into doing something for them or revealing a secret to them; nothing guarantees the person will complete the task, if they figure out they are being tricked.

Traits

 * 1) Children of Epimetheus are often full of excuses and often procrastinate
 * 2) Children of Epimetheus often don't think about the future until it's too late

Helikon (Needs Some Work)
Helikon on Theoi.com

Template:Helikon Powers

Characters

 * 1) Rolland Wallace

Offensive

 * 1) Children of Helikon have the ability to create minor earthquakes for a short time, the bigger the earthquake the more energy it drains.

Defensive

 * 1) Children of Helikon have the ability to create a small thick wall of earth, no more than 2 to 3 times the size of the user, that protects them from most attacks, but severely drains them.

Passive

 * 1) They are more powerful when they are in the mountains
 * 2) Children of Helikon can live in very high-up conditions where the air is thin, as they possess adjusted breathing capacity, high air-pressure tolerance, a high cold tolerance and an immunity to the effects of vertigo or similar disorientation as well as the ability to move on the mountains without artificial help.

Supplementary

 * 1) Children of Helikon are able to heal minor wounds when touching dirt or rock
 * 2) Children of Helikon can move, shape and otherwise manipulate any "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil. They cannot however make any object or weapon that is larger than the user. When doing this while in the mountains it drains less energy than when on flat lands.

Traits

 * 1) Children of Helikon generally prefer to be in the mountains over flat lands

Kakia (Needs Work)
Kakia on Theoi.com

Template:Kakia Powers

Characters

 * 1) None

Supplementary

 * 1) Children of Kakia can bring out the worst vices and sins in people. Doing so causes the person to completely forget everything around them for a short time to perform the vice.
 * 2) Children of Kakia are stronger when those around them are engaged in immoral and wicked behaviour

Passive

 * 1) Children of Kakia are able to sense the vices in those around them

Traits

 * 1) Children of Kakia are often vain.
 * 2) Children of Kakia are more likely to commit sins or other crimes.

Kratos (Needs Some Work)
Kratos on theoi.com

Template:Kratos Powers

Characters

 * 1) Elias Drake

Defensive

 * 1) Children of Kratos are able to clap their hands so hard and fast that it sends a shock-wave out, knocking anyone off their feat that is nearby, friend or foe

Passive

 * 1) Children of Kratos have enhanced stamina.
 * 2) Children of Kratos usually have superhuman strength

Supplementary

 * 1) Children of Kratos are able to give superhuman strength to their allies for a short period of time.
 * 2) Children of Kratos have incredible ability to defy weight limitations for a short time. Dense, lengthy, or overweight items are easy to move and lift. The larger the object the more energy it drains, anything larger than 2 to 3 times the size of the user has the potential to drain them to the point of death.
 * 3) Children of Kratos are able to transfer all their strength to their legs for a short time, enabling them to jump 2 to 3 times the normal distance of a person their size
 * 4) Children of Kratos are able to instantly know the strength of their opponent's power are also able to detect any weaknesses.

3 Months After Character is Made

 * 1) Children of Kratos are able to channel channel their energy with and create a link to an object, can be a weapon or another object no larger than the user, which causes their next attack with this object to be two times more powerful. Once used, it can not be used again on the object for the remainder of the fight and it drains the user considerably

Traits

 * 1) Children of Kratos are generally very headstrong

Lethe (Needs Major Work)
Lethe on theoi.com

Template:Lethe Powers

Characters

 * 1) Morgan Sophronia
 * 2) Satella Harvenheit

Defensive

 * 1) Children of Lethe can make their opponent forget who they are for a few seconds to distract them temporarily, this drains them moderately.

Supplementary

 * 1) Children of Lethe can induce a state of questioning disbelief in themselves or others and make their target unsure and forget things and if hostile the user can make them forget what they were doing in the first place by making them ask themselves constant questions, this only last a short time, a few seconds to a few minutes, the more powerful the target, the better the odds they'll be able to fight it

Traits

 * 1) Children of Lethe are generally forgetful

Lycans
Template:Lycan Powers Category:Lycans


 * 1) They can only be in the BC
 * 2) If they retain any demigod powers they must count as major

Old Powers

 * 1) He has enhanced strength, speed, endurance, and agility.
 * 2) He also has enhanced sight, hearing, and smell.
 * 3) He also has some regeneration ability able to recover quickly from the injury. He can't be killed by most elemental attacks, and can be able to recover from steel, Stygian Iron, Celestial Bronze, Imperial Gold, or any other material.
 * 4) He has yet to master shifting from his werewolf form to Human form. Since he was born into his werewolf form, no one has yet seen what he look like in his human form.

Menoetius (Needs a TON of Work)
Menoetius on theoi.com

Template:Menoetius Powers

Characters

 * 1) Brutalis

Current Powers

 * 1) Brutalis possesses vast superhuman strength regularly. This strength further increases when he is exacting revenge purely out of hatred or anger.
 * 2) Brutalis has a superhuman resilience, and is resistant to all but the strongest physical attacks.
 * 3) Brutalis can use the violent anger inherited from his father to block out pain for a short period of time. When this effect wears, the pain inflicted is intensified.
 * 4) Brutalis can give temporary physical power similar to his own to others for a short time.
 * 5) Brutalis tires at a slower rate than other demigods, making him capable of performing at peak exertion for several hours before tiring.
 * 6) Brutalis can make nearby people act rashly, reducing their competency and effectiveness in battle.
 * 7) Brutalis can encourage team-mates by instil hatred, vengeance, or violent anger into their minds.
 * 8) Brutalis will stop at nothing to exact revenge, and make it as painful as possible.
 * 9) Brutalis is a very good strategist (as he make intricate revenge plans) but can often act too quickly or rashly to put these plans into action.
 * 10) Brutalis is fond of people willing to help him seek revenge and rise to power.
 * 11) Brutalis shows emotion only when he is enraged.

Nymphs/Spirits of Pastures (In Greek Myth)
Template:Pasture Powers Category:Pasture Nymphs Category:Pasture Spirits

They would most likely be created of a god or goddess that has something to do with nature.

Passive

 * 1) They have a telepathic/empathetic connection with nature and other nymphs
 * 2) As they are nymphs they do not age, remaining eternally young.

Nymphs/Spirits of Mountain Meadows
Template:Meadow Powers Category:Mountain Meadow Nymphs

They would most likely be created by a god or goddess that has something to do with nature.

Passive

 * 1) They have a telepathic/empathetic connection with nature and other nymphs
 * 2) As they are nymphs they do not age, remaining eternally young.

Palaestra‎ (Needs Major Worik)
Palaestra‎ on theoi.com

Template:Palaestra‎ Powers

Characters

 * 1) None

Peitho (Needs Major Worik)
Peitho on theoi.com

Template:Peitho Powers

Characters

 * 1) Kerri DePew
 * 2) Marfa Polzin

Phanes (Needs a TON of Work)
Phanes on theoi.com

Template:Phanes Powers

Characters

 * 1) None

Traits

 * 1) Children of Phanes have a better understanding of life.

Physis (Needs Major Work)
Physis on theoi.com

Template:Physis Powers

Characters

 * 1) Kiera Ames
 * 2) Cait Hawthorne
 * 3) Jada Martinez

Offensive

 * 1) Children of Physis can generate a single weapon made of fire, water, wind or earth,, 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 make small non-combative objects out of one of the elements

Defensive

 * 1) Children of Physis can generate a single shield of fire, water, wind or earth, roughly two to three times the size of the user, which can be used to block attacks for a very short time.

Plutus (Needs Work)
Plutus on theoi.com

Template:Plutus Powers

Characters

 * 1) Audric Odilone

Offensive

 * 1) Children of Plutus are able to fire gems/coins at an enemy like bullet. However, the more he fires, the less powerful his shots become.
 * 2) Children of Plutus are able to induce a person with greed making them ignore any attacks for a short period of time.

Defensive

 * 1) Children of Plutus are able to bless their armour or shield to become diamond making them durable to several attacks before the effect wears off.
 * 2) Children of Plutus are able to summon a shield made out of coins defending them before the coins disappear.

Passive

 * 1) Children of Plutus are stronger when there is an abundance of wealth around (like a bank).
 * 2) Children of Plutus fills a person with want of something lavish or extremely expensive when he/she is near them.

Supplementary

 * 1) Children of Plutus are able to summon a shower of gems or gold coins which distracts a group of people for a short period of time.
 * 2) Children of Plutus are able to bribe a person making them work for them for a few minutes.
 * 3) Children of Plutus are able to summon gems, gold and precious materials from the Earth. This can drain him excessively.
 * 4) Children of Plutus are able to telekinetically control money or other precious materials.

Traits

 * 1) Children of Plutus are usually very greedy and obsessed with money

Precious Metal/Rock/Gems Nymphs/Spirits Powers (Vote UP, Needs Work)
Template:Rock Powers Category:Gem Nymphs Category:Gem Spirits Forum:Precious Metal Nymph Powers

They would most likely be created by a god or goddess that has to do with rocks, earth, natural metals, underground, etc

Offensive

 * 1) Precious Metal Nymphs can create weapons or other objects from rocks and precious metals/gems. The user can only create one object at a time, and it cannot be larger than the user.
 * 2) Precious Metal Nymphs have the ability to shoot small sharp pieces of rocks from their palms for a short time, the longer they use this, the more energy it drains.

Defensive

 * 1) Precious Metal Nymphs can curse objects made of precious metals/gems to become suddenly extremely cumbersome for a short time, making the victim temporarily slowed.
 * 2) Precious Metal Nymphs create quicksand or pits around a small area for a short time, over time it will slowly solidify allowing anything stuck in it to slowly regain their footing.

Passive

 * 1) Precious Metal Nymphs are more powerful when their surrounded by pure Earth.
 * 2) Precious Metal Nymphs are able to detect precious metals / gems, the closer they are, the stronger they can sense it.

Supplementary

 * 1) Precious Metal Nymphs are able to summon temporary supplies of precious metals/gems and rocks from the earths which naturally dissipate after a few hours.
 * 2) Precious Metal Nymphs can telekinetically control precious metals/gems and rocks. The longer this is done, and the larger the metal/gem is manipulated, the more energy it drains.
 * 3) Precious Metal Nymphs are able to earth travel as a means of transportation.
 * 4) Precious Metal Nymphs can cause objects to turn into precious metals, gems or rocks in particular for a short period of time. The larger the object, the more draining it is, and one object can only be turned into the said materials at a time.

Traits

 * 1) They like to collect precious metals and gems.

Priest/Priestesses
Template:Priest Powers Category:Priests Category:Priestesses They should only have passive powers and traits


 * 1) Only 1 priest or Priestess per god/goddess
 * 2) They do not date or have sex
 * 3) If they are also a demigod, they may retain their demigod powers, but they will count as major
 * 4) The BC would not have any

Old Powers

 * Heather Moore
 * 1) She has a direct telepathetic connection to Hera, which is mostly used to deliver messages, for duties and for prayer.
 * 2) She is able to see through the mist.
 * 3) She is able to read auras and sense spiritual essences.
 * 4) She can craft elixirs perfectly.
 * 5) She has an empathy link with her two sisters.
 * Lily Moore
 * 1) She has a direct telepathetic connection to Persephone, which is mostly used to deliver messages, for duties and for prayer.
 * 2) She is able to see through the mist.
 * 3) She is able to read auras and sense spiritual essences.
 * 4) She can weave very well.
 * 5) She has an empathy link with her two sisters.
 * Deucalion Elias
 * 1) I possess lumokinesis, the ability to control and create light.
 * 2) I have a direct telepathetic connection to the gods, which is mostly used to deliver messages, for duties and for prayer.
 * 3) I am an artist as a whole, meaning I'm also a good actor, poet, sculptor, etc.
 * 4) I am able to read auras and sense spiritual essences, as well as sooth them.
 * 5) I possess great prophetic ability.
 * 6) I am an excellent archer, and am gifted with all other missile weapons.
 * 7) I can entitle people as official priests/priestesses.
 * 8) I possess vitakinesis, the ability to improve or degrade a body's state and health.
 * Grace Moore
 * 1) She has a direct telepathetic connection to Hestia, which is mostly used to deliver messages, for duties and for prayer.
 * 2) She can give ones wise counsel by sitting around the hearth with them.
 * 3) She is able to see through the mist.
 * 4) She is able to read auras and sense spiritual essences.
 * 5) She can cook very well.
 * 6) She has an empathy link with her two sisters.
 * Kimberleigh "Leigh" Michales
 * 1) She has a direct telepathic connection to Hecate, which is mostly used to say prayers.
 * 2) She is able to see through the mist.
 * 3) She is able to read auras and sense spiritual essences.
 * Serena Jade
 * 1) She has a direct telepathic connection to Aphrodite, which is mostly used to deliver messaged, for duties and for prayers.
 * 2) She is able to see through the mist
 * 3) She is able to read auras and sense spiritual essences.
 * 4) She is able to grow Roses at a fast rate.
 * 5) She can telephatically communicate with Doves, Aphrodite's animal symbol
 * Justin Kyler
 * 1) He is clear-sighted.
 * 2) He has telepathic connection with Mnemosyne to deliver messages, for duties and for prayer.
 * 3) He has photographic memory.
 * 4) He has the ability to view memories of other when the said person is in rest.
 * Callista Harvey (Priestess of Athena)
 * 1) She has a direct telepathetic connection to Athena, which is mostly used to deliver messages, for duties and for prayer.
 * 2) She is able to see through The Mist.
 * 3) She is able to read auras and sense spiritual essences.
 * 4) She can telepathically communicate with owls, Athena's animal symbol.
 * 5) She has the power of prophecy but only to small extents. Which means, she cannot unravel a prophecy completely.

Passive

 * 1) Priests/Priestesses have a direct telepathetic connection to the god they represent, which is mostly used to deliver messages, for duties and for prayer.
 * 2) Priests/Priestesses are able to read auras and sense spiritual essences.
 * 3) Priests/Priestessesare able to see through the mist.
 * 4) Priests/Priestesses have a telepathic connection with the god they represent's animal symbol.
 * 5) Priests/Priestesses have the ability to heal minor wounds, and soothe the pain of major or fatal wounds.

Traits

 * 1) Priests/Priestesses tend to have the traits of the god they represent's demigod children.
 * 2) Priests/Priestesses do not date at anytime, and are asexual. If they do decide to date, they lose their priesthood.

Tartarus (Needs Major Work)
Tartarus on theoi.com

Template:Tartarus Powers

Characters

 * 1) None

Tethys (Needs Major Work)
Tethys on theoi.com

Template:Tethys Powers

Characters

 * 1) None

Thesis (Needs Major Work)
Thesis on theoi.com

Template:Thesis Powers

Characters

 * 1) Effie Crear

Zelos (Needs Major Work)
Zelos Powers

Template:Zelos Powers

Characters

 * 1) Kyler Dale