Voting:Level 5's and Up/Pan and Silenus Satyr Powers

Alright, I have a bit of a strange one for you all today! This is slightly more than a powers vote actually. It came to Sparky and I's attention a while back that Pan can have children on the wiki, but as things are now, those children are just considered satyrs, and use the satyr powerset. This struck us both as a bit... ''off. ''Especially since such characters are still classified as major. So after a long while brainstorming, we arrived at what we hope is a nice resolution to this inconsistency.

The general consensus was that Pan's children should indeed be satyrs - it fits myth and wiki precedent, and is also just a nice thematic that we wanted to preserve. So instead of changing that core identity, we thought the best solution would be to turn Pan's direct children into special satyrs: goat-legged half-bloods that carry all the talents and abilities of their cousins, but turned up a notch.

The Pan set below is an expanded version of the satyr powers we rolled out a few weeks back, sporting a new power in each category to bring its numbers up to the standard for modern major sets, of course including shiny new 3/6/9-month abilities.

And as you probably guessed from the title, we got slightly carried away and included a second god in our efforts: Silenus, the portly satyr-god of wine-making and drunkenness. He was most well-known as Dionysus' foster father. Silenus was a satyr, and just as Pan had his own special subtype of satyr called the Panes, Silenus fathered a group of satyrs called the Silenoi. Interestingly, Silenus and his descendants didn't sport the Panes' furry legs and goat horns, but rather had a variety of other animalistic features - usually the ears and tails of horses, dogs or other beasts. We made sure to mention that in the traits section of the Silenus set, so to those of you that always wanted a kitsune-type foxgirl or whatever, thank me later (☞ ͡° ͜ʖ ͡°)☞

Pan and Silenus characters would officially count as both satyrs and demigods - they would count as major characters, and go through claiming as any other demigod would, and would be allowed into all five factions of the Broken Covenant. They can also live in Camp Half-Blood, where they'd function as satyrs residing in the Forest. They should be listed as satyrs on that page.

And last but not least, I really want to give a big shoutout to Sparky here. He spearheaded this idea and put a lot of work into the sets with me.

Now, without further ado, the powers! The minor satyr powers are included for comparison.

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Powers
Pan Powers=

Offensive

 * 1) Children of Pan can invoke woodland magic to cause a living vine, no more than twice the size of the user, to sprout from the ground and lash out at nearby opponents. The vine will wither away after a short time.
 * 2) Children of Pan can empower a group of animals for a short time, making them much stronger, faster, heartier and more ferocious.

Defensive

 * 1) Children of Pan are able to grant themselves or an ally Satyr’s Sanctuary. While someone is blessed with Satyr's Sanctuary, nearby wild animals will be compelled to come to their aid. Animals will help the person according to whatever commands the child gave when they bestowed it. The blessing lasts a few hours. The child can only have one Satyr's Sanctuary blessing given out at a time.
 * 2) Children of Pan can strike an opponent with a sense of panic that causes them to freeze and stop fighting for a short time. They will snap out of it if they’re attacked during the effect.

Passive

 * 1) Children of Pan possess an innate ability to detect and distinguish the unique "scents" given off by demigods, monsters, spirits, and other sources of mythic power.
 * 2) Children of Pan are able to communicate with animals.
 * 3) Children of Pan naturally form empathy links with people they are familiar with; this manifests as an intuition for others' emotions, sensing when they are in danger, knowing vaguely where they are, etc., even over great distances. This is unreliable and hard to do on command, but gets clearer and easier as their bond with a person grows. They can communicate telepathically through particularly strong empathy links.
 * 4) Children of Pan are able to channel their nature magic through a musical vessel, such as a pan flute. Their powers of nature magic are less draining when doing so.
 * 5) Children of Pan can perform a lengthy, ritualistic communion with nature to restore their exhaustion. On rare occasions, this can result in prophetic visions like those of oracles.

Supplementary

 * 1) Children of Pan can use nature magic to quickly heal minor wounds, or slowly heal major, but not fatal, wounds.
 * 2) Children of Pan can use nature magic to invigorate plants, making them grow rapidly. They can control how the plants grow, such as having a cluster of flowers grow around an opponent's legs to entangle them, or making roots grow into a protective dome, but plants grown in this manner will wither back to a natural shape afterward. The more control they exert, the more they are drained.
 * 3) Children of Pan have the gift of Tree Stride, allowing them to “step into” one tree or other plant, then seamlessly emerge from another nearby. This is effortless across short distances, but can also be used across great ranges akin to other teleportation powers, which leaves the user significantly drained.

3 Months After Character is Made

 * 1) Children of Pan are able to unleash an ear-splitting scream that instills pandemonium in a wide area. Anyone that hears the scream will be overwhelmed by fear and panic, losing the will to fight for a moderate time and likely fleeing in terror. This effect is weakened if the same target is affected multiple times in succession.

6 Months After Character is Made

 * 1) Children of Pan can invoke ancient nature magic to summon an elemental for a short time, which forms from surrounding plant life and natural elements. This powerful construct can take any shape they choose, up to five times the size of user, and obeys their will for the duration. The child must focus all their attention on controlling the elemental, and it will disappear early if they lose concentration on the spell. The child is substantially drained afterward.

9 Months After Character is Made

 * 1) Children of Pan can unleash the primal power of the wilds, covering the battlefield in an untamed natural landscape of their own design. The wilderness will appear layered over reality in an area up to a quarter mile wide. Earth and trees will form through concrete, and wildlife will appear based on the type of terrain created. The user’s powers are greatly improved and they do not tire from them at all while within the warped area. After a short time, the battlefield returns to normal without a trace, and the user is left incredibly drained. The user would not be able to move and could possibly faint.

Traits

 * 1) Children of Pan are a special subspecies of satyr known as the Panes. As such, they have the physical features of typical satyrs, including goatlike legs and horns.
 * 2) They enjoy eating recyclable material (tin, aluminium, plastic, etc.) and wood and grass.
 * 3) As satyrs, children of Pan biologically age at roughly half the rate of humans and do not perish of natural causes. When they die, they are reincarnated as plants, trees or flowers.
 * 4) As satyrs, children of Pan have extraordinary hearing and scent on par with that of most forest creatures.
 * 5) As satyrs, children of Pan’s caprine lower halves are generally very powerful, allowing them to jump and climb greater distances with ease.

Silenus Powers=

Offensive

 * 1) Children of Silenus can invoke woodland magic to cause a living vine, no more than twice the size of the user, to sprout from the ground and lash out at nearby opponents. The vine will wither away after a short time
 * 2) Children of Silenus can fire powerful blasts of wine from their hands with high pressure, up to the equivalent of a powerful fire hose.

Defensive

 * 1) Children of Silenus are able to grant themselves or an ally Satyr’s Sanctuary. While someone is blessed with Satyr's Sanctuary, nearby wild animals will be compelled to come to their aid. Animals will help the person according to whatever commands the child gave when they bestowed it. The blessing lasts a few hours. The child can only have one Satyr's Sanctuary blessing given out at a time.
 * 2) Children of Silenus can create a field of energy around them, anyone who steps through it will feel the effects of being drunk. The opponent will be confused, off-balance, nauseous, drowsy and they may briefly forget about what they were doing beforehand, causing them to forget about the battle and the user. The power is purely defensive as the user cannot move while the field is up. The longer the field is kept up, the more energy is drained.

Passive
Children of Silenus are able to communicate with animals.
 * 1) Children of Silenus possess an innate ability to detect and distinguish the unique "scents" given off by demigods, monsters, spirits, and other sources of mythic power.
 * 1) Children of Silenus naturally form empathy links with people they are familiar with; this manifests as an intuition for others' emotions, sensing when they are in danger, knowing vaguely where they are, etc., even over great distances. This is unreliable and hard to do on command, but gets clearer and easier as their bond with a person grows. They can communicate telepathically through particularly strong empathy links.
 * 2) Children of Silenus are able to channel their nature magic through a musical vessel, such as a pan flute. Their powers of nature magic are slightly less draining when doing so.
 * 3) Children of Silenus have an innate partial resistance to the effects of alcohol.

Supplementary

 * 1) Children of Silenus can use nature magic to quickly heal minor wounds, or slowly heal major, but not fatal, wounds.
 * 2) Children of Silenus can use nature magic to invigorate plants, making them grow rapidly. They can control how the plants grow, such as having a cluster of flowers grow around an opponent's legs to entangle them, or making roots grow into a protective dome, but plants grown in this manner will wither back to a natural shape afterward. The more control they exert, the more they are drained.
 * 3) Children of Silenus can enhance themselves through wine consumption. This can help them heal quickly heal minor wounds, sharpen their senses or focus, or increase their stamina; however if they consume too much wine, the user may become unpredictable, delusional to the point of hurting themselves, or rampant in anger.

3 Months After Character is Made

 * 1) Children of Silenus are able to imbue wine with nature magic during the fermentation process. The resulting wine can have a wide variety of temporary effects, such as minor healing, sharpened focus, brief invisibility, or even changed hair color or decreased weight, etc. This is a complicated art and requires practice and experimentation to get new results. While more powerful effects are possible, they may take weeks or months to perfect the stronger they are. Drinking too much magical wine in succession will cause alcohol poisoning (even to those with resistances to it, like children of Silenus themselves).

6 Months After Character is Made

 * 1) Children of Silenus can invoke ancient nature magic to summon an elemental for a short time, which forms from surrounding plant life and natural elements. This powerful construct can take any shape they choose, up to five times the size of user, and obeys their will for the duration. The child must focus all their attention on controlling the elemental, and it will disappear early if they lose concentration on the spell. The child is substantially drained afterward.

9 Months After Character is Made

 * 1) Children of Silenus have the ability to channel power into a nearby source of wine until it comes to a boil, then violently bursts in an offensive blast. They can choose to delay the explosion for a time, or until the wine bottle or keg holding it is opened or broken.

Traits

 * 1) Children of Silenus are a special subspecies of satyr known as the Silenoi. As such, they have the physical features of typical satyrs, including goatlike legs and horns. Silenoi sometimes have animalistic ears, tails, or both, in addition to or instead of the common satyr features.
 * 2) Children of Silenus often have behavioural quirks based on the animal they have features of.
 * 3) As satyrs, children of Silenus biologically age at roughly half the rate of humans and do not perish of natural causes. When they die, they are reincarnated as plants, trees or flowers.
 * 4) As satyrs, children of Silenus have extraordinary hearing and scent on par with that of most forest creatures.
 * 5) Children of Silenus often have unique physical advantages because of their animalistic features, such as impeccable balance if they have a cat's tail.

Minor Satyr Powers=

Offensive

 * 1) Satyrs can use nature magic to cause a living vine, no more than twice the size of the user, to sprout from the ground and lash out at nearby opponents. The vine will wither away after a short time.

Defensive

 * 1) Satyrs are able to grant someone Satyr’s Sanctuary. While someone is blessed with Satyr's Sanctuary, nearby wild animals will be compelled to come to their aid. Animals will help the person according to whatever commands the satyr gave when they bestowed it. The blessing lasts a few hours. A satyr can only have one Satyr's Sanctuary blessing given out at a time.

Passive

 * 1) Satyrs possess an innate ability to detect and distinguish the unique "scents" given off by demigods, monsters, spirits, and other sources of mythic power.
 * 2) Satyrs naturally form empathy links with people they are familiar with; this manifests as an intuition for others' emotions, sensing when they are in danger, knowing vaguely where they are, etc., even over great distances. This is unreliable and hard to do on command, but gets clearer and easier as their bond with a person grows. They can communicate telepathically through particularly strong empathy links.
 * 3) Satyrs are able to channel their nature magic through a vessel, such as a pan flute. Their nature magic is significantly more powerful and less draining when doing so. Satyrs’ magic is otherwise much weaker than demigods’ powers when not channeled, however.
 * 4) Satyrs are able to communicate with animals.

Supplementary

 * 1) Satyrs can use nature magic to quickly heal minor wounds, or slowly heal major, but not fatal, wounds.
 * 2) Satyrs can use nature magic to invigorate plants, making them grow rapidly. They can control how the plants grow, such as having a cluster of flowers grow around an opponent's legs to entangle them, or making roots grow into a protective dome, but plants grown in this manner will wither back to a natural shape afterward. The more control they exert, the more they are drained.

Traits

 * 1) They enjoy eating recyclable material (tin, aluminium, plastic, etc.) and wood and grass.
 * 2) Satyrs biologically age roughly around half the rate as humans and do not perish of natural causes. When they die, they are reincarnated as plants, trees or flowers.
 * 3) Satyrs have extraordinary hearing and scent on par with that of most forest creatures.
 * 4) Satyrs’ caprine lower halves are generally very powerful, allowing them to jump and climb greater distances with ease.