User:ScalesofFate/Sandbox

Current Story-lines WIP
Want to get a story-line going for Analeese, possibly leading to a quest and her becoming lt. or head counselor. Could tie in with Hydro's changes to Nemesis powers. She eventually makes a few friends at camp and goes on a quest for an item of Nemesis'. However shortly after, Ana finds out that her brother is still alive and tries to track him down- leading to unforeseen consequences for the daughter of Revenge. A love interest would also be welcomed. Possibility of a second quest, becoming a priestess of Nemesis or hunter and having to choose between her status and the relationship.

Cloud/Lightning Spirit for Waves:
Name: Jonathon

Born: Est 1800's?, somewhere in Southern England perhaps?

Race: Cloud or Lightning Spirit, previously a clear sighted mortal or demigod

Personality:

History:


 * He was a clear-sighted mortal who fell in love with a daughter of Zeus, Emma Brackenreid.
 * They were lovers, Emma told him all about the Greek World and such.
 * One day, she was killed by a monster. Jon survived, but was left heartbroken.
 * Jon prayed to the gods, but she couldn't be revived as her soul had already passed through the Underworld.
 * Jon made a bargain to serve Zeus and the King of the gods would have to somehow reunite them one day.
 * It was a tricked bargain, since when Jon finally got to see Emma again, it was actually only her face. To be more precise, Enid, a rain nymph that Zeus created, had taken the body and the personality of his dead daughter, but not the memories. She would be able to experience the memories of her "past life". Jon knows this, but decides to enjoy the physical form of Emma, and maybe falls for Enid afterwards.

Quests WIP
Name of Character: Analeese Sterling, Daughter of Nemesis

God Parent: Nemesis, Goddess of Revenge and Divine Retribution.

'''Who is sending them on the Quest? '''Nemesis, she is sending Analeese and a cohort of demigods to infiltrate the security of her sanctuary and steal her scales in an exercise to test security, as a mortal attempted to infiltrate the sanctuary.

Dream if there was one:

Analeese,

I need your help, you've been training hard for two weeks. I know you can handle yourself out in the field, so this mission should be right up your alley. My ancient sanctuary has sheltered many who sought vengeance over the centuries, however it has been closed in modern times to protect my scales, necessary to weigh what is due. Recently a clear-sighted mortal dared to break into the sanctuary, as the defensive enchantments were set to apply only to non-mortals as the sanctuary is well hidden by the mist. Luckily I was able to bring justice upon the intruder, however I had to reset the enchantments to apply to mortals too. Your quest, Analeese is to break into my sanctuary with a small team and test the security by trying to steal the scales for yourselves. Although fighting is almost second nature to you by now, I promise it will be a challenge. Succeed and I will be most grateful.

Nemesis

General idea behind the details of the quest:

Leaving Camp- This short scene allows the campers to introduce themselves, and acts as a placeholder while they leave the camp to get to know one another. They get into an SUV or find transport to take them to the current location of Nemesis' sanctuary.

The Door- The heroes walk through a giant cave, located near one of the great lakes. It is covered in graffiti and spray paint to disguise the entrance to mortals. At the end of a cave is a giant door, this door is shaped like the yin/yang symbol and can only be opened by a child of Nemesis. Stymphalian Birds will attack the heroes, and act as a warning alarm for those who try to approach the door.

First Floor- This is a room where the tiles are spaced across in black and white checks across the floor, the room is paved with torches and pillars which show various riddles. To cross the floor, the team must work together to answer these riddles and cross to the other side. This tests the mental ability of the user, presumably a child of Nemesis to check their intellectual prowess. The floor collapses inwards if the user gets an answer wrong and gets smaller and smaller, requiring a larger leap to get to the extended rope ladder.

Second floor-  This room tests the physical prowess of the team. The room has a high ceiling, leading as far as the eye can see. The only way to get to the top is by climbing the moving pillars and correctly timing any jumps, furthermore the team has to work together to reach several unreachable ledges by use of their powers. If anyone falls, they are caught by a static field; however they are then tossed down the giant hole which leads to the first level. If they fall a second time, the intruder is thrown straight into a hell-hound pit. Near the top are several balancing beams, only a few inches wide which require the innate balance of a child of Nemesis to easily cross, however other demigods can reach the top through other means.

Third floor- The third room tests mental strength. This room is completely white-washed, and there is a blinding light. What happens next depends on the mental experiences of the heroes. Something that symbolizes the demigod's hatred/need for revenge will form, the demigods will be able to see each other's visions and will need to fight them together. This can take place as a physical battle or a mental battle. Eventually the visions will disappear, and the heroes will be allowed to press on.

Repreive- 

This is an opportunity for the heroes to rest, as Nemesis has constructed it specifically for the test. The room is small, practically a cupboard compared to the rest of the building with a small window overlooking a series of random acts of revenge- there is a small table with squares of ambrosia, water and some orange juice. Bedrolls are also provided if anyone wishes to sleep in the small room.

Fourth Floor- The final floor is a large room. A silver set of scales is perched on a pedestal. They're separated by a large pool, mimicking the one Narcissus drowned in. The pool shows reflections of the demigods' deeply hidden memories. The only way across is a small bridge, however the demigods cannot cross this bridge. The only way they can do this is by being fully balanced and discarding a memory of their choice into the pool. Then they will be able to collect the scales.

General idea of monsters they may encounter: Stymphalian Birds, Hellhound pit (possible), Their own memories/themselves, The Hydra (saved at the last minute by Nemesis?)

End game: The team try to collect the scales after the arduous ascent, however they are dropped down into a giant pit which lands into one of the Great Lakes. This houses the Hydra, the team fight it for a short while before they are able to shadow travel/get saved by Nemesis or another deity. Although Nemesis has caught the intruder, she surmises that he has been sent by someone else and that the scales were fake all along. The goddess is pleased at the teams work and gives them some form of small reward for testing out the security for the fake scales and keeping her secret.

General idea of locations planned: Camp Half-Blood, Sanctuary of Nemesis, located somewhere near the Great Lakes.

Number of questers desired (2 to 5 besides the leader): Nemesis will only allow Analeese and 2/3 demigods of her choice safe passage through her sanctuary for a short period of time.

Bedrooms-WIP.
 Analeese Sterling's Bedroom

Located in Nemesis' cabin, Analeese Sterling has made home in the loft. The room has a lounge area for guests, complete with a sofa bed and hammock. The room also has an en-suite and a bedroom to the side with a wrought iron bed. Overall the room is kept tidy but somewhat distressed, she keeps her weapons under the bed, and there are a few machine parts on some of the tables. She has several bookshelves, filled with old road maps, automotive manuals and surprisingly some treatises on modern political thought. This room is off-limits, except to her close friends and half-siblings. There are also several windows which provide panoramic views of Camp Half Blood.

Eileithyia powers WIP

 * Her sphere: EILEITHYIA (or Ilithyia) was the goddess of childbirth and labour pains. According to some there were two Eileithyiai, one who furthered birth and one who protracted the labour. Her name means "she who comes to aid" or "relieve" from the Greek word


 * Eileithyia was depicted as a woman wielding a torch, representing the burning pains of childbirth, or with her arms raised in the air to bring the child to the light. She was closely identified with the goddesses Hera and Artemis, though Eileithyia was the one who ruled most over pregnancy and labour. Interestingly Eileithyia seems to have been adopted from a Cretan mother goddess, who was worshiped since Neolithic times to become the daughter of Hera and Zeus.

Offensive-


 * 1) They are able to make someone suffer stomach cramps normally experienced by women giving birth. This can be used to cause extreme pain, and intensifies on physical contact. However the effects wear off over a short period of time and cannot be used repeatedly.
 * 2) They can curse an opponent to harbor morning sickness. This will dehydrate an opponent and cause them to feel tired and suffer a loss of strength. However the effects can be countered with rehydration and the effects wear off over a moderate period of time.

Defensive-
 * 1) Children of Eileithyia are able to numb physical pain for a short time, as their mother is the goddess of childbirth and labour pains.
 * 2) They are able to create a cloud of gas, akin to anaesthetic commonly used during a cesarean section. This obscures the child of Eileithyia from sight and makes those affected by the cloud feel numb and somewhat dazed, which makes them open to attack. This cloud drains energy the longer it lingers.

Supplementary- Passive-
 * 1) Children of Eileithyia are able to make someone feel bloated and cause the illusion of massive weight gain, this can be used for a variety of purposes from slowing an enemy attack to allowing the user to make a quick getaway.
 * 2) Children of Eileithyia have a limited ability to tamper with the hormones of an opponent, causing them to suffer erratic mood swings. This can either cause an opponent to become angry and attack without any remorse or become sleepy and lethargic. The choice to act on these emotions however, relies on the opponent.
 * 3) They are able to accelerate or slow the progress of a pregnancy, the longer this is done, the more energy is drained from the child of Eileithyia themselves.
 * 4) Children of Eileithyia are able to bestow feelings of happiness upon themselves or others to simulate the feeling of a maternal glow, this makes them feel younger and more refreshed for a short period of time.
 * 5) They are able to make someone unable to focus on anything except the desire to have a baby for a short time, the longer this is held the more drained the user. The child of Eileithyia cannot attack or the control is broken.
 * 1) They are innately familliar with the various methods used to deliver a child, and are more resistant to pain and revulsion than other demigods.
 * 2) They have a limited ability to calm someone down who is in extreme pain, however this must be done through physical contact.
 * 3) Children of Eileithyia can tell if someone is pregnant, how far along they are and whether there are any risks of further complications in the pregnancy.
 * 4) They are stronger in settings associated with children such as playgrounds, maternity wards of hospitals and home settings.

Traits-
 * 1) Children of Eileithyia tend to be family oriented people.
 * 2) They make excellent midwives and maternity nurses.
 * 3) They tend to relate well with babies and children.
 * 4) They are blessed with good fertility and often have large families.

3 month power-

Children of Eileithyia have the ability to conjure up nourshing milk out of any liquid on touch. When drunk, this milk heals moderate wounds and revitalises the user. Additionally those who drink it gain a moderate boost to their energy levels and healing rate for a short time. Repeated use severely drains the conjurer.

6 month power-

Children of Eileithyia are able to secrete a hormone, similar to Oxytocin which creates feelings of love and simulates a familial bond with the affected. This causes those affected to cease all attacks against the user for a moderate period of time and makes them suggestible to verbal commands from the user. However the choice to act on these emotions is up to those affected and suggestions can be resisted. Any attempt to harm those afflicted breaks the control held by the user.

9 month power-

Children of Eileithyia are able to force an opponent of either gender to experience an illusion of giving birth. This can only be used once per battle and lasts for an extended period of time. This power tricks the opponent's body into thinking that they're about to go into labour and forces the body to collapse and go through cramps and labour pains. In addition, the affected is shown various illusions of people giving birth around them and doctors, similar to the experience of giving birth in a maternity hospital. This is extremely painful and disorienting for someone who is not a child of Eileithyia and drains a lot of energy from the opponent and the user. Those affected will struggle to stand up or fight until the illusion passes and will feel drained afterwards.

Pheme Powers- WIP
Pheme was the daimona (spirit) of rumour, report and gossip. Her sphere ruled over fame and good repute in a positive sense but also ruled over the areas of infamy and scandal. Her mother is either Elpis, the daimona of hope or Gaia and she was also known as Fama (Fame) by the Romans.

Offensive- Defensive-
 * 1) Children of Pheme are able to emit a blinding light, similar to camera flashes. This blinds the target for a moment and additionally dazes them for a short time, causing spots in the targets' vision. This leaves them vulnerable to attack. However those afflicted are immune to any further flashes for a moderate time.
 * 2) Children of Pheme have the power to make an opponent feel like they are being weighed down by the power of gossip for a short amount of time.
 * 1) They are able to curse someone to hear several voices in their head for a short period of time. Those afflicted hear sounds in every direction, like conflicted rumors are being whispered into their ear. This can be used to misdirect an opponent for a short period of time and can also cause headaches.
 * 2) They are also able to increase their own positive repute and fame to the point where the opponent loses all desire to attack them for a short time, effectively they are "star-struck." The child of Pheme cannot attack while this power is in place, so it is purely used for defensive purposes.

Supplementary-
 * 1) Children of Pheme are able to conjure up an unbreakable velvet rope which can be used for a variety of pirposes such as setting up traps, crossing large gaps and entangling opponents. Additionally they can cordon an area off with velvet ropes which cannot be cut or bypassed, these prevent anyone entering an area for a short time without their permission, this can be used to restrict access to areas or entrap an opponent. If someone touches one of these without permission, they are tangled up. However the ropes disintigrate after a set period of time. The length of the rope cannot exceed more than 2/3 times the size of the user.
 * 2) They are able to set up 2/3 mobile apotlights. These can be used to light up dark areas for a short period of time, and can also be used to track down scandal and gossip. The user has a telepathic connection with these spotlights and can use them to see other places. The longer control is held, the more energy is drained.
 * 3) They have the minor ability to sway whether someone is seen or sees themselves in a positive or negative manner; when seen in a positive light those affected have increased "star quality" and report being more energised and resistant to attacks for a short time, those affected negatively often become sluggish and depressed.
 * 4) Children of Pheme are able to become partially invisible for a short period of time. This is done by forming a small cloak around the user. Anyone nearby is distracted for a short period of time as if rumours had been planted into their mind, this does not visually conceal the user but merely tricks people into overlooking them. Additional powers cannot be used while the conjurer is underneath this cloak and the glamour quickly wears off.
 * 5) They have the ability to summon a red carpet. This has the advantage of increasing the movement speed of any allies for a short time and slows any opponents on the carpet. The user has the ability to teleport short distances as long as they are on the carpet and can also fast travel back to the red carpet over a moderate distance. However the carpet fades after a moderate amount of time and cannot be summoned more than twice in a fight.

Passive- Traits
 * 1) Children of Pheme are innately stronger in places which have a connection to fame, celebrity and gossip such as ballrooms, movie theatres and red carpets.
 * 2) They can easily detect lies and truths, as gossip often involves seperating the two. They are also adept at spreading misinformation half-truths and lies in order to befuddle or confuse an opponent.
 * 3) They have a magnetic aura which naturally attracts people to them, those affected often report a sensation of being starstruck and are more comfortable with exposing rumours and secrets in their prescence. This can be turned off temporarily if the child wishes.
 * 4) They have superior hearing which allows them to hear all kinds of gossip.
 * 5) Children of Pheme are innately resistant to mental manipulation.
 * 1) They often enjoy spreading gossip and discord about others, particularly celebrities.
 * 2) Children of Pheme are socially adept.
 * 3) They make good celebrities, gossip columnists and paparazzi.
 * 4) They often suffer a meteoric rise and fall, after their 15 minutes of fame have expired.

Three Month Power-
 * 1) Children of Pheme 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.

Six Month Power- Nine Month Power-
 * 1) Children of Pheme have the ability to form a semi-living construct, representative of scandal or gossip that has been spread about an opponent, this could for example take the form of a past lover to represent a history of cheating or a drug dealer to represent the effects of substance abuse. This construct will fight alongside the user for a moderate amount of time and can be used as a distraction or a defensive option. The conjurer cannot control the form that the construct takes and the construct cannot be 2/3 times larger than them.
 * 1) Children of Pheme are able to draw on images of celebrity and a desire for fame, to greatly enhance their own star power and become an embodiment of fame and good repute. In this form they report heightened senses, resistance to most physical and mental attacks and heightened control over their powers. Those surrounded by the child of Pheme become enraptured and are unable to move or attack for a short period of time. However the user becomes severely drained afterwards and may faint.

Ideas-

Something defensive or offensive, involving oscars?