Forum:Cabin Godparent 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.

Counsellor Only

 * 1) In rare cases, 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.

Traits

 * 1) Make amazing meteorologists, as they know all the current weather going on in a certain area.

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 makeup 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 makeup.

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.

Counsellor Only

 * 1) In rare cases, 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.

Traits

 * 1) The ability to speak French as it is "the language of love"

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 armor 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.

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).

Supplementary

 * 1) 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.
 * 2) Children of Apollo have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds.

Counsellor Only

 * 1) In rare cases, 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.

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 instill fear upon nearby enemies with a deafening war cry.

Counsellor Only

 * 1) In rare cases, 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.

Traits

 * 1) Children of Ares are more courageous than most, especially when facing danger.

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.

Counsellor Only

 * 1) In rare cases, 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; afterward, 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.

Artemis' Cabin
 Both Defensive and Offensive   Defensive   Neither Offensive or Defensive 
 * 1) The hunters are stronger, faster, and more accurate than normal demigods.
 * 2) They are amazing archers.
 * 1) Can withstand any climate temperature.
 * 2) They can't die unless they fall in battle.
 * 1) They are eternally young.
 * 2) Can speak with wolves.
 * 3) They lose their immortality if they fall in love.

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.

Supplementary

 * 1) Children of Asteria have the ability to commune with the dead.
 * 2) 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.

Counsellor Only

 * 1) In rare cases, children of Asteria have an affinity for understanding prophecies; though they cannot speak of their understanding.

Traits

 * 1) Children of Asteria make excellent astrologists.

Offensive

 * 1) Children of Astraeus have the ability to summon minature 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.

Counsellor Only

 * 1) In rare cases, children of Astraeus have the ability to conjure a miniature version of the constellation Orion, which is a fierce warrior in combat.

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.

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.

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.

Counsellor Only

 * 1) In rare cases, children of Athena have the ability to alter the moods of a large group of those around them and even have telepathic powers.

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.

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 unarmored 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.

Counsellor Only

 * 1) In rare cases, children of Boreas can create armor 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.

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.

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, upon eye contact, can perpetuate a state of pure terror which brings the thought of a great disaster to the forefront of the mind of the person they made eye contact with, making them panic.

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.

Supplementary

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

Counsellor Only

 * 1) In rare cases, 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.

Traits

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

Offensive

 * 1) Children of Demeter have the ability to create a Venus Flytrap, roughly two to three times the size of the user, which will attempt to swallow anything that comes near it.
 * 2) 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.

Counsellor Only

 * 1) In rare cases, 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.

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.

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.

Counsellor Only

 * 1) In rare cases, children of Dionysus can perpetuate an aura of madness which blurs the minds of everyone nearby, including the user, making them go into an enraged stupor; the can also remove any bit of madness as well.

Traits

 * 1) Children of Dionysus generally have a taste for wine and partying.'

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.

Counsellor Only

 * 1) In rare cases, 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.

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.

Counsellor Only

 * 1) In rare cases, 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.

Traits

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

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

Hades' Cabin
 Not Sure   Neither Offensive or Defensive   Defensive   Both Offensive and Defensive   Travelling 
 * 1) They have dominion over the dead.
 * 1) They have necromancy, the ability to summon and communicate with the dead.
 * 2) They can sense when a mortal or half-blood that they know has died through a "buzzing" in their ears.
 * 3) They can call forth the dead from the Underworld using food and drink (Nico has been seen doing this, but it is unknown if he can do it without the Stygian iron sword used to back off spirits).
 * 4) Able to release the spirits from the souls of people who should have died
 * 1) They can kill undead skeletons.
 * 2) It is suggested that they can bend shadows to conceal their presence.
 * 3) They can put skeletons asleep by pointing at them.
 * 1) They can create flaming fissures of hell-fire that then closes, swallowing up dead creatures and immediately trapping them in the Underworld.
 * 2) They have limited geokinesis, the ability to move rocks and minerals with their minds.
 * 3) Ability to solidify the shadows to be used for offense or defense capabilities (Counsellor Power)
 * 1) They can shadow travel (a form of teleportation that allows the creature of the Underworld to quickly travel to any desired place on earth). This power is very exhausting for demigods to perform.

Harmonia's Cabin
 Both Offensive and Defensive   Neither Offensive or Defensive 
 * 1) Children of Harmonia can calm some people and monsters into losing their will to fight
 * 2) Can send energy to fellow campers to amplify their abilities (Counselor Only)
 * 3) Strong demigods are able to replace attacks with soothing auras
 * 4) Ability to charm weapons into refusing to attack
 * 1) In their presence, people form friendships more easily, or reach agreements more easily

Hebe's Cabin
 Neither Offensive or Defensive   Not Sure   Both Offensive and Defensive 
 * 1) These children age slower than normally, beginning around age 12.
 * 2) Children of Hebe can make people look younger, as Hebe is the goddess of youth.
 * 1) Some can temporarily restore others to the prime of their life (increasing their powers to their peak), the power can only be used several times before it becomes ineffective.
 * 1) They can temporarily age mortals severely to the point of death (Counsellor Power).
 * 2) They can make those with immortal blood feel the effects of old age.

Hecate's Cabin
 Both Defensive and Offensive   Defensive   Neither Offensive or Defensive 
 * 1) Protection Spells- Can form barriers or mystical armour, strength depends on experience of caster
 * 2) Levitation Spells- Can move objects with caster's mind, More powerful demigods can levitate themselves
 * 3) Hexes- Hexes induce burns, poison, freezing, paralysis, or sleep (Counselor Only)
 * 1) They can see around them 360 degrees at all times. So no one can sneak up on them.
 * 2) They can communicate with wolves and dogs, and call them in times of need.
 * 3) They can enchant weapons and armour to make it unbreakable, extra sharp, etc.
 * 1) They can read tarot cards.

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

Hera Cabin
N/A

Hermes' Cabin
 Neither Offensive or Defensive   Offensive and Defensive   Travelling 
 * 1) Expert thieves
 * 2) Very athletic
 * 1) Super speed (Counselor power)
 * 1) Travelling powers

Hestia Cabin
N/A

Hypnos' Cabin
Offensive  Offensive and Defensive   Neither Offensive or Defensive 
 * 1) To some extent they can control people when they sleep, as if they are sleep walking, but they can only control them for up to a half an hour, and they can't make them seriously harm others. (Counselor power)
 * 1) They can attempt to put others to sleep.
 * 1) Being in their presence can make you extremely sleepy.
 * 2) They can search people's thought and dreams while they are sleeping.

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

Janus' Cabin
 Neither Offensive or Defensive   Offensive and Defensive 
 * 1) They can see beginnings and endings, but not the journey between.
 * 2) They can see the destination of any path before them.
 * 3) They can see the choices that others need or are trying to make.
 * 1) They can use existing doorways to come out wherever they want and travel to anywhere.
 * 2) They can make doorways appear on any flat surface.
 * 3) They can change doorways that others walk through to lead them far away.
 * 4) (Counsellor Only) They can make doors appear out of nothing.

Koios' Cabin
 Both Defensive and Offensive   Neither Defensive or Offensive   Not Sure 
 * 1) The kids of Koios are able to magnetically pull and repulse anything metal depending on their polarity.
 * 2) Can cause misdirection by messing with the enemy's magnetic field.
 * 1) Are really smart.
 * 1) Able to turn the Poles themselves towards each other screwing with the magnetic field. (Counselor Power)
 * 2) They can demagnetize anything metal.

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

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

Mnemosyne's Cabin
 Offensive and Defensive   Neither Defensive or Offensive   Not Sure 
 * 1) Ability to bring back and remove certain memories.
 * 2) They can bring things to life by reading them out of books or writing them, but the bigger the object the more energy it takes from them, and the objects only last so long.
 * 3) They have special pens that are made from the feathers of Hera's peacocks, with these pens the kids can write words down into their journal to bring with them, and create things off these words, but this only works for words written down with the special pens.
 * 4) (Counsellor Only) They can write words in their journal with their pen controlling the actions of others, but they can't make them hurt others or themselves, and they only last for so long before the control fades just like the objects they bring alive out of the books.
 * 1) Read and understand all languages
 * 2) They can read things out loud and instead of creating the words, they make the story play out in front of them like a film.
 * 1) Are able to go back/forth in time ; this power cannot be used to stop from existing/destroy/kill any characters.

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

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

Nike's Cabin
 Offensive and Defensive   Neither Offensive or Defensive 
 * 1) Enchanted Eyes allow for the ability to predict the path of projectiles and dodge them, as well as identifying the weak points of opponents. (Counselor Only power)
 * 2) There is the possibility of having increased strength, speed, defense, endurance, agility, or reflexes. Any combination of these is possible, but one skill will always be more prevalent.
 * 1) These children are excellent charioteers and horse-riders.
 * 2) Children of Nike are often athletic and great sportsmen.
 * 3) Children of Nike can predict the outcome of a gamble or game, as Nike is the goddess of victory.

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

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

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

Persephone's Cabin
 Neither Defensive or Offensive   Travelling   Both Offensive and Defensive 
 * 1) Her children retain a youthful appearance for longer then most
 * 2) Her children are stronger in the spring and summer months.
 * 3) They can make flowers grow anywhere
 * 4) (Fall/Winter Only) They have very limited geokinesis, but only to create enough of an opening in the ground to travel to the underworld where their mother is. They can also communicate with the dead, but again, only during fall/winter months.
 * 5) (Spring/Summer Only) They are able to talk to animals. Only during the Spring/Summer months
 * 1) They can create travel roses
 * 2) (Fall/Winter Only) They can Shadow Travel
 * 1) They can turn objects into flowers
 * 2) Able to use Stygian Iron
 * 3) (Counsellor Powers) They can turn people into flowers, but it only lasts for a limited time.

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

Poseidon's Cabin
 Not sure   Both Offensive and Defensive   Neither Offensive or Defensive   Defensive   Travelling 
 * 1) Children of Poseidon have the ability to breathe underwater.
 * 2) They can make water shoot out from petrified seashells.
 * 3) Can make water into a path.
 * 1) All can move water with their mind, as they are hydrokinetic (or aquakinetic).
 * 2) They can create earthquakes, as their father is the god of earthquakes besides him being the god of the sea.
 * 3) They can create personal hurricanes, as their father is the god of storms.
 * 4) Can harden water in to shields with out freezing it.
 * 1) They have telepathic connections to equine animals (horses, zebras, giraffes,pegasi, hippocampi, etc).
 * 2) They, and everything they touch, stay or become dry in water, unless they want to become wet.
 * 3) They know their exact coordinates in water.
 * 4) Can talk to each other telepathically underwater and with other aquatic/equine beings.
 * 5) They can feel the difference between salt water and fresh water.
 * 1) They don't get hurt when falling into water, even from a high altitude.
 * 2) Can withstand immense pressure acting on them in the sea.
 * 3) All have a higher resistance to fire or burns.
 * 4) They have the protection against burning faster because of Poseidon's nature
 * 5) They can make air bubbles form underwater.
 * 1) Can water travel (appear in different spots of water).

Prometheus' Cabin
 Neither Defensive or Offensive  Offensive and Defensive
 * 1) Children of Prometheus have the ability to see the future (Counselor Only)
 * 2) They are able to give good counsel.
 * 1) As Prometheus is the titan of crafty council, his children can trick people.
 * 2) Being the child of a titan, they have slightly greater strength and endurance

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

Themis' Cabin
 Both Defensive and Offensive   Neither Offensive or Defensive 
 * 1) Her children have power over law and order (ex. they can force people to follow the rules, and can calm unruly crowds)
 * 1) Her children are able to tell who's guilty and who's innocent and guilty
 * 2) Her children are skilled at cutting fact from fiction
 * 3) They have minor prophetic abilities, as Themis was also skilled at prophecy (Counselor Only)
 * 4) Her children are usually fair and unbiased
 * 5) Her children have the ability to win any argument.
 * 6) Her children have the power to give great sound advice so others can improve their situation.
 * 7) Her children posses the gift of eloquence.

Tyche's Cabin
 Neither Defensive or Offensive   Defensive and Offensive 
 * 1) Children of Tyche can bestow good fortune on people
 * 2) They can see the outcome of gambles
 * 1) Some have the rare ability to remove luck, causing people to become clumsy and danger-prone.
 * 2) They can manipulate luck in their favour. (Counselor power)
 * 3) Children of Tyche can manipulate luck in their own favor several times before the power becomes ineffective

Zephyrus' Cabin
 Both Defensive and Offensive   Not Sure   Neither Defensive or Offensive 
 * 1) Minor Aerokinesis. They are powerful enough to create strong gusts of wind, which always come from the western directions.
 * 2) Most children can levitate, some can fly.
 * 3) The ability to create solid clouds, used for various purposes. These clouds can also be ridden by allies. (Counselor Only)
 * 1) Have the ability to breathe a warm wind that melts snow and ice. The wind can also promote plant growth.
 * 1) Are always left-handed, while children of Boreas and Notus are always ambidextrous and children of Eurus are always right-handed.

Zeus' Cabin
 Offensive and Defensive   Defensive  Neither Defensive or Offensive
 * 1) Children of Zeus can send powerful amounts of static electricity throughout another's body on contact.
 * 2) They have some control over air and the sky, being the child of Zeus, Lord of the Sky.
 * 3) They can create lightning bolts at will. This skill will drain them of a lot of power.
 * 4) They have electrokinesis (control over lightning and all electricity)
 * 5) Has control over things that are in their father's domain
 * 6) They can control the wind.
 * 7) They can fly. (Counselor Only power)
 * 1) They have a resistance to lightning and electricity.
 * 1) Since Zeus is the leader of the gods the children of Zeus have a strong leadership quality