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.

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 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.

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.

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.

Counsellor Only

 * 1) In rare cases, 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.

Traits

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

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.

Counsellor Only

 * 1) In rare cases, 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.

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 offense 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.

Counsellor Only

 * 1) In rare cases, 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.

Traits

 * 1) Children of Harmonia tend to have well balanced and harmonious personalities.

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.

Supplementary

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

Counsellor Only

 * 1) In rare cases, 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.

Traits

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

Hecate's Cabin

 * 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.

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.

Counsellor Only

 * 1) In rare cases, children of Hecate are skilled enough in the arcane arts that they are able to construct a custom spell.

Traits

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

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.

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 have the ability to control a single mechanical object with their mind; doing so, however, immobilizes the child of Hephaestus until control is broken.

Counsellor Only

 * 1) In rare cases, 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.

Traits

 * 1) They are great mechanics.
 * 2) Are able to make all sorts of machines, including automatons.
 * 3) Are excellent sculptors.
 * 4) They are able to create transforming weaponry.
 * 5) They are excellent at creating weapons and armor of all natures.

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.

Counsellor Only

 * 1) In rare cases, children of Hermes are gifted with intense speed, making them nearly twice as fast as they normally would be.

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.

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 people neat 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 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.

Counsellor Only

 * 1) In rare cases, 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.

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.

Counsellor Only

 * 1) In rare cases, children of Iris have the ability to actually ride rainbows they’ve created in order to travel large distances quickly.

Traits

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

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.

Counsellor Only

 * 1) In rare cases, 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.

Offensive

 * 1) Children of Melinoe have the ability to summon a single ghost which will fight for them for a short time and is immune to all attacks.
 * 2) 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.

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.

Supplementary

 * 1) Children of Melinoe have the ability to summon an intangible and invisible ghost which can be used for a multitude of purposes.
 * 2) Children of Melinoe have the ability to summon a poltergeist, which will instantly begin wailing and stun anyone who is not intangible for a short time before vanishing.

Counsellor Only

 * 1) In rare cases, 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.

Offensive

 * 1) Children of Mnemosyne have the ability to write 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.
 * 2) Children of Mnemosyne have the ability to write 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.

Defensive

 * 1) Children of Mnemosyne have the ability to write 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.

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.

Supplementary

 * 1) Children of Mnemosyne have the ability to view the specific past of a person’s life.
 * 2) 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.

Counsellor Only

 * 1) In rare cases, 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.

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 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.

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.

Counsellor Only

 * 1) In rare cases, children of Morpheus have the ability to conjure a real version of someones 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”.

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 fervor 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 favor or disdain and consider everything based purely upon facts.

Counsellor Only

 * 1) In rare cases, 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.

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 instill 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.

Counsellor Only

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

Traits

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

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.
 * 2) 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.

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.

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.

Counsellor Only

 * 1) In rare cases, 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.

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.
 * 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.

Counsellor Only

 * 1) In rare cases, 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.

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.

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.

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.

Counsellor Only

 * 1) In rare cases, 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.

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.

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.

Supplementary

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

Counsellor Only

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

Traits

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

Offensive

 * 1) 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.
 * 2) Children of Phobos are able to unleash a powerful wave of terror across a small group of enemies, causing them to hesitate with fear.
 * 3) 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.

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) Children of Phobos are innately stronger when people around them are filled with fear.

Supplementary

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

Counsellor Only

 * 1) In rare cases, children of Phobos have the ability to conjure a real version of someones 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.

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.

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.

Counsellor Only

 * 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.

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.

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.

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.

Counsellor Only

 * 1) In rare cases, a child of Prometheus is able to create a temporary clay man to distract or fight an enemy for a short time.

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

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.

Supplementary
Children of Thanatos are able to call forth recently dead spirits to aide them for a short time.
 * 1) Children of Thanatos have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.
 * 1) When fighting, children of Thanatos are able to gain a small amount of health every time they deal damage to their opponents.
 * 2) Children of Thanatos are able to surround themselves in dark power which greatly boosts attack and defense. However, the act of surrounding takes time and the user is vulnerable during it.

Counsellor Only

 * 1) In rare cases, children of Thanatos are able to see the lifespan of others, but are forbidden to speak of it.

Traits

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

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 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.
 * 2) 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) While in the presence of a child of Themis, no one is able to lie directly to them; however, they are still capable of lying to others.

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.

Counsellor Only

 * 1) In rare cases, 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.

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.

Counsellor Only

 * 1) In rare cases, a child 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.

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.

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.

Counsellor Only

 * 1) In rare cases, 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.

Traits

 * 1) Children of Zephyrus are generally left handed.

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.

Counsellor Only

 * 1) In rare cases, 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.

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.