Voting:Level 5's and Up/Hera Powers Buff

On request, Hera was made the next on my list. Hera needs little introduction, what with being the Queen of the Cosmos and all, but to refresh everyone's memories, she's considered the goddess of marriage, family, order and bonds, as well as the sky through marriage. She is also one of the most prominent "earth-mother" goddesses, along with Cybele and Gaea.

None of Hera's old powers were bad powers, in my opinion, so nothing was outright removed. Things were shuffled around, though, for balancing. In reworking her set, I had two main goals - bring her more in line with the number of powers in other sets, and rework her 6- and 9-months.

 '''Short Version: 6-month is now just a Supp; there's two new passives, the 9-month is now the 6-month, and there's a new 9-month.

Long Version

The biggest change to the old set's powers is bringing down the 6th and 9th: Earth-travel, which used to be their 6-month, is now all the way down in their regular Supplementary category. Both other sets that have Earth Travel (Gaea and Cybele) have it as a normal Supplementary, so I have no clue why Hera had it taking up a month slot. As for the 9th, turning into a bird is nice and all, but in a set that can already fly and teleport... It's just a waste of the 9th slot. Compare to Nyx, another teleporting set that gets flight as a month. Nyx's wings are pretty much just a tack-on to their three-months, that doesn't take up the slot at all. For this reason I kicked the bird transformation down to the vacated 6-month slot.

And adding new 9th: The new 9th might be a bit controversial: I didn't want to go with another simple "Turns into x, becomes invulnerable and stronger" 9th, just because I wanted a unique parent like Hera to have more setting her apart that that. What I settled on after some discussion with Sean, was them being able to temporarily use another Olympian's set (minus months) in addition to their own.

In our long talks about powersets, Sean, Sparky, formerly Nin ;-; and I have identified four categories of 9-month abilities on the wiki. This Hera one falls into the "Utilities" category: an exceptionally versatile new Supplementary. Other examples of Utility 9ths are Nemesis's depowering field, and Thesis's matter multiplication. These abilities trade the nigh-incontestable raw power of other 9ths, for much more manageable energy drain and more versatile uses. They get to use it more casually, in the middle of a fight like a regular power, instead of saving it for a last resort. Also, a couple important notes:
 * They don't get instinctive mastery with the powers they are granted. They would need to train with the other set to get skilled, same as anyone else.
 * If they choose a set that has a power in common with their normal powers, the resulting powers will be slightly stronger. For example, choosing Aphrodite will enhance their charmspeaking slightly, and choosing Zeus will enhance their wind powers.
 * They are still drained by both their own and the new powers as normal while the 9th is active.
 * They do get a spike of exhaustion when it ends, but it isn't incapacitating. They can keep fighting afterward.
 * It only applies to the Twelve Olympians, and Hades. Hera's immediate family.

The main additions are two new passives: Eros's ability to detect the relationships between people, and a completely unique ability to form empathy links. Empathy links are a bit of an underutilized mechanic in canon, being a vague thing that satyrs do, and its only application on the wiki is for pets. Here, it works the same way as the satyrs' - a useful, but hard to consciously tap into, mental link that gives the Hera kid vague knowledge of things going on with the other person in the link once in a while. If you want to get creative in an RP, explore having the link work both ways. Oh yeah, and if your Hera kid dies, you bet people are going to feel it happen.

Powers
New Powers=

Offensive

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

Defensive

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

Passive

 * 1) Children of Hera can sense when women are pregnant, what the state of the baby's health is and what sex they are.
 * 2) Children of Hera can tell if two people will get married, and if their marriage will be successful.
 * 3) Children of Hera are much more powerful in natural settings, open to the air, such as forests, deserts, etc.
 * 4) Children of Hera can detect emotional ties between people, to know if they're friends, lovers, etc., and how they currently feel about eachother.
 * 5) Children of Hera naturally form empathy links with people they are familiar with; this manifests as an intuition for others' emotions, sensing when they are in danger, knowing vaguely where they are, etc., even over great distances. This is unreliable and hard to do on command, but gets clearer and easier as their bond with a person grows. They can communicate telepathically through particularly strong empathy links, like with romantic partners, best friends, and family.

Supplementary

 * 1) Children of Hera can move, shape and otherwise manipulate any "earthen" elements, including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil. They cannot, however, control any man-made materials.
 * 2) Children of Hera have the ability to hover or fly on winds. However, the longer they fly the more it drains them.
 * 3) Children of Hera have the ability to control the air around them and call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.
 * 4) Children of Hera can use dirt, mud, rock, stone, etc. to teleport anywhere on Earth. The user merges with the earth beneath them and reforms elsewhere. The further they travel the more energy it drains.

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

 * 1) As Hera is the goddess of family and Queen of the Olympians, her children can call on the powers of her Olympian family. For a short time, they gain the Offensive, Defensive, Passive and Supplementary powers of one chosen god's demigod children in addition to their own. They will be noticeably drained afterward, and can only use this power once per fight. This only applies to the twelve Olympians, and Hades. Choosing Artemis will give them the powers of a Huntress.

Traits

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


 * -|Old Powers=

Offensive

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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