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Final New Cabin Contest


Camp-Half-Blood-Cabin-Yard-greek-and-roman-camp-half-blood-25008869-1074-526


Ok, so for months and months, pretty much ever since we added the last round of cabins, someone always asks or brings up wanting to add more. As there are hundreds of Greek gods, it isn't realistic to add endlessly, as so many scopes and powers overlap. Not to mention a handful really can't have cabins for various reasons. Well for a special contest, a last time event, we are going to let you guys compete for a new cabin ideas. The rules however will be strict, and it will not be easy. The Admin team also reserves the right to call no-winner, in the event that the entries don't really meet the requirements.

We will be adding a total of 4 new cabins. This is the last time we ever plan on running this event. Four new cabins will bring us up to 45 active cabins. This means there will be 4 winners and no runners up.

The criteria and rules may seem harsh, but adding a new cabin is not something we do lightly, and therefore must be taken very seriously and must have a good amount of effort put into this. As I said above and stress again, the Admin Team reserves the right to DQ everyone, if no entries are reasonable.

Criteria

  1. God or Goddess
  2. What does their cabin look like?
  3. If the god/goddess already has a set of powers, link to Forum:List of All Powers, if they do not have a power set yet, or it's incomplete, it will need to be voted on/done separately, but feel free to come up with what you think would work for powers, it saves time later.
  4. As part of winning means you get to be head counsellor, you must have the character done up as well.

Rules

  • You must be at least a level 5, or becoming a level 5 prior to the last day of the month.
  • Only one entry per user
  • Entries must be in by the 25th in order to qualify.
  • It cannot be someone who can't actively have kids. So gods/goddesses like Atlas, Kronos, Oceanus, Ouranos, Gaea, Leto etc. Basically anyone that is faded, dead, cut into a million pieces, in tartarus, exiled for going against the gods, etc.
  • If there are minor overlaps of gods/goddesses who already have cabins, that may be overlooked, but any major overlaps will cause it to be DQ'd. For instance, we have more than enough water/ocean gods, love gods, and fear/terror type gods.
  • Their scope should be something that gives room for good powers. For example, if it was a goddess of childbirth, and nothing else. Let's face it, you might be able to scrape up a few power ideas from that, but it won't be many and it'll probably end up a very un-popular cabin. We don't need un-popular cabins that are always almost empty.
  • It can only be one god/goddess not a group
  • It must be a Greek god/goddess. If you aren't sure, Theoi is the best source for all things Greek

How Voting Will Work

For this voting will be a two-step process.

  1. The first round will be between admins and bcrats only (any who have not entered the contest that is). We will sort through and decide if any (or maybe all) should be dq'd.
  2. If any remain after the first round, because this effects the entire wiki, we will put the remaining entries up for a wiki wide vote. The vote will remain open for 2 to 5 days (depending on how fast everyone votes). Only level 5's and up will be permitted to vote. Now in general, the 4 cabins that get the most votes will win, however until the 25th there's no way to know how many may DQ prior to phase 2 of voting. If 4 or less cabins make it to Phase 2, whatever there are will automatically win and the contest is over. If more than 4 cabins make it to phase 2 of voting, the top 4 that get the most votes will win. Every user who is a level 5 or up, will be allowed to vote twice, but both votes can't be for the same cabin.

Prizes

The winners will:

  1. Their character will count as a minor character
  2. They will have a whole month as head counsellor where no one else can challenge

Note

I can't stress enough that your chances will be greatly increased for winning if your entry has a broad array of scopes to get powers from and does not overlap too greatly with existing cabins. For instance, Circe would be cool to have, but she's essentially goddess of magic, which means she's just another Hecate.

Entries Table

Gods/Goddesses Taken So Far
User God/Goddess God/Goddess Of Round 1 Round 2
Unu Ate Goddess of delusion, infatuation, blind folly, rash action and reckless impulse
Boreas Aristaeus God of shepherds and cheese-making, bee-keeping, honey, honey-mead, olive growing, medicinal herbs and the Etesian winds which eased the scorching heat of midsummer. He was also a minor god of hunting.
Wonder Hesykhia Goddess of quiet, rest, silence and stillness.
Wolf Ananke Goddess of Destiny, Necessity and Fate.
Kevin Momus God of mockery, blame, ridicule, scorn, complaint and stinging criticism.
Hermione Phyge Goddess of Flight, Escape, Flight from Battle, Exile, Banishment
Astrid Penthos God of  Grief, Sorrow, Mourning, Lamentation
Hydro Soteria Goddess of Safety, Protection and Deliverance
Izzy Bia Goddess/Persefication of Force
Dead Cydoemus

God/Personification of the din of battle, confusion, uproar and hubbub.

Mr.Mikachu Oizys Spirit/Goddess/Whatever of misery, woe, distress, and suffering
Dolph Achelois Minor Moon and Healing Goddess her name translates to "She who washes away pain"
Gruff Eleos Goddess of mercy, pity and compassion
Evil Anaideia Goddess/Spirit (daimon) of ruthlessness, shamelessness, and unforgivingness.
Brocky Cybele The great Phrygian Mother of the Gods. Goddess of caverns/mountains/nature/wild animals, a primal nature goddess.
Wai Plutus God of wealth
Sword Lethe Goddess/Daimon of forgetfulness and oblivion
Migs Pandia Goddess of the full moon and earth-nourishing dew
Hyu Limos Goddess/Personification/Daimon of hunger, starvation and famine

Entries

Mr.Mikachu - Oizys

Οιζυς

Goddess of Misery, Woe, Suffering, and Distress

From afar, Oizys's cabin is a dark building with swaying, depressing willow trees planted around the radius that seem to sound like soft weeping the closer you get to the cabin. Also placed around the radius are automaton replicas of Weeping Angels created by children of Hephaestus that guard the cabin from intruders and pranksters, thanks to the head counsellor's love of Doctor Who. The exterior of the building is created out of dark bricks of stone and the roof is made out of slanted wood that is painted black. As you peer into the door, you realize that the interior is larger than the outside.

When you walk into the cabin, you are greeted by a somewhat elegant circular room that acts as the main hall; mahogany chairs, tables, and other pieces of furniture positioned around the room. In the middle of the room sits a fountain about five feet high and is adorned with four weeping women clothed in chitons, facing four different directions, their tears producing the water for the fountain. When you peer in, the ripples of the fountain create images of weeping children, parents, and anyone who has ever cried or suffered.

As you continue down the hall, the cabin becomes more dark and gloomy. Lanterns with flickering flames that can never be extinguished line the wall, the only source of light in the darkest corner. After walking ten or so feet down the hall, doors leading to the inhabitants' rooms appear with their names painted on. At the end of the hall, a staircase leads to a second floor that has empty rooms ready to be inhabited.

Powers

Offensive

  1. Children of Oizys can inflict a limited amount of physical pain upon others nearby. The more pain inflicted, the more power is drained for them. The continuous usage of this power leads to the user become increasingly fatigued.
  2. Children of Oizys can inflict a limited amount of mental pain upon others nearby, the intensity dependent upon the will of the attacker. This will stun those attacked and render them confused and less mobile for a short while at a time. The more intense of an attack dealt, the more power is drained from the user. The continuous usage of this power leads to the user become increasingly fatigued.
  3. Children of Oizys are able to channel any feelings of pain, anxiety or depression that they are feeling into forming a weapon of these emotions. The more pained, anxious and depressed the child of Oizys is, the larger the weapon, however it cannot be bigger the one who conjured it. Only one weapon can be conjured at a time and it is only materialised for a short amount of time.

Defensive

  1. Children of Oizys are able to enshroud themselves with an aura of misery and depression, causing anyone to get too close to them to feel intense feelings of the two and become unmotivated enough to not put as much effort in their attack. The aura remains for a short amount of time before dispersing, allowing those affected to return to their normal state.
  2. Children of Oizys are able to make those nearby feel anxious enough to turn on each other, even if the parties are fierce allies,to divert the attacker's attention away from them.
  3. Children of Oizys can make themselves immune from all physical and mental pain for a few seconds at a time. It is incredibly draining to the user and prolonged use will make the user increasingly vulnerable.

Passive

  1. Children of Oizys are generally more powerful among those suffering from feelings of doubt, misery or depression.
  2. Children of Oizys are innately more resistant to mental and physical pain.
  3. Children of Oizys are empowered by the pain of those surrounding them.
  4. Children of Oizys are able to detect what is causing a pain and will know the most efficient way to cure it.
  5. Children of Oizys, when their energy is drained from using their powers, will experience sharp pains akin to that of what they have caused.
  6. Children of Oizys are always able to cause slightly more pain, not damage, when they attack, regardless of what the attack is.
  7. Children of Oizys radiate an aura of misery, depression and anxiety which can sometimes heighten these feelings of those nearby - however this can be turned off as and when the child of Oizys wants.

Supplementary

  1. Children of Oizys can control mental/emotional misery, sorrow and woe at will, either lowering its severity or boosting it. This, however, cannot heal permanent or long-term symptoms of misery-related emotional and mental disorders, such as depression. The bigger the change to the severity of misery, the more it drains them.
  2. Children of Oizys can control pain at will, either lowering its severity or boosting it, though not to the extent of healing/wounding. The bigger the change to the severity of the pain, the more it drains them.
  3. Although incredibly draining, children of Oizys can perpetuate a state of pure distress which forces the victim to focus solely on the sorrow and misery in their mind, causing them to panic.

3 Months After Character is Made

  1. Children of Oizys are able to make any recently healed wounds feel as if they have never healed, causing the opponent considerable pain depending on the wound. Additionally, they can alter any current wounds that their opponents have. Both cannot be done where the opponent is in too much pain, but enough to make them feel it and be weakened consequently. The more wounds affected the more energy is drained from the user.

6 Months After Character is Made

  1. Children of Oizys can inflict intense symptoms of mental or emotional disorders associated with misery, pain or sorrow. The harsher the symptom and the longer it lasts, the more energy drained. This cannot be used to make someone end their own life or greatly harm themselves.

9 Months After Character is Made

  1. Children of Oizys can place invisible pins on certain points on a target's body which inflict a limited desired amount of pain for a limited time without the need for one to mentally inflict the pain, which lowers the amount of energy drained slightly, as continuous usage fails to drain them. When placed on the head, the pins can inflict mental pain. The larger the amount of pain inflicted, the more energy drained.

Traits

  1. Children of Oizys are less likely to develop depression and have a higher chance of being confident due to being less susceptible to anxiety.
  2. Children of Oizys make proficient psychologists, psychiatrists and counsellors because whilst apathetic to the pain, they understand it innately.
  3. Children of Oizys are horrifyingly more apathetic than the average person.
  4. Children of Oizys can sometimes be too dismissive of feelings of misery, anxiety and depression as they typically never experience these emotions as much as an average person would.
  5. Children of Oizys tend to not get upset as easily as others.
  6. Children of Oizys tend to be more sadistic and masochistic than the average person.
  7. Children of Oizys are able to give empowering speeches that will diminish the anxiety and doubts of others who hear it.

Adric Griffiths

The Victorian Masochist

Personality:

He's like fire and ice and rage. He's like the night, and the storm in the heart of the sun. He's ancient and forever. He burns at the center of time and he can see the turn of the universe. And... he's wonderful. He has saved your lives so many times and you never even knew he was there. He never stops. He never stays. He never asks to be thanked. He is a man who can change his face. He is a man without a home, and is always searching for a companion. The monsters and the doctor, it seems you cannot have one without the other. He is completely terrifying, but so, so exciting.

Adric is like the Doctor from Galifrey, but instead he is more more twisted and darker. He retains the Doctor's incredible intelligence, skill, and pastime to frequently assist others but he does not do it in kindness or generosity; he does it to show off and hold debts over people. Adric generally loathes anything around him, for he lives in his own world of woe and sorrow for many reasons. It is hard to believe but once long ago, he was a compassionate man. He loved a woman so much but they were forbidden to see each other and she died before he could see her again. Now, he lives his days in deep depression and woe, also having picked up a unusual love for self-harming over the years. Although he will deny it, what Adric needs is someone to bring him back to life again; someone he can invest his trust in and will not ever leave him.

History:

Hyu - Limos

Limos
Limos was the goddess of hunger, starvation and famine. She was one of the daughters/children of Eris, the goddess of chaos, discord and strife. She is the opposite of Demeter, goddess of grain, food and harvest and Plutus, the god of wealth and the bounty of rich harvests. Her Roman counterpart was Limus or Fames.

The vicinity around Limos' Cabin is barren, with withered and crisp low-lying plants barely jutting out of the infertile and dehydrated soil that has cracks similar to those affected by drought. The very cabin is made of adobe with numerous dents and crumbling parts, as if blown away through time by a sandstorm in a desert. The entrance to the cabin, which is made of faded wood, is flanked by two hanging skulls of animals that have died out of starvation. On the door is a window-sized sticker with the words: "NO FOOD & DRINKS ALLOWED INSIDE". The entrance is overshadowed by a wooden awning with holes and missing parts. The door will only open when the person does not have any food with him/her.

The inside was similar to a large lunch hall (except that it isn't used for lunch), and mainly consisted of wood, possessing a parquet floor with broken and cracked parts and a mezzanine held up by faded wooden beams overlooking it. Several long benches and the related tables stretched across its length with an empty bar at the far end. The bar's shelves used as depository areas for the residents, instead of being used as drinks shelves. The walls are covered with cobwebs and paintings and carvings of rotten food. Beside the stairs leading to the mezzanine is a large statue of Limos' hair-raising statue: a statue with a sallow face, sunken eyes, dried lips, very thin skin revealing her insides, stomach wide open to reveal nothing but a hollow void and limbs swollen. Dim inextinguishable torches are fastened all over the walls, giving the place a tavern-like look.

By taking the stairs of the mezzanine leads you to the second floor, where wooden crates, barrels and boxes containing either nothing, shriveled up and brown weird objects, or sand are littered all over. The same torches are also fastened along the walls and by walking a few steps forward from the stairs leads you to a very long hallway containing numerous doors. These doors leads to the residents' bedrooms. Each bedroom is equipped with nothing but a bed with the bed sheets and pillowcase covered in different kinds of fabric sewn together, a small dresser and cabinet, and a small desk and chair. Every door has a name tag on it, with a random quote related to hunger at the bottom. The parquet flooring at the first floor is the same on the second one.

At the opposite side of the mezzanine is a door, which is mostly locked until really needed, leading towards the cabin's basement, which is actually a small hall hollowed out, with wooden beams and poles as means of support and durable stone for a ceiling. From the aisle of the hall are racks, cells with chains. Human skeletons fill these racks. Basically, this is a replica of the Auschwitz starvation chambers, and is now used for anyone who would like to commit suicide through means of starvation. The rancid and disgusting smell of the basement is taken care of by those who work for the Mortuary.

Offensive
  1. Children of Limos have the ability to force hunger upon a person person, causing digestive pain and sudden slowness of movements which lasts for a short time. The intensity of hunger can be augmented, but drains more energy.
  2. Children of Limos have the ability to force symptoms of starvation on a person—impulsivity, irritability, dehydration etc—blinding them from attacks for a short time. If used at a more powerful extent, they may cause the person to faint for a few minutes at most. The harsher the symptoms, the more energy it drains. 
Defensive
  1. Children of Limos have the ability to create a small field around them that employ the effects of hunger to cause muscle atrophy, causing every movement to be painful for a short time. This causes anyone stepping in the field to stop in their tracks out of pain. The longer the field is maintained, the more energy it drains.
  2. Children of Limos have the ability to employ hunger to cause loss of energy upon a person, making them too weak to fight or defend themselves. The user can amplify the weakness dealt, but drains more energy and cannot be used in successive times.
  3. Children of Limos have the ability to create small illusions of food desired by a person. The food varies for each person, but all the same, these illusions distract them. The longer the illusion is held, the more energy it drains.
Passive
  1. Children of Limos are innately more resistant to hunger, and the effects/diseases/ailments brought by it. They can survive more days without eating or drinking anything without being exposed to effects.
  2. The more hungrier the people around them are, or the more their surroundings are rotten/wilted, the more powerful a child of Limos becomes.
  3. When in the presence of a child of Limos, people feel more hungry and crave more for food.
  4. Children of Limos have the innate ability to cause food or any edible object to rot with the use of their touch. The food continues to rot as long as they touch it; the longer they keep the food rotting, the more energy it drains. Also, this ability does not affect animals.
Supplementary
  1. Children of Limos have the ability to suppress someone's hunger for a short time, allowing them to think more clearly despite extreme hunger. They, however, cannot do this upon themselves.
  2. Children of Limos have the ability to employ hunger to cause vitamin deficiency diseases such as anemia, diarrhea, scurvy, skin rashes and edema upon a person, incapacitating them for a short time. This allows the child of Limos to attack or flee freely. Over time, the disease wears off, making the victim normal and healthy again. 
3 Months After a Character is Made
  1. Children of Limos have the ability to induce severe hunger upon themselves, causing their stomachs to become monstrous and seemingly bottomless (which is not physically visible and real), and their digestive systems to adapt to anything a child of Limos ingests. While in this state, they gain sustenance from everything that their mouths can intake. The more they eat, the more physically empowered, adept at combat and alert they become. However, they can only eat bite-sized materials and those that the teeth can chew and grind down (they can swallow very small bits of metal, stone and wood though). The longer they maintain this state, the more energy it drains. Once they revert back to their normal self, they are incapacitated for moderate periods of time. As for the food they ate during the time, it becomes harmless materials that are then expelled via defecation.
6 Months After a Character is Made
  1. Children of Limos have the ability to employ famine to cause the immediate area around them to suddenly wither, making plants and crops wilt and become dehydrated and make the affected soil unusable to produce plants or crops for a short period of time. This power is mainly used to render plant-based powers to become completely useless, but can also be used in a multitude of purposes. Over time, the effects revert back, and drains a considerable amount of energy from the user.
9 Months After a Character is Made
  1. Children of Limos have the ability to create an illusion of a massive famine on the immediate area. Enemies affected by the illusion will begin to hallucinate a raid of locusts destroying the remaining plants, extremely malnourished and rotting bodies (whether animal or people) littering the ground, and everything they see is almost barren, empty and technically a wasteland. This instills panic among victims, causes them to vomit out of disgust and begin to extremely crave for food. The illusion can reach an extent wherein the panic caused by the famine can create chaos. The illusion only lasts for a short time, and drains the user of a very large amount.
Traits
  1. Children of Limos have inadequate eating habits and diet practices. They don't like to eat a lot.
  2. Children of Limos lose their appetite quickly.
  3. Children of Limos tend to have anorexia, an eating disorder characterized by immoderate food restriction and irrational fear of gaining weight, as well as a distorted body self-perception.
  4. A child of Limos will always stay slim (or on worse cases, very skinny), no matter what they or others do. Never once did a child of Limos get fat, and never will.

WIP

Izzy- Bia

  1. Bia, goddess of force
  2. Bias cabin is dark blue. It is made out of painted netherbrick. Inside there is a statue of Bia. Its a bit gloomy. There are beds pushed against the wall. The walls are painted dark blue. The cabin can be described as a small house. The cabin has a fire pit in the middle. The cabin also is very humid.
  3. Powers


Offensive
  1. Children of Bia have the ability to take away the strength and power of others for a short time, making their attacks weaker. The longer their strength is weakened, the more energy drained.
  2. Children of Bia can create invisible weapons made of sheer force that dissipate after a short time, no bigger than 2-3 times than the user. The longer the weapon is held together, the more energy drained.
Defensive
  1. Children of Bia can form protective spheres of sheer force around themselves and others for a limited amount of time. The longer the sphere is held together, the more energy drained.
  2. Children of Bia can increase the strength of all of their means of defense (armor, shields, etc.), along with those of their allies for a limited time, enduring more hits, staying firm and defending at a higher degree than before. The longer this state is maintained, the more energy drained.
Passive
  1. Children of Bia are innately proficient in all form of combat and hold a higher state of physical prowess.
  2. Children of Bia are innately stronger and more focused than others, stronger and quicker in combat than a normal human could achieve.
  3. Children of Bia do not tire as easily as others, and they have a higher endurance than most.
Supplementary
  1. Children of Bia have the ability to bestow an aura of energy and fortitude on others nearby, making them more likely to succeed in battle, for a short time.
  2. Children of Bia can control and create waves of sheer force, which can be used to deflect attacks, attack others or move objects. The more powerful the waves are, the more energy drained.
  3. Children of Bia have the inhuman ability to leap great distances at once. This can be used to dodge or attack. Upon landing, a tremor is unleashed which unbalances anyone within a few feet.
3 Months After Character is Made
  1. Children of Bia 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.
6 Months After Character is Made
  1. Children of Bia can bring themselves into a state where their only focus is willpower, becoming invulnerable to all attacks for a short time. The longer this state is endured, the more energy drained.
9 Months After Character is Made
  1. Children of Bia can infuse force into their words and bring another into a state of compulsion, leading them into doing their will or revealing a secret to them. The person will remain under the control of the user for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.
Traits
  1. Children of Bia are usually headstrong and firm in their beliefs.
  2. Children of Bia tend to be brave, mighty and powerful.
  3. Children of Bia make natural leaders.
  4. Children of Bia incline more greatly than others to become power hungry megalomaniacs.


Consuler

Name: Melodyina Clere

Gender: Female

God Parent: Bia

Mortal Parent: Robert Clere

Appearance:

Personality: Sweet and very stong-willed. Shes the leader and very protective.

History: Bia met Melodyiana's dad Luca in the city. Bia, as the goddess of force, forced him to ask her out and he did, just through force. Melodyiana was born within the 9 months they were dating. But you see, Melodyiana has a twin brother named Harry Clere. Bia left the day after Melodyiana and Harry were born. She left a note explaining everything, who she was, where camp is, and also how this happned.  Luca was not surprised. He had a daughter for the love goddess, Aphrodite, whos name was Ami. He struggled to care for all 3 of his children at once. One day he met a very nice women named Anna-Mia Le'Roche. Anna-Mia and Luca fell in love, soon getting married. Anna-Mia was fond of the 3 children that Luca had, but little  did she know they were demigods. Soon bared Luca 3 more children. The family moved to Long Island when the young ones were 4. The 4 year old children were not old enough to go to school yet.

When they turned 6, the twins were sent to a private school in Long Island called Buxacary Manor. The two had trouble reading and were diagnosed with dyslexic. They had trouble paying attention,which led to their ADHD. The children were put into sports, such as gymnastics, basketball and volleyball, yet nothing really helped how active they were. The 2 were good children they just didnt listen very much. On their 7th birthday, a package arrived outside with no return address. Inside were 2 pens. The pen were Melodyianas and Harry's swords. 

On their 12th birthday, they met a new boy at school named Henry Luxs. Henry was an undercover satyr sent from camp for Melodyiana and Harry. They became friends. Henry was protecting them one day when a monster attacked.  It was a harpy. The harpy was disguised as a pretty girl. As soon as it lunged at Harry it revealed its true colors, trying to kill both Harry and Melodyiana. Henry stabbed the harpy in the throat with a celestial bronze knife and it disintegrated. Then, Henry told the twins about everything. The twins were suprised. Henry called their dad and told him. He said the twins could go to camp. The twins went to camp and were claimed by Bia. They found out their pens were swords when trying to use them to write.

Weapons: Sword

Hydro-Soteria

File:Img soteria.jpg

Info

Soteria is the Goddess of Safety, Preservation from harm and Deliverance. She is also said to be a personification of recovery. It is said she could be a daughter or either Zeus or Dionysus. 

Cabin Description

Soteria’s cabin might be considered the safest cabin in camp. It is made of red bricks, but it’s all covered in memory foam, it’s wrapped around in yellow tape with the word “Hazard” on it. It has a number of safety cones around it. A large red cross can be seen above the entrance. Behind the cabin, a backdoor can be seen. On it a sign says "emergency exit only" on it. 

On the inside, the cabin floor is littered with bubble wrap. On the walls, “Warning” and “Stop” signs can be seen everywhere, along with “Safety First” posters.  Every window is covered with screen mesh. In the center, a statue of the resident’s mother can be seen. Above each of the beds, a first aid kit can be seen. The cabin has been built with several features added by the Hephaestus cabin that allows the cabin to be switched to an evacuation zone like building in an instant.

Powers

Offensive

1.        Children of Soteria can form a bubble like force- field under an opponent’s feet. Causing them to fall over

2.        Children of Soteria can curse an opponent, making them unable to protect themselves in anyway for a very short time, leaving them vulnerable to attack.

Defensive

1. Children of Soteria can generate a shield of force-field energy which protects from a single attack; the child of Soteria is drained a decent amount no matter what the shield is used to block

2. Children of Soteria can curse a weapon so it is completely ineffective for a short time

Passive

1. Children of Soteria are naturally talented at avoiding attacks

2.In their presence, people tend to think more about safety and preventing harm

3. Children of Soteria have what can be a called a “danger sense”, meaning they can sense how dangerous a person or the surrounding area is.

Supplementary

1.       Children of Soteria have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds.

2.      Children of Soteria can boost their own or an ally's defensive abilities for a short time

3 months after the character is made

1. Children of Soteria can create a dome like force-field around themselves for a short time. This can also be used on an opponent, imprisoning them for a short time

6 months after the character is made

1. Children of Soteria can curse an opponent's armor, making the armor completely ineffective for a short time. This drains the user heavily

9 months after the character is made

1.  Children of Soteria can  make everyone in the surrounding area, consider safety so much. They'd all be unable to fight for a short time. But the child of Soteria cannot fight as well. This can only be used once in a fight

Head Counselor

Name:  Andrew Alistair

Age: 15

Mortal Parent: Richard Alistair

Godparent: Soteria

Nationality: British

Height: 5’9

Appearance: (check pic)

File:Th (102).jpg

Personality: Andrew is very quiet and reserved. He’s very careful and cautious. He always considers the consequences of his actions. He’s very protective of himself and others.

History: Richard Alistair was a local police officer in Manchester, Britain. He took his work quite seriously. He constantly made sure to uphold safety and protect people. This had attracted Soteria, goddess of safety and justice. She had met him one day at a coffee shop. She told him her name was Mirabelle and was an off duty cop from Germany. They had talked and Richard had asked her on a date. This one date had soon become a very loving relationship. One night, Richard had invited Soteria/ Mirabelle to his house, where they quickly consummated their relationship. The next morning, Richard’s lover had disappeared. 9 months later, a red headed baby boy had appeared on his doorstep. He quickly scooped up the baby. He just looked into his eyes and knew he was his and Soteria’s/Mirabelle’s child. He named him Andrew.

At first, Richard was somewhat sad. Being heartbroken. But soon he became very close to Andrew. He worked hard to keep his son happy. He had went to school, made friends and had a happy life. Richard had even retired from the force and became a crossing guard, deciding if he ever got hurt while on duty. He wouldn’t be able to care for Andrew. This went on for 15 years.

One day he just went to school normally with his friends Jake and Jimmy. Jake and Jimmy were twin brothers who were secretly satyrs. They we’re somewhat young, but they had experience protecting demigods.  After school, Andrew was going to walk home, but Andrew and Alistair offered to accompany him home. As they walked, a Cyclops had locked onto Andrew’s scent and ran after him. Jake had quickly picked up Andrew and ran off. Jimmy ran after them, using his reed pipes to wrap vines around the cyclops’ arms and legs. Calling birds to fly in his face, both of which failed to stop him. The massive Cyclops got closer to them. Jimmy told Jake to get Andrew to safety. Jimmy stop running, trying to distract the Cyclops so his brother could get away. Jake had followed his brother’s word. He saw in the corner of his eye as the Cyclops quickly stepped on Jimmy’s body. Killing him instantly, his body quickly transformed into a flower bush. Jake had barely managed to get Andrew to safety. 

Jake was horribly dramatized by the loss of his brother. He had explained that Andrew was a demigod and that he'd need to attend Camp Half Blood. As they reached Camp, Jake was quickly become angry and vengeful. He had blamed Andrew for the death of his brother. So on the outskirts of Camp, Jake quickly collected his club and proceeded to savagely beat Andrew with it. He struck him with it several times, the club and the floor was decorated with Andrew's blood as he was about to strike the final blow. 3 arrows pierced Jake's chest. As his body collapsed, it transformed into a small patch of flowers. The archer was a centaur, who collected the now unconscious Andrew and carried him to the Infirmary. Once he awoke, he was claimed by Soteria

Astrid-Penthos

Penthos Cabin

If you just glimpse at it it looks like a normal cabin painted a greyish blue, but if you look closely you will see that it is made of tears. Within the tears it shows every person who has shed them out of grief. Inside the cabin there is a small waterfall of tears rolling over the statue of Panthos.You can hear slight moans caused by misery and sorrow echoing throughout the cabin. The walls of the cabin are a dusky grey, since that is the color that represents sorrow.


The powers for Penthos:

Defense

  1. Push the feeling of pure misery into someone’s mind causing them to lose motive to attack for a short amount of time
  2. They can also take feeling of misery away, but only for a short amount of time.
  3. Can give the illusion of the person their opponent cares most about dying ; this may backfire though as everyone grieves differently .

Offense

  1. They can boost their weapons so that when they strike someone it will increase pain and misery
  2. If an opponent is in pain because of them, they can feed off their misery and pain making them stronger.
  3. When injured in a fight they can use that pain to become stronger as an energy buzz, but if doesn’t last very long.

Supplementary

  1. They can tell when demigod or human they are close to dies, due to a tingly sensation.

6-months after character is made

  1. They can create a piercing wail of pure grief that will momentarily deafen anyone within a 5 mile radius . While doing so they are unable to attack, it also affects both allies and enemies.

Traits

  1. They tend to enjoy other’s pain and wallow in others misery.
  2. They have very dark attitudes and do not grieve over death
  3. They are not as prone to misery, pain, or grievances as others.

Head Counsellor

Character Name: Brone Acheros

Personality: Brone shows no remorse when he hurts someone, whether that is physically, mentally, or emotionally. In fact he enjoys knowing that he’s caused someone misery. Deep inside though he is truly kind, but is too scared to open up to anyone. He likes to keep to himself and doesn’t say more than one word if he has no interest in you. He tends to drift towards people who carry a lot of pain and sadness with them.


Appearance :
Alex m

History: History Here

Weapons/Possessions:CB sword and Shield.


Brocky- Cybele

Cybele 2
Who is Cybele? Cybele is the great Phrygian Mother of the Gods. Goddess of caverns/mountains/nature/wild animals, a primal nature goddess.

Cybele
Cybele's cabin at first glance is a normal log cabin, with caverns and mountain paintings along the walls outside. When you walk in there is a large cavern that splits the bedrooms, and the rest of the cabin apart. The cavern only goes roughly ten feet underground. Where you will find the counsellor's rooms. The walls inside are painted as a forest, with wild animals frolicking.

Offensive

  1. Children of Cybele have the ability to transform any aspect of nature into any weapon they desire. Only one weapon can be created at a time and it cannot be bigger than the one who created it.
  2. Children of Cybele can create a small tornado formed of leaves and grass blades, as the floral tornado spins faster, the leaves and grass blades become hard and strong enough to cut someone, when at the fastest the tornado will go, the child can launch the blades of grass and the leaves at an opponent.

Defensive

  1. Children of Cybele have the ability to make an opponent feel as if their feet have become hardened and stuck to the ground, making their movements slower.
  2. Children of Cybele can create caverns in between themselves and an opponent, making it harder for the opponent to reach the child of Cybele. However the larger the gap of the cavern, the more energy is drained.

Passive

  1. Children of Cybele have the innate ability to communicate with all wild animals.
  2. Children of Cybele have the ability to manipulate mountains, rocks, and any other things found in nature.
  3. Children of Cybele can control most elements of nature.

Supplementary

  1. Children of Cybele have the ability to regain small amounts of health when in range of trees, flowers, etc.
  2. Children of Cybele can create small mountains roughly two times the size of the child, this can be used for a diversion, hiding, or an obstacle, however the longer the mountain is used, the more energy is drained.
  3. Children of Cybele have the innate ability to call upon all nearby wild animals for aid in battling. The larger the group of animals, the more energy is drained.

3 Months After Character Is Made

  1. Children of Cybele have the ability to punch the ground, making everyone and everything near the child to begin shaking, in the process of punching the ground, a giant cavern will open up from the ground, the depth that the cavern goes to is based on how hard the child punches the ground. This severely drains the child of Cybele.

6 Months After Character Is Made

  1. Children of Cybele can cause a tree or a flower to drain energy out of an opponent through the roots. In doing this the roots will shoot up from the ground and entangle the opponent, however when the child is using this ability, they themselves are unable to move as they are the ones controlling how much of the energy will be drained.

9 Months After Character Is Made

  1. Children of Cybele are able to transform into any wild animal the please for short times, the longer they remain in the form, the more energy it drains and the more time they need to rest between transforming.

Traits

  1. Children of Cybele generally love animals and nature.
  2. They tend to be excel at rock climbing, mountain climbing, etc.
  3. Children of Cybele love being outside and enjoying what nature has to offer.
  4. They will usually try and protect nature, and natural habitats for animals.

Name: Beau Chambre

Gender: Male

Age: 15

Family

  • Mother: Cybele
  • Father: Laurent Chambre
  • Step-Brother: Célestin Loup
  • Step-Mother: Katherine Morté
  • Adoptive Parents: Chris and Amore Holmes
Appearance:
Beau Chambre

Personality: Beau is very outspoken and loud. He generally is a handful to be around and normally needs to be watched as he will get into trouble most of the time. Although goofy and usually hyper, his is loyal and will always offer advice whenever needed. He is a flirt, but it depends what mood he is in. Most of the time it is a good one, but do to never really having a strong parent figure, he tends to act out a lot.

History: Laurent Chambre, a rich man living in France, met Cybele while he was coming home from a late night drink at a local bar. Cybele feeling sorry for Laurent as he was slightly drunk, volunteered to take him to his house. While getting lost for awhile, they soon found Laurent's mansion, and soon after ended up drinking even more. Later that night they ended up in bed together, and in the morning when Laurent walk up, Cybele was gone, leaving a note informing him of her true identity. Not believing what he just read, Laurent went back to his normal life.

Nine months passed and Laurent was driving home from his job, when he soon met a young woman named Katherine Morté. The two began to talk and soon after Laurent drove Katherine to his house, shocked to see, there was a baby on his doorstep. The two took the baby inside, and Katherine soon found a note wrapped under the blanket. The note said that the baby boy belonged to Laurent, and that he would soon know what to do. Laurent named the child Beau, and three months later, was engaged to Katherine. Although Katherine wasn't Beau's real mother, he thought that she was, often spending more time with her, instead of Laurent. This drove a wedge between the family, and when Beau was a year old, Laurent and Katherine got a divorce. Laurent not wanting anything to do with Beau, gave full custody to Katherine, and soon Laurent left, where he than got re-married to Beau's step-brother's mom Fleur.

Beau and Katherine soon moved to England, as Katherine did not want to see Laurent ever again. At the age of five, they returned to France as Katherine accept a job offer at a huge company. She began to get a load of money from her job, and soon Beau and Katherine moved into their own mansion. But when a gang of teens burnt the mansion down, Katherine was inside searching for Beau's blanket, as they were going camping, Beau soon watched from Katherine's car, as his house and his step-mother got engulfed in the flames.

Beau soon went into a foster home, where he sat waiting to be adopted for five years, at the age of ten. Someone should interest in adopting him. Until a younger child came into the foster home, and the couple decided to adopt the young child instead. Leaving Beau at the foster home. Soon he began to loose hope, and decided to run away. He only got three blocks away, when the police found him and took him back to the foster home.

Another year had passed, and soon Beau had been getting plenty of adoption requests, Beau soon went to the first couple who offered to adopt him. A young couple named Chris and Amore. Beau grew up with the family, but never felt apart of it. At the age of thirteen Beau was walking home from school when he had gotten attacked by three nearby Lamiai, struggling to survive them, a satyr soon appeared and killed one of them by chopping of it's head with a celestial bronze sword. The other two continued to attack Beau who was on the verge of death. Soon his adoptive father Chris was walking down to a nearby café when he saw Beau being attacked by the Lamiai, as he could see through the mist. He soon ran over to them and tackled the two Lamiai off Beau, and the satyr soon sliced off their heads.

The three soon returned to Chris and Amore's house, where Beau overhead Chris talking to the satyr about something called Camp Half-Blood, he said that Beau was not ready to leave and that the satyr should return in two more years, hesitantly the satyr left. Soon Beau reached the age of fifteen, and the satyr returned, Chris and Amore said their goodbyes to Beau, and Beau and the satyr soon boarded a plane to New York, where the satyr explained about the Greek gods, and that Beau himself was a demigod. Where a flock of Stymphalian Birds started trying to break the roof of the plane. The satyr soon gave Beau a map to Camp Half-Blood, and went to the roof to battle the Stymphalian Birds, soon all the birds fell off the plane, the satyr did as well. When Beau arrived in New York shocked, he began searching for Camp Half-Blood. He got to the forest where a nearby erotiad bumped into Beau, she than told him straight away that he needed to follow her and they soon arrived at the gates of camp, where Beau was claimed by Cybele.

Possessions: A ring that turns into a sword, which Beau has named Kather, in honor of his step-mother's death.

Pets: A yellow lab and a black lab; named Miko and Shaden.

Dolph- Achelois

  1. Achelois: Goddess of the Moon and Healing
  2. Achelois' cabin is pale white and made of moonstone that glows softly in the light of the moon. Inside it is separated into several rooms. Inside the entry room it has six dishes of pure water that has healing powers made of moonstone placed upon silver pedestals situated in a circle around one another as well as a door sized Portrait of Achelois hanging off the back wall of the entry room that also served as a door to the common area. The common area opens up into a large room with comfortable chairs and couches made of moon tree wood with silver cashmere cushions on them. The common area also has a bunch of tables made of moonstone and in the center of the room is a giant pure silver globe of the moon. To the left is the pure silver door to the boys bedrooms and to the right is the pure silver door to the girls bedrooms. While it is encouraged for them to decorate there own room as they see fit the basic furniture of each is done similarly to the common room.
  1. Powers

Offensive

  1. Children of Achelois have the ability to force gravity around an enemy to be heavier hindering their movements and making them more sluggish, Children of Achelois are constantly drained while this power is in effect.
  1. Children of Achelois have the ability to create a weapon made of lunar energy which can be used for combat; however, only one weapon can be created at a time and it cannot be bigger than the one who conjured it.

Defensive

  1. Children of Achelois have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds.
  1. Children of Achelois have the ability to create a dome of lunar energy roughly two to three times the size of the user in order to defend themselves; the longer the dome is held, the more energy it drains.

Passive

  1. Children of Achelois have the ability to sense lunacy in other's.
  1. Children of Achelois are inherently stronger and faster in the moonlight.
  1. Children of Achelois are immune to the effects of Lunacy.

Supplementary

  1. Children of Achelois have the ability to force everyone around them into a brief state of Lunacy however they are unable to differentiate between enemy or friends with this ability as it effects everyone.

3 Months After Character is Made

  1. Children of Achelois can force gravity into being painfully heavy around an enemy. However they can't make the gravity heavy enough that their opponent can't move, it just makes it really hard for them to do so. Furthermore while using this ability the child of Achelois is incapacitated and unable to move. After they release gravity from their control a child of Achelois will require two minutes to be able to move again leaving them vulnerable to attack.

6 Months After Character is Made

  1. Children of Achelois are able to heal every wound on their body (as well as the wounds on the bodies of their allies provided that they are touching each other) within seconds, This ability can even heal people who are suffering from fatal wounds or are nearly dead. However use of this ability puts the child of Achelois in a near comatose state and nearly depletes their energy leaving them extremely vulnerable.

9 Months After Character is Made

  1. Children of Achelois are able to turn into a werewolf form. While in this state they are constantly drained. Should they be knocked unconscious while in this state they will revert to human form automatically.

Trait's

  1. Children of Achelois are naturally kind and helpful people
  1. Children of Achelois make very good nurses or caretakers
  1. Children of Achelois usually enjoy moon watching

Councilor

Name: Luna Lichtman

Gender:Female

God Parent: Achelois

Mortal Parent: Herald Lichtman

Appearance:
File:Luna Lichtman.jpg

Personality: Luna is kind of spacey but very kind. She's always willing to lend a helping hand and is genuinely too nice for her own good. In some ways she's kind of naive because she has a hard time understanding how anyone could be evil and so she treats everyone with kindness even if they have hurt her before.

Age: 16

History: Achelois met Dr. Herald Lichtman at starbucks coffee at random. The restaurant was packed and Achelois and him had no where else to sit but with each other. As they were drinking there coffee in peace Dr. Herald Lichtman decided to start a conversation with Achelois. Achelois was pleasantly surprised by how good of a conversationalist he was and a week later what would have been a one time thing made Achelois think that maybe Aphrodite was meddling with her love life again because the same thing happened twice, not that Achelois minded of course because she was always open for some happiness.

After the second meeting Achelois had with Dr. Herald Lichtman what started as two random coincidences became a purposeful coffee date. Which turned into dinner and eventually they were in bed together. After that Achelois felt she could not bare the pain of having to separate herself from Dr. Herald Lichtman if she stayed for nine more months so she disappeared after that and no matter how Dr. Herald Lichtman looked he couldn't find her. Nine months later and she showed up at his door and told him the truth about everything before she proved it to him in such a way that she was undoubtedly telling the truth.

After she explained what raising a demigod entailed Achelois smiled sadly saying "I love you both," before walking away forever. Luna had a very happy childhood and the only way it could have been better was if her dad could be around more often. but Luna understood that as the hospital's best surgeon that her father had other responsibilities he couldn't ignore. So she enjoyed what time she did have with him and encouraged him to do good at work.

This very attitude was why Luna didn't protest when she was put in boarding school at the age of five because she understood her father was only looking out for her best interests. After that Luna decided to make her father proud and worked her butt off in class and on the social scene so that not only did she have good grades despite her Dyslexia and her ADHD but she also had a lot of friends. This continued for five years until Luna turned ten when a new girl who Luna could almost swear sometimes looked like she had a bronze leg before it would disappear transferred to Luna's school and she made it clear she hated Luna. In response to this Luna ducked out of the popular crowd and only started hanging out with her close friends, as well as making sure she was never alone with the new girl whose name was Kimberly.

This strategy was how Luna managed not to get attacked until she turned sixteen. Luna had just turned sixteen and she was really starting to get desperate to make Kimberly leave her alone and so when Kimberly said she would stop teasing her if she agreed to go on a walk through the woods with her she immediately agreed without thinking about it. As they were walking down the old forest trail Kimberly was silent until they reached a dead end. Immediately Kimberlie's form changed so that one leg was bronze the other was a donkey's and her teeth were huge and sharp looking before she turned to Luna and snarled "You know why I hate you?" before laughing cruelly "It's cause you exist," roared Kimberly before she lunged at Luna.

As soon as Luna noticed what was happening she instinctively stuck her hand out before there was a flash of light. When the light faded Luna noticed she was holding a clawed glove made of gleaming bronze and that Kimberlie's chest was pierced on it. Just as Luna screamed Four things happened at once Kimberlie turned into a pile of dust, Melanie a friend of Luna who was secretly a Satyr ran out from behind a tree, Achelois claimed Luna right there on the spot, and Luna passed out. As Luna lay unconscious she briefly stirred just a little bit and could almost see the roof of Melanie's car before she passed out again.

When Luna woke up she was in the Camp Half-Blood infirmary with Melanie sitting on the edge of her bed. Luna than sat up and was about to ask where she was when she noticed Melanie's Lower half and all she could do was point at Melainie's legs and mutter "Goat" in shock. In response to this Melanie explained everything. It took a day or two but eventually Luna believed Melanie and decided to stay at Camp.

Wai - Plutus

Info: Plutus is the god of wealth. At first, he was originally an agricultural deity that presided over bounty of rich harvests. Later on, he became the god of material wealth itself. Plutus was the son of Iasion and Demeter. He was blinded by Zeus so he would distribute wealth indiscriminately and without favour towards the good or the virtuous. Plutus is often conflated with Pluto, the Roman equivalent of Hades who was also the lord of riches below the Earth. He is sometimes accompanied by Eirene, the goddess of peace and Tyche, the goddess of luck.

Cabin Description: Plutus' Cabin is quite large. The bricks that helped build the cabin are made of pure gold. The area surrounding the cabin has gemstones, gold bars, treasure chests and various precious objects that lay around. However, if you take them, they will disappear in a blink of an eye. The doorknob at the front of the cabin is made of platinum and the door is encrusted with diamonds and sapphires. Inside the cabin, the beds are laid. There is a bowl full of fruits beside each bed. The center of the cabin has the altar for Plutus with a cornucopia full of drachmas.

Offensive

  1. Children of Plutus are able to telekinetically hurl coins, gemstones or other precious materials into bullets. The strength and the speed of the object hurled depends on how heavy and how much energy input the child had used. Each shot uses a moderate amount of energy from the child.
  2. Children of Plutus are able to induce greed into people causing them to becoming possessive and fight over a certain object. This can leave them vulnerable to attacks.

Defensive

  1. Children of Plutus are able to summon a quick shield made out of a cluster of coins or gemstones. However, the shield quickly dissipates over time.
  2. Children of Plutus are able to make the enemy move

Passive

  1. Children of Plutus are able to sense sources of abundance of wealth or precious materials (i.e. banks, mines) very easily.
  2. Children of Plutus in the vicinity can make people greedy or possessive of their own objects.
  3. Children of Plutus are stronger when there is an abundance of wealth around (like a bank or a gold mine)
  4. Children of Plutus are able to identify all kinds of currency or gemstones just by touching them.

Supplementary

  1. Children of Plutus are able to create a sudden shower of gemstones and coins that distract opponents for a short period of time.
  2. Children of Plutus can control gemstones, coins, gold bars e.t.c. telekinetically. They can also summon them from the earth but this can drain the child if used excessively.
  3. Children of Plutus can create coins, notes, gemstones and gold bars. These tend to be hard to maintain and the longer it stays, more energy is drained from the person who summoned it into existence.

3 Months After a Character Made

  1. Children of Plutus can persuade people to stop attacking them for a short time by bribing them. This will cause the person affected to stop for a while and do whatever he says for a few minutes. The user can't bribe the same person more than once.

6 Months After a Character Made

  1. Children of Plutus are able to transform their shields or armours into diamond to increase their durability. However, the longer this transmutation remains, this will slow down the movement of the user and drain the energy of the user.

9 Months After a Character Made

  1. Children of Plutus are able to cause a person to be transformed into gold or other precious metals. The process is not quite quick. The transformation will cause some parts of the body to be changed first before spreading to the rest of the body. It is only after a few minutes that the victim's body is transformed. All energy is drained from the child of Plutus if he or she proceeds with the full transformation of the person. If they discontinue the transformation, they will be depleted out of their power and may not be able to move for a moderate period of time.

Traits

  1. Children of Plutus dispenses possessions around strangers for no apparent reason. This may have something to do with their father's blindness. They are not really generous to their friends though.
  2. Children of Plutus always enjoy a life of luxury and wealth.
  3. Children of Plutus are usually very greedy and obsessed with money.

Counselor - Michel "Mitch" Voclain

Voclain1

Name: Michel "Mitch" Voclain

Gender: Male

Age: 16

Family: Plutus (Father), Roxanne Voclain (Mother),

History:

Personality: Michel is quite kind and nice to other people as long as they do not want his possessions. He is sometimes really awkward and shy. He sometimes does not open very much to strangers. When you get to know him, he's random and quirky. He occasionally has outbursts of emotions. He doesn't really get angry and is always ready to forgive.

Weapons:

Dead - Cydoemus

Who was Cydoemus? He was depicted as one of the Makhai -- the daimones of the battle field. He was called as the god of the din of battle, confusion, uproar and hubbub. He was often called as a son of Eris or perhaps Ares, though his parents are currently unknown. He is also virtually identical to the god, Homados, whose control was over Battle-Noise

WIP

Powers:

Offensive

  1. Children of Cydoemus can shout to make the ground crack in an area that they wish to trip their opponent.
  2. Chilren of Cyoemus can shout to send things flying at an opponent

Defensive

  1. Children of Cydoemus can temporarily distract an opponent by making their voice appear like it's coming from somewhere else.
  2. Children of Cydoemus can make a resonating noise that can make a weapon temporarily weaker.

Passive

  1. Since Cydoemus is considered as a war god, his children are innately stronger and quicker than most.

Supplementary 

  1. Children of Cydoemus have the ability to empower strength upon nearby allies and instil fear upon nearby enemies with a deafening war cry.
  2. Children of Cydoemus have the inhuman ability to leap great distances at once. This can be used to dodge or attack. Upon landing, a tremor is unleashed which unbalances anyone within a few feet.

3 Months Power

  1. Children of Cydoemus can create an uproar that can blow the foe away, though it drains them if it is held for a long time.

6 Months Power 

  1. Children of Cydoemus can confuse their opponents that they are somewhere very noisy, making the foe lose their focus. However, the longer the Child of Cydoemus holds the illusion, the more it drains.

9 Months Power

  1. Children of Cydoemus can make the ground severely vibrate in an area, making a small to medium scale earthquake, though it is a strong move, it drains the user extremely.

Traits

  1. Children of Cydoemus have a tendency to be loud.
  2. A Child of Cydoemus' personality is usually confusing and hard to figure out.

Head Counsellor

Name: Maggie Dunbroch

Age: 16

Gender: Female

Family: Cydoemus (Father) Eleanor Goodall (Mother) Hubert Dunbroch (Step-father)

Appearance:

Personality: WIP

History:

There is nothing stable in the world; uproar's your only music.
Weapons & Possessions: WIP

Unu - Ate

Goddess:

Ate was the spirit/Goddess of delusion,infatuation, blind folly, rashaction and reckless impulse wholed men downthe path to ruin.

Cabin:

Ate’s Cabin is a wood cabin. The main colour, is a deep red (The colour of Rash Action, and Infatuation). The windows, and door is painted a deep purple (The Colour of Delusion). It is slightly worn against the elements, but, is still standing. It has a few dents in it but, nothing structually major. There are two statues on either side of the entrance way. Both of Ate. The differance between them is that one has purple eyes, the other pink. If you look into the eyes of the statue with purple eyes, you begin to slightly turn deluded. If your look into the eyes of the one with pink eyes, you become infatuated with the next thing you see. WIP 

Powers:

Bach says Ate’s Powers need to be redone because they shouldn’t overlap with Apate’s as much as they do*     Ate's Powers   

Head Counselor:

Name: Margarita McCarthy

Gender: Female

Age: 16

Mortal Parent: Frankie McCarthy

File:PoCharrie.jpg

Personality: Margarita has Cocktail Personality Disorder. A cocktail personality means that she recognizes the strengths and weaknesses of the individual she is confronting and adapts to them, to create a false sense of belonging or bonding with them. Basically, she can have different personality traits depending on the person she is with. Margarita’s real personality, when she is alone with herself, is an insecure nerd who has a passion for Technology. She feels no one wants to know the real her, so, she uses the Cocktail Personality Disorder to not be herself.

History: WIP

Possessions:  WIP

Kevin - Momus

Momus, Momos, or Μωμος was the god, a daimon (abstract personification), of mockery, blame, ridicule, scorn, complaint, stinging criticism, and censure. He was expelled from heaven for ridiculing the gods. Momus is the son of Nyx. He is the personification of mockery and censure.

WIP

Offensive

  1. WIP

Defensive

  1. WIP

Passive

  1. Children of Momus can transfer damage to their opponent. Doing so drains them of some energy.

Supplementary

  1. Children of Momus have the ability to enter their opponent's mind. They are immobile during that state.

3 Months After a Character is Made

  1. Children of Momus have the ability to make their opponents feel like they are are worthless, making them unable to attack, dodge and block attacks for a short period of time. For this attack to work, the user must have entered their opponent's mind.

6 Months After a Character is Made

  1. Children of Momus can censure their opponent's attack. Doing so drains them depending of the amount of energy needed to use that attack. For this attack to work, the user must have entered their opponent's mind.

9 Months After a Character is Made

  1. Children of Momus are able to use criticism to control their opponent's thoughts, movements and attacks. Doing so drains a lot of their energy.

Traits

  1. WIP

Name: WIP

Age: WIP

Family: WIP

Appearance: WIP

Personality: WIP

History: WIP

Weapons & Possessions: WIP



Virtus - [1]

Arete or Virtus (Roman Name) he was the god of bravery and military strength.

WIP

Offensive

Defensive

Passive

Supplementary

3 Months After a Character is Made

6 Months After a Character is Made

9 Months After a Character is Made

Traits

Name: WIP

Age: WIP

Family: WIP

Appearance: WIP

Personality: WIP

History: WIP

Weapons & Possessions: WIP



Gruff - Eleos

Who is Eleos?

Eleos is the goddess Goddess of mercy, pity and compassion. She is the daughter of Erebos and Nyx and her opposite number is Anaideia the goddess of ruthlessness, shamelessness, and unforgivingness.

Eleos' cabin looks like a regular cabin, with a welcoming feel to it. It’s walls are made of light brown oak and with bigger windows facing outwards on the sides of the cabin. The roof is bronze-red and made of tiles, which is a pretty sight in when the sun is setting. In the four corners of the cabin, there’s are dark-brown pillar, for extra support, adding some more “strength” to the design. The door is a double door, also made out of oak like the walls, but in a slightly darker tone, so that it does not blend right into the walls. In the front of the house there’s a small a patio. The roof covers this patio and is held up by two pillars, like the other four ones in the corners of the cabin.

On the inside, both floors and walls are made of light brown oak. The large windows lights the room up and the campers are able to get a view on the outside. Cream colored curtain hangs down beside the window so they can block out the sun when they sleep. On the floor there’s a big red square carpet stretching out. In the middle of the main room, facing out to the door there’s a medium sized statue of Eleos made of gleaming white ivory. Around it sit couches and tables. In the other side of the common room there’s a small fireplace, to add to the welcoming, heartwarming feeling. Along the main room stand many large oak doors leading into the cabiner's rooms. The doors glisten like gems in the reflection of the fire.

Offensive

  1. Children of Eleos are able to make someone forget their mercy towards his/her allies and attack them brutally for a short period of time.
  2. Children of Eleos are able to send a wave of mercy in which anyone hit by it will think twice about attacking the user's team, making them confused and dazed.

Defensive

  1. Children of Eleos can make others feel pity on them. Stopping any attacks for a short period of time and protecting them. The longer this is used, the more energy is drained.
  2. Children of Eleos are able to send a wave of mercy in which anyone hit by it will think twice about attacking the user's team, making them confused and dazed.

Passive

  1. Children of Eleos are able to instill compassion around him/her, making those around him/her feel light and carefree.
  2. When around a child of Eleos, people tend to forget they're pity toward enemies.
  3. Children of Eleos are stronger amongst those who feel pity, or generally care about others.

Supplementary

  1. Children of Eleos are able to calm down a person and by showering them with compassion.
  2. Children of Eleos can sway a person's opinion for a short while making them do the opposite.

3 Months After a Character is Made

  1. Children of Eleos can make their allies feel no mercy for some time. The longer they use this, the more energy is drained .

6 Months After a Character is Made

  1. Children of Eleos can overwhelm everyone around them by surrounding themselves with an aura of mercy, causing everyone to not attack for a short time.

9 Months After a Character is Made

  1. Children of Eleos are able to release a flood of compassion towards his/her enemies, making them compassionate towards the user and protect the caster at any cost. Though the longer this is in use the weaker the user will get and he/she is vulnerable to attacks.

Traits

  1. Children of Eleos take pity quickly on other and enjoy helping them.
  2. Children of Eleos can relieve people from stress for a short while.
  3. Children of Eleos are generous and charitable.

Name: Ernest Drake

Age: 16

Family: Dr Christopher Drake (Father)

Appearance:

ErnestD


Personality: Ernest is a really nice, kinda and generous. He loves every one and everything. He loves making friends and loves meeting strangers. He usually is pretty quite and keeps out of trouble. He's always pretty up beat, but at some occasions falls into deep depression.

History:

I have always found that mercy bears richer fruits than strict justice.

Christopher was a rich man and a professor at Oxford University. He was head of Mythology and was very happy with this job. For some work he was invited by Yale to work there for a year. He happily went as he wanted to, first hand grasp American life. Later that month he flew out. A month later, Christopher gave a large amount of money to a charity. As a thank you, the head of the charity went over to thank Christopher. She was a fair haired, blue eyed woman, standing at about 5'6". Christopher fell head over heels for her, and because of this carried on donating to the charity. After some weeks of this he finally asked her on a date. The date went well and they retired back to his place. That night they slept together.

In the morning she had left. This broke Christopher's heart, and he tried to phone the charity but they no longer seemed to exist. He was heart broken for months, till one day a basket was left by his door. It was a baby boy, and with him came a letter, telling him that when the boy was 15 that he should be sent to Camp Half-Blood, Half-Blood Hill, Farm Road 3.141, Long Island, New York 11954.

Ernest grew up in a very happy child hood and went to the best schools. He was a pretty smart kid so he was always put in top sets. He wasn't the most loved kid at his school, and didn't make a lot of friends. But people looked up to him because of his kindness and up beat attitude. When Ernest was 7, his father died from heart attack. This saddened Ernest, but he carried on smiling, fake smiles. He was then moved to his aunt and uncles house and the letter was lost.

He never really liked his aunt and uncle, it wasn't the same as with his dad. But he couldn't do anything about it, so he moved on. After he some years of this, he graduated Middle School and moved on too High School. At about this time, he was walking back from town where he had just gone for a drink with some friends. So he was walking back, a can of coke in his hand and a large dog seemed to follow him. Ernest didn't even like dogs so this freaked him out, so he started to walk faster. The dog, again followed running this time. He ran into an ally, blinded and confused by fear. "Dead-end. I'm going to die. It's going to kill me" These are the thoughts that sped through his head as the beast came closer. He his his face in his palms crying. He heard the beast growl and it's feet touching the ground as it supported that large body. As he hid, cowering in fear a spear impaled the hell hound and it exploded into dust. A satyr quickly ran up, grabbed the spear and climbed up to the apartments above. Ernest lay there crying for a bit but then when he looked up the beast was gone. He later nervously walked back to him house.

About 2 year after Ernest was watching TV when he heard loud barking sounds coming from outside. He look out of his bed room window. This dog was hug, at least as large as a small car. The thing growled at him, droop leaving its large teeth. What seemed odd to Ernest is that the rest of the people kept on walking, as if this was a normal thing. Ernest shouted at the dog, and the pedestrian looked at him strangely. He felt awkward and so he hid back in his room. He tried to sleep it off and when he awoke the dog was gone. Later that day, while his aunt and uncle was out he was just about to leave the house when the dog jumped him. He feel to the ground in pain. The dog bite at him it's claws digging deep into Ernest's shoulders. Just before Ernest blacked out he heard the sound of tired skidding on the road. The car parked right next to him and a satyr hopped out and stabbed the dog with a spear. He then pulled Ernest into the car and drove off to Camp Half-Blood.


Weapons & Possessions:

Sword - Lethe

Lethe was the spirit (daimona) of forgetfulness and oblivion. She is a daughter of Eris and was often associated with the underworld river Lethe. Her opposite number was Mnemosyne. While associated with the river Lethe, as a daimona she is not said to be confined there in the sources I have found.

File:Lethe.jpg

WIP

Offensive

  1. Children of Lethe can cause objects to vanish into Oblivion. The bigger the object and the more impact it has on the world the harder it is to obliterate. This will not work on people or monsters. If an object is enchanted or has special meaning to someone its owner can call it back into existence almost immediately depending on their connection to the object and strength. 

Defensive

  1. Children of Lethe can cause someone to temporarily forget what they were doing so that they don't attack, the effects only last a few seconds to a few minutes at most
  2. Children of Lethe can cause an attack to vanish. If this attack is from something physical like a sword the strength behind the attack will vanish. If it is an energy based attack the energy itself will vanish. The more power an attack has the more draining it is to erase

Passive

  1. Children of Lethe have a very high resistance to the water of the river Lethe.
  2. Text read by a child of Lethe will fade and can be erased completely if it is read several times by any child of Lethe.

Supplementary

  1. Children of Lethe can heal themselves or others by causing injures to disappear. The more serious and painful the injury is the harder it will be to get rid of.
  2. Children of Lethe can erase their own memories easily.
  3. Children of Lethe can slowly and with difficulty remove the memories of others.
  4. Children of Lethe can induce a state of questioning disbelief in themselves or others and make their target unsure and forget things and if hostile the user can make them forget what they were doing in the first place by making them ask themselves constant questions, this only last a short time, a few seconds to a few minutes, the more powerful the target, the better the odds they'll be able to fight it

3 Months After a Character is Made

  1. Some children of Lethe can exude an aura which causes mass amnesia in both allies and enemies. It can be resisted with strong willpower and mental strength but while this ability is active those affected will need to constantly make a conscious effort to resist it.

6 Months After a Character is Made

  1. Some children of Lethe can cause themselves to temporarily blink in and out of existence. This is somewhat disorientating.

9 Months After a Character is Made

  1. In rare cases a powerful child of Lethe is capable of summoning the waters of Lethe to flood an area, this takes massive amounts of energy.

Traits

  1. Children of Lethe are generally incredibly forgetful
  2. Children of Lethe quickly fade from the memories of others unless they have made a sufficient impact on them.

Name: Seth Hale

Age: 17

Family:
Gordon Hale - Father
Lethe - Mother

Appearance:
File:Seth1.png

Personality: Seth is very forgetful like many children of Lethe. He is prone to forgetting what he is doing and spacing out. He can also be somewhat of a loner and does not like the idea of having to keep track of multiple friends, that being said those he dose remember are very important to him. He also is very quite and not always noticeable. He is loyal to his friends and is capable of acts of bravery although he may be indifferent to those unconnected with him. He isn't very aggressiveness and won't intentionally start fights and doesn't always see the need to see a fight through to the end.

History: Gordon Hale was a demigod son of Tyche. He was, like many of her children, very fortunate and arrived at camp at a young age with few traumatic monster attacks. He grew up, trained and made friends at camp. Life was good until he was chosen by the gods at age 18 to lead a quest. The objective of this quest was to retrieve an unnamed artefact from the lair of Arachne the queen of spiders. The prophecy was presented by the oracle and it claimed that the quest was doomed to fail. Gordon was however confident in his abilities and the abilities of the two friends he chose to accompany him. And so Gordon dragged the two demigods on his hopeless campaign to the spider queen’s lair. The moment they entered her domain it was over. Soon all three demigods were trapped. The first to fall was a son of Apollo, finished in an instant with one blow from the monster. The second, a daughter of Hestaphaus put up much more of a fight and succeeded in setting a great portion of Arache’s webs on fire, but she too fell to the monster. The flames and destruction they caused provided an opening, and Gordon escaped. Gordon refused to return to camp, he couldn’t face the others and the guilt of leading two of his friends to their deaths was too much for him.

Two years later Gordon was living on his own in a small flat in Brooklyn. Using what little money he earned he tried to drown the painful memories of losing his friends in alcohol but he only ever managed to lose to night before. One morning after, however, he woke to find that he was not alone. Beside him lay a woman, a pale, raven haired woman, the most beautiful woman he had ever seen. She turned over showing an amused smile at his expression of disbelief, “Oh you don’t remember? I guess I’ll just have to introduce myself again. I’m Lethe goddess of Oblivion.” And so began his relationship with Lethe.

Lethe began to visit Gordon at irregular intervals but these visits soon became more frequent. At first Gordon saw Lethe as a means of freeing him from his unwanted memories but him soon fell in love with her. When he finally asked her to take away his memories she denied his request revealing that the other gods had forbade it, it was part of his punishment for failing and allowing his comrades to die. Even with that desperate dream cut short Gordon continued to fall deeper in love with the mysterious goddess, and then she became pregnant. Lethe stayed with Gordon throughout the pregnancy but he knew the rules and that she was planning to leave. And so Seth was born and Lethe left, giving Gordon an eraser that never runs out with the power to become a Celestial Bronze Sword as a gift for their son when he would need it. Having Lethe out of his life hurt but Gordon was able to push past it, if he lived a good life he’d see her before the next one and besides he had a son to raise.

Seth Hale was a quiet child, he rarely cried and was content for the most part to sit on his own and stare out the window. He never drew on the walls or left toys lying around, in fact it was almost impossible to see that a child was living in the small apartment without seeing Seth for yourself. His father was understandably worried but Seth’s odd behaviour served a purpose. The less people who noticed him the less monsters who noticed him. But Seth wasn’t the only target in his family for such attacks. Fending off monsters to protect himself and his son was a never ending task for Gordon Hale. When Seth was 10 years old he witnessed his father fight a hellhound. As the creature leapt at him Gordon decapitated it. As the monster fell apart into dust Seth cried properly for what seemed like the first time. Gordon talked to him, begging Seth to forget about the hellhound. Seth crossed his eyes wanting the nightmare to end, and then a miracle happened, it did. Seth had erased a portion of his own memories.

As time went by the process repeated itself many times. Monsters attacked, Gordon fought them and Seth forgot. By the time he was in high school Gordon decided that it couldn’t go on for much longer, there were too many near misses and he still hadn’t given Seth any training as he risked exposing him to the hidden world. There was only one solution and that was Camp Half Blood, a place Gordon had sworn never to return to. So he waited postponing the inevitable for as long as possible. Seth wasn’t unhappy he led a comfortable enough life and got on well with his father, he didn’t have any friends but that didn’t bother him after all it wasn’t like anyone bullied him or anything they just seemed to forget about him. Seth was so forgetful as well, keeping track of different friends, their likes and hobbies and everything else would probably have been too much trouble anyway. Things changed just after his seventeenth birthday when he meet Miranda Linn. The attractive transfer student seemed to lock onto him the moment she laid eyes on him and began to follow him around the school. This was completely new to Seth but he figured that she’d soon forget him and ignore him just like everyone else so he tried to ignore her. Ignoring her failed and before he knew it they were having lunch together every day and studying together at his house after school. Despite the fact that she followed him everywhere Miranda claimed not to like Seth as anything more than a friend. Along with her odd somewhat jerking movements and the faint smell of burnt fuel that clung to her Miranda was definitely strange. Not that anyone else got close enough to Miranda to notice her many peculiarities, she would hang around with Seth and no one else, yet another thing that made her odd.

One day after school Seth was heading back to his apartment with Miranda, when a blond girl sauntered over to them and stopped Seth. The girl was soon join by two others almost identical to herself. The first smirked and declared “you’re in trouble hun” before the three changed into misshapen mixtures of goat, girl and metal aka empousa. Seth was frightened that was for sure but he couldn’t help feel a strange sense of deva vu. Miranda on the other hand gave no signs of fear, she spun into action and with inhuman speed lunged for one empousa, took hold of its head and twisted. One monster collapsed into a heap of dust. The remaining two shrieked and attacked Miranda with her unhuman strength and speed she dispatched another. The final Emopusa watched its comrade fall and fled, the thing standing between here and the demigod was more of a monster than herself.

With the danger past Miranda smiled and was back to her old self. She explained herself as being an automaton. She was his still his friend she promised but his protector too, until he got to camp. The couple completed their journey to Seth’s home where they found Gordon Hale. Miranda behaving more mechanically than Seth had seen before requested to escort Seth to Camp Half Blood, “for his own safety and the safety of others.” Gordon knew the time had come and he finally recounted his story to his Son. Gordon offered to drive Seth to Camp but according to Miranda the attention of two demigods and automaton would create unwelcome obstacles. Reluctantly Gordon agreed but not before passing on the gift Lethe had left for Seth and giving Miranda the keys to his car. And so Miranda drove Seth to Camp Half Blood. With important missions to be completed in the outside world Miranda was forced to leave soon after on “a journey of undetermined length”. Seth in the meantime had his own journey to begin.



Weapons & Possessions: An enchanted eraser that never runs out and transforms in a Celestial Bronze Sword



Evil -Anaideia

Who is Anaideia? Anaideia was the goddess or spirit (daimon) of ruthlessness, shamelessness, and unforgivingness. Her opposite number was Eleos. She is probably the daughter of Nyx or Eris, but it isn't stated anywhere.

WIP

Offensive

  1. Children of Anaideia can take away any feeling of remorse on someone, making them attack anyone near them. The longer this is used for, the more energy drained the user becomes, and there is no way of controlling who the person attacking, attacks.
  2. Children of Anaideia can force a state of shame on someone, making them less likely to attack.

Defensive

  1. Children of Anaideia can force people to feel sorry or friendly towards them, meaning that the people they force this on, feel obliged to protect them for a short while. This is incredibly energy draining, and the user moves at a slower pace.

Passive

  1. Children of Anaideia are stronger when amongst those who are ruthless and bloodthirsty in battle.
  2. Children of Anaideia can change a person's feelings, making them more hostile and unforgiving for a short amount of time.
  3. When in the presence of a child of Anaideia, people tend to become more confident due to the lack of shame.

Supplementary

  1. Children of Anaideia can enforce a state of hostility on those around them, making them more likely to attack their opponents.
  2. Children of Anaideia can help make their allies feel more confident.

3 Months After a Character is Made

  1. Children of Anaideia can put a person under a spell of shame, making them hesitant to make decisions. This can be used in both battle and everyday life. The longer this is used for the more energy is drained.

6 Months After a Character is Made

  1. Children of Anaideia can make people around them feel hostile and have no remorse towards them, ignoring them in a sense, allowing the child of Anaideia to attack. The longer the user makes those around them feel like that, the more energy it drains.

9 Months After a Character is Made

  1. Children of Anaideia...

Traits

  1. Children of Anaideia tend to not feel sorry for others.
  2. Children of Anaideia can sense who is holding a grudge against another person.
  3. Children of Anaideia generally lack shame, making them more confident.

Name: Ludwig Astaire

Age: 17

Family: Anaideia (mother)
Mayer Astaire (father)
Evelyn and Gracie Astaire (younger half sisters)

Appearance:
LudwigA



Personality: Ludwig is very hard to get to know, due to him being secretive. He generally doesn't forgive easily. Once he does open up to someone, he's kind and does care for said person.

History:

Unforgiveness is like drinking poison and hoping the other person dies.


Mayer Astaire was a respected man in Berlin, and was known for his general kindness around the city. This is what attracted the goddess Anaideia to him. As they say, 'opposites attract'. At first, Mayer shrugged the goddess off, but before long, he began to fell for her.

Weapons & Possessions:

Migs -Pandia

451-people photomanipulation
Who is Pandia? Pandia is the goddess of the full moon and earth-nourishing dew. WIP.

Pandia's Cabin is similar to Artemis' Cabin. It looks like a regular cabin made of gray bricks during daytime but shines like silver during nighttime. The cabin's roof is made of glass that attracts moonlight like a magnet and enables it to enter the inside of the cabin. This however works oppositely during daytime and whisks away daylight like an anti-magnet. The cabin has a small porch decorated with floating glowing orbs made of lunar energy. The cabin is also surrounded by patches of soil with various plants/crops growing from it. It also has double doors made of polished ivory and on both sides of it are torches that spouts silver fire.


By opening the doors, you will witness a a small entry room that extends into a hallway. The entry room has a coat rack on the right-hand side made of silver and an umbrella rack on the left-hand side also made of silver. The hallway has at least 10 rooms on each side all equipped with a door made of polished ivory. The walls of the hallway are also imbued with tapestries showcasing the different phases of the moon. The hallway will eventually open up into a quite large common area with comfy stout chairs and coffee tables. In the middle is a floating replica of the full moon which glows in the moonlight. It has a small opening on it's base which drops earth-nourishing dew into a scallop-like basin. Campers, pets and visitors are all welcome to drink from it as it replenishes the body or take some of it for personal purposes. On the back is also a kitchen equipped with necessary cooking supplies and a small pantry next to it where campers are welcome to cook or prepare dishes/food.

Offensive

  1. Children of Pandia have the ability to form weapons out of pure moonlight 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. Non-combative objects can also be made out of this, but cannot generate any electricity as moonlight does not have any working parts.

Defensive

  1. By deriving the moon's reflective surface, a physical aspect of it, children of Pandia have the ability to create a mirror made of pure moonlight which will reflect at least two weapons in order to attack others back. Once the mirror is used, it will break. It cannot be used repeatedly as it severely drains the user.
  2. Children of Pandia have the ability to conjure a solid replica of the moon, roughly 2 to 3 times the size of the user, which will blunt most attacks for a short time but also slows the movement of the conjurer. Over time, the replica crumbles into dust.
  3. Children of Pandia have the ability to bend the moonlight around them, concealing them for a short time.

Passive

  1. Children of Pandia can see perfectly at night as if it were day.
  2. Children of Pandia are innately stronger at night.
  3. All the powers of a child of Pandia are based on the phases of the moon. When using powers during a new moon, their powers take dimmer forms and of weaker power. As the phase of the moon changes towards a full moon, the child's powers become brighter and stronger. At last, the powers reach its full power and brightness during a full moon. It becomes weaker as the phase changes towards a new moon and so on and so forth.
  4. Children of Pandia have the innate ability to create a sort of magical dew—droplets of water produced by a plant in transpiration—and use it to greatly nourish and heal any plant the dew is used into. Should the dew is used on soil, it may make the affected soil to become more fertile.
  5. Children of Pandia are weaker during lunar eclipses,as their source of power is dimmed and weakened by the Earth's shadow.
  6. Children of Pandia have the ability to actually ride moonbeams they have created, or natural ones created by the moon.

Supplementary

  1. Children of Pandia have the ability use moonlight to shine so bright that it blind the beholders for a short period of time.
  2. Children of Pandia have the ability to create beams of moonlight, depending on the intensity they can use it to help them and others to see in the dark, or use it to distract an enemy momentarily by blinding them.

3 Months After a Character is Made

  1. Children of Pandia have the ability to cause a "mock full moon" to appear in the sky for a short time (15 minutes at most), strengthening all of their attacks, whether physical or magical attacks. Primarily, this ability is used at day to compensate for their weakness during the said time. In addition, the mock moon causes an eclipse when used at day, which will greatly weaken any light-based attacks (pure light, sun light, rainbow light etc.) for a very short time. After the "mock moon" disappears, the user is considerably drained, all bonus strength received now gone. A user can only use it once every 24 hours.

6 Months After a Character is Made

  1. Children of Pandia have the ability to use the forces of the moon to act violent and obtain survival instinct (similar to werewolves). While this may give them a great offensive bonus, it will blind them from friend or foe and attack anyone nearby and become reckless in their actions. During a full moon, the enhancement is at its maximum, but may drive the user to a state wherein they lose awareness of themselves that may last days. Once the user reverts back to their original self, they are drained considerably and incapacitated for some time.

9 Months After a Character is Made

  1. Children of Pandia have the ability to shed their flesh into pure moonlight, granting them temporary flight and everything they touch enters a state of confusion, hallucinations and emotional distress, as the moon was deeply associated with emotions and illusions. The longer they maintain this form, the more energy it drains. When they revert back to their original form, they are drained greatly and may not move for moderate periods of time.

Traits

Name:

Age:

Gender:

Family:

  • ??? (Father)
  • Pandia (Mother)



Appearance:

Personality: WIP

History: WIP

Weapons & Possessions: WIP

CHB cabins
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