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Index > The Big House > All Powers


General Guidelines[]

What this page has:

  1. A list of all cabin god powers and a link to the templates for the powers
  2. A list of all COO (aka titans) powers and links to the templates for the powers
  3. A list of all BC (aka non cabin gods/titans) powers and links to the templates for the powers
  4. A list of all non-demigod species powers and links to the templates for the powers
  5. Guidelines for how to create histories for nymph types and non demigod species
  6. Powers that are being worked on or need work


Things to Note:
On Certain Deities

  1. Children of Calypso will have Sea Nymph powers, per a community vote
  2. Arachne was voted a monster and will have no children
  3. There will ever never ever ever EVER be children of Artemis or Hestia, they are dedicated virgins, no exceptions.

On Nymphs & Spirits

  1. Animal Nymphs & Spirits have their own forum for background, history, etc Forum:Animal Nymphs 101
  2. Death Nymphs & Spirits have to proceed to Death Nymphs of the Wiki
  3. Love Nymphs & Spirits have to proceed to List:Erotiads of the Wiki
  4. Under the Nymphs, the guidelines for some, as far as "who" creates them, isn't always set in stone, the example given is a generalised one, if you have a valid reason someone else would make that type, and give it in the history, it MAY be allowed. However, some nymph/spirit types are very set in stone, and how they are created is very specific such as love and death nymphs/spirits, no exceptions.

Others

  1. If the powers you need aren't listed here, you may create your own power list and inform an admin for approval.
  2. You may notice that non-demigod species have weaker or less powers than demigods, this is why we count all non-demigod species as "minors" as they aren't as powerful
  3. If you have an oracle, priest or Priestess that is also a demigod they may have both power sets, as the power sets for the oracles, priests and priestesses are very very passive, HOWEVER they will be counted as a major character.

List[]

Aeolus[]

Aeolus on Theoi.com
Template:Aeolus Powers

Offensive[]

  1. Children of Aeolus have the ability to create a small tornado, about the size of the user, which can be sent across short distances to knock opponents off their feet or used to send small debris flying at opponents.
  2. Children of Aeolus are able to use air itself to slice objects, focusing a current of wind to the point where it takes on a sharp edge, which the caster launches at foes. Although this attack does usually slashing damage, some users are able to focus it into single piercing stab like a bullet.

Defensive[]

  1. Children of Aeolus have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Aeolus have the ability to create powerful gusts of wind, however, the stronger the gust, the more it drains them. The gusts can be used to block incoming attacks.

Passive[]

  1. Children of Aeolus feel stronger when they are touched by strong winds they did not create.
  2. Children of Aeolus are innately able to lower air resistance and move faster on the ground, granting them an enhanced level of speed.
  3. Children of Aeolus can contain more air in their lungs than the average human, allowing them to survive longer when they cannot gather oxygen.

Supplementary[]

  1. Children of Aeolus have the ability to hover or fly, however, the longer they fly the more it drains them. Due to their rare ability to lower air resistance, users are able to fly faster than anyone else with the ability to fly.
  2. Children of Aeolus have the ability to call upon the winds to speed their movements or attacks; conversely this can also be used to slow the movements or attacks of others.
  3. Children of Aeolus can use the wind to either surround themselves to block enemies and projectiles or to surround an enemy trapping them within the winds. The longer they maintain the wind, the more it drains.
  4. Children of Aeolus can curse an opponent by draining some of the air from an opponent’s lungs and make it somewhat hard for them to breathe for a short time. This leaves them vulnerable to attack or giving the user a chance to flee.

3 Months After Character is Made[]

  1. Children of Aeolus can create a massive tornado, about five times the size of the user, which can be used to violently assault others with strong winds and debris.

6 Months After Character is Made[]

  1. Children of Aeolus can turn the air into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence; however, only up to 3 combative/non-combative items or 1 semi-living construct can be conjured at a time and it cannot be larger than roughly 3 times the size of the one that conjured it. The longer they maintain combative/non combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive.

9 Months After Character is Made[]

  1. Children of Aeolus can shed their flesh and turn into pure wind, while in this state they are immune to attacks, can fly even faster than before and receive enhancements in their existing aerokinetic abilities. Once the transformation subsides, they are extremely exhausted. Barely able to move and could possibly faint.

Traits[]

  1. Children of Aeolus are known to grow up to be amazing meteorologists, as they know all the current weather going on in a certain area.
  2. Children of Aeolus typically enjoy flying and high places, enabling them to become astounding pilots and hot air ballooners.
  3. Children of Aeolus are often claustrophobic when in tight places or underground.
  4. Since their father presides the four directional wind gods, children of Aeolus have what could be described as a mental compass. Able to tell where the four main directions are most of the time.



Aetna[]

Aetna on Theoi.com
Template:Aetna Powers

Offensive

  1. Children of Aetna have the ability to conjure weapons out of hardened ash which can be used for combat; however only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.
  2. Children of Aetna are able to increase the kinetic energy of atoms in an opponent’s weapon or their own for a very short amount of time, ranging from bearable temperatures of heat to something too hot for normal people to hold onto without suffering heavy burns. As a child of Aetna they will be unbothered by the heat, but for an opponent it can cause them to drop the weapon or item in hand. If used to disarm an opponent it can only be used once during a battle.

Defensive

  1. Children of Aetna are able to construct armour out of obsidian and molten rock for a short amount of time. Although heavy in nature, while being used as a form of armour the rock is quite light while retaining its durability.
  2. Children of Aetna are able to create a wall made out of molten rock that breaks through the earth. The wall is no larger than 2 to 3 times the size of the user and it can be used to temporarily block attacks.

Passive

  1. Children of Aetna have an innate resistance to heat and hot temperatures as well as fire. Although the effects of burning can set in if in proximity for too long, they generally have a stronger resistance than most. Furthermore, children of Aetna have complete resistance against lava and magma, being unfazed by the liquid's properties.
  2. Children of Aetna are able to survive/adapt to volcanic fields with dormant, active or dead volcanoes. They are able to deal with the extreme temperatures, smoke, noxious gases, hazardous terrain, and various side-effects of eruptions such as superheated gases and lava. When in contact with such gases and smoke they are able to breathe as one normally would without the presence of the fumes.
  3. Children of Aetna are stronger in mountainous, volcanic, and hot locations.
  4. Children of Aetna are able to change the temperature of lava whenever they please without altering the physical state of it. Making it cold to the touch or a temperature that while still hot, doesn’t match the actual temperature of lava. This temperature is as hot as all their lava based powers can get.

Supplementary

  1. Children of Aetna have the ability to absorb heat, magma, and smoke from a nearby source. As the heat or smoke is absorbed into the child of Aetna’s body, they gain energy from the drained element’s source, being able to use it as a temporary power and speed boost. Although only lasting for a short amount of time, it can be used three times in battle.
  2. Children of Aetna have the ability to travel using clouds of smoke, ash, and even magma beneath the surface. The user merges with the element and reforms elsewhere. The further they travel the more energy it drains.
  3. Children of Aetna are able to create a cloud of smoke and ash around them, spreading through their surroundings and potentially distracting their opponents which gives them time to flee or launch an attack.
  4. Children of Aetna have the ability to generate a fair amount of lava and being able to telekinetically move it with their minds. The more lava generated/moved means the more energy drained.
  5. Children of Aetna have the innate ability of being able to heal their own wounds by draining in substantial sources of heat, smoke and magma. Like a campfire. The ability can quickly heal minor wounds and slowly heal major, but not fatal, wounds. The source drained disappears once the user has healed themselves They cannot heal from heat-based attacks from an opponent.

3 Months After Character is Made

  1. Children of Aetna can create a small volcanic eruption with an eruption range of about 10 meters from its source. The eruption releases mass amounts of lava, ash, and smoke. All of which the child of Aetna is immune to. The effects of the eruption vanish after a short time. Using this power is substantially draining.

6 Months After Character is Made

  1. Children of Aetna are able to turn roughly ten meters of their surroundings into a volcanic field by either forming it from nothing or using the existing environment around them and shifting it to their desired form. In doing so they can cause multiple small volcanic eruptions, minor earthquakes, and even the potential for the earth to break apart exposing magma underneath which would cool into stone rather quickly. Using this power is substantially draining.

9 Months After Character is Made

  1. Children of Aetna can transform their body completely into homogenous matter made up of either ash, magma/molten rock, or smoke. Depending on the homogenous matter making up their body, the child takes on different abilities. They can only transform into one form at a time and they cannot maintain it for very long. The user is quite drained after they revert.
    1. If transforming their body into homogenous matter made up of ash, the child of Aetna gains abilities such as; being immune to toxins and disease, removing oxygen from the immediate area, as well as enhanced control over ash, durability, lung capacity, and fire immunity.
    2. If transforming their into homogenous matter made up of magma/molten rock, the child of Aetna gains abilities such as; being immune to toxins and disease, dermal armour, as well as enhanced control over lava/magma/molten rock, durability, endurance, lung capacity, strength, and heat generation.
    3. If transforming their into homogenous matter made up of smoke, the child of Aetna gains abilities such as; being immune to toxins and disease, removing oxygen from the immediate area, near intangibility, flight, as well as enhanced control over smoke, agility, durability, and lung capacity.

Traits

  1. Children of Aetna have been known to have rather fiery and explosive personalities.
  2. Given that Aetna is a volcanic goddess, her children often make great volcanologists.
  3. Children of Aetna often tend to prefer hotter climates as they are able to withstand the heat that comes with it, they can find great comfort in the heat.
  4. Children of Aetna tend to excel at rock climbing, mountain climbing, etc.
  5. Children of Aetna our known to have an affection towards lava and fire, often being pyromaniacs.


Aglaea Powers[]

Aglaea on Theoi.com
Template:Aglaea Powers

Offensive[]

  1. Children of Aglaea have the ability to force a false state of joy upon someone, diminishing their awareness on their surroundings for a short time.
  2. Children of Aglaea have the ability to make someone believe that they are being weighed down by adornments, that they lose their regular speed for a short time, the more illusory adornments they weigh the enemy down with, the more it drains them. The effect may also be applied on weaponry or armory instead, which makes them too heavy to be used.

Defensive[]

  1. Children of Aglaea are able to make a person feel as if they have lost all beauty, splendor, and glory in their life for a short time, causing them to feel too depressed to fight.
  2. Children of Aglaea have the ability to mesmerize anyone nearby with their physical appearance, stunning them for a short period of time.

Passive[]

  1. In their presence, people that are surrounding children of Aglaea will be more jubilant, and be more pleased than usual.
  2. Children of Aglaea are more powerful when their surroundings are beautiful.

Supplementary[]

  1. Children of Aglaea have the ability to minorly sway a person's feelings with fervor to attain glory and magnificence in anything they do for a short time, such as fighting, doing their hobby, etc.
  2. Children of Aglaea have the ability to alter and control clothes, make-up, adornments, embellishments, and decorations. The larger the change, the more energy it drains.

3 Months After a Character is Made[]

  1. Children of Aglaea can infuse magic into their words and ‘charm-speak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished.

6 Months After a Character is Made[]

  1. Children of Aglaea have the ability to enchant the magnificence of nearby weapons or armor with either a positive effect or negative quality for a short time; some examples would be increasing or decreasing the sharpness of a blade, its damage dealt to enemies, the durability of armor, or luster. The more tools affected, the more energy it drains.

9 Months After a Character is Made[]

  1. Children of Aglaea are now able to channel their positive emotional energies to construct combative and non-combative objects, formed one at a time and no more than 2 to 3 times the size of the user, which takes on marvelous and luminous appearances depending on the user's preferences. However, their ability to use the power is hindered before or during use when they experience emotions in relation to negativity. As more negative emotions are felt, the strength of the object begins to fade, becoming dull and brittle.

Traits[]

  1. Children of Aglaea are usually beautiful in appearance.
  2. Children of Aglaea tend to have bright, joyous personalities.
  3. Children of Aglaea tend to outshine others, as their mother is the goddess of glory and magnificence.


Apate Powers[]

Apate on Theoi.com
Template:Apate Powers

Offensive[]

  1. Children of Apate have the minor ability to create illusions of attacks so realistic that they are most likely to catch an enemy off guard; however, if they miss they are left vulnerable to counter attack.
  2. Children of Apate are able to command a weapon to go against it's master's will. However, they cannot command a weapon bigger than them. Also, the master of the weapon can resist the will of the weapon. Once the effect has wore off, the weapon is immune to further effects of it.

Defensive[]

  1. Children of Apate are able to make the objects in a small area shift appearance or location, confusing those who will see it. While the skill is in effect, it continuously drains the user.
  2. Children of Apate are able to trick charging enemies to face the opposite directions and charge at those directions instead. The more enemies and the longer the distance, the more it drains the demigods. After the effects have wore off, enemies will be immune to further effects of it for the battle.

Passive[]

  1. Children of Apate are innately able to see through lies, illusions or any form of deceit, as they are innately so well skilled with deceit themselves.
  2. Children of Apate have the innate ability to confuse, mislead or deceive others for a short time, the longer they try and keep up with the lies/deceptions, the more energy it drains

Supplementary[]

  1. Children of Apate are able to make a fake copy of an object not bigger than them, but they must clearly imagine the object in their minds for it to completely imitate the original object. Also, if the original object possess magical properties or whatsoever, the imitation will not copy those properties.
  2. Children of Apate can use their powers to lure someone into lying or coming into agreement with them when they truly don't want to without the person influenced even noticing. The bigger the lie, the more power drained. A person with a strong will can fight this, and most will remember being deceived shortly after.
  3. Children of Apate are able to mimic sounds or the voice of a person or creature they already heard speaking or making noise. The quality of the mimicry depends on the focus and skill level of the user.

3 Months After Character is Made[]

  1. Children of Apate can create illusions in order to twist other's perception of reality or make everyone around them see something that isn't really there. However, the illusion isn't physical and therefore is only a trick of sight. The bigger the change in perception, the more power drained. They can also delude single individuals in the same fashion.

6 Months After Character is Made[]

  1. Children of Apate are able to make a copy of their body, that they are mentally connected to, but cannot interact with its physical environment. It can be used to spy on others, bring back intel, distract others, carry messages, etc. It drains the user moderately.

9 Months After Character is Made[]

  1. Children of Apate are able to make a copy of their body, that they are mentally connected to. It is essentially a real copy of themselves, with all their powers to a weakened extent and can actually interact with their surroundings, however while the copy is active the user is entirely incapacitated. While the copies are active, the user is drained, so the longer the copy is active the more they are drained. Once the copy is gone, they must wait a substantially long time before making another copy.

Traits[]

  1. Children of Apate tend to be treacherous, fond of treachery or amused by it.
  2. Children of Apate are cunning, sly and uneasily fooled.
  3. Children of Apate are very good liars and at making alibis.
  4. Children of Apate are good at forging signatures and hacking systems.
  5. Children of Apate have deceit "intuitions", meaning they may have a hunch if someone will try to deceive them. However, their predictions may not be accurate every time.


Aphrodite Powers[]

Aphrodite on Theoi.com
Template:Aphrodite Powers

Offensive[]

  1. Children of Aphrodite can create a large plume of dense perfume or make-up which obscures them and begins to suffocate anyone else within it. This can give the user a chance to attack.
  2. Children of Aphrodite have the ability to fire razor sharp scallop shells at high speed which can be shot fast enough that they could pierce the skin on impact. The shells would materialize and fire from the user’s palms, so the size of them depends on the user.

Defensive[]

  1. Children of Aphrodite can cause people of any gender to lose all desire to attack them for a short time. Out of an artificial love, the love isn’t necessarily romantic and could be like sibling love. If the user attacks while this is in effect, it will automatically wear off.
  2. Children of Aphrodite have the ability to entrap an enemy in a large scallop shell, similar to the one their mother emerged from at birth. Once closed, the clam is extremely difficult to escape from. It is highly durable and cannot be teleported out of, after a short time the clam will fade from existence. The target cannot be attacked while they are inside the clam, so the power is purely defensive. It can only be summoned twice in the same fight.

Passive[]

  1. Children of Aphrodite cause anyone who possesses a sexual orientation towards them to be at least slightly, attracted to them.
  2. Children of Aphrodite have the ability to be able to resist charm speak, a charming touch etc. to an extent.
  3. Children of Aphrodite have the innate ability to be able to resist the effects of pheromones to an extent.
  4. Children of Aphrodite are able to communicate with and command doves. If the user gives too many commands, the doves will become frustrated and disobey.

Supplementary[]

  1. Children of Aphrodite can alter their appearance (including clothes and make-up) for short periods of time, the more they alter their appearance, and the longer they maintain the appearance, the more energy it drains.
  2. Children of Aphrodite can curse someone to feel like they’re completely hated and unloved, they’ll feel like they’re ugly and will sink into self-pity for a short time. This gives the user a chance to attack or flee.
  3. Children of Aphrodite can infuse magic into their words and ‘charm-speak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished, the longer the control is kept.
  4. Children of Aphrodite can control the clothing of others, create and transform it at will (not armor). They could turn a girl’s prom dress into a red bikini, create a scarf around someone’s neck and command it to strangle someone etc. Commands and transformations only last for a short time and the target’s clothes revert to normal.

3 Months After Character is Made[]

  1. Children of Aphrodite are able to turn into a dove, which allows them flight, the longer they maintain this form, the more energy is drained.

6 Months After Character is Made[]

  1. Children of Aphrodite have the ability to control the levels of hormones related to love in humans; serotonin, dopamine, and norepinephrine. The user has the ability to increase or decrease each of these hormones separately or all together. Increases in serotonin will make the target go temporarily insane and decreases will make the target become depressed, while increases in dopamine will make the target super sensitive to their surroundings and decreases will stiffen the movements of the target. Increases in norepinephrine will increase the rate of heart contractions of the target and decreases in this hormone can result in severely lowered heart rate. The use of this power can be extremely draining for the user depending on how extreme the alterations of the hormone levels are.

9 Months After Character is Made[]

  1. Children of Aphrodite have the ability to transform an area into a maze of mirrors for a moderate period of time, as one of their mother’s attributes was a mirror. Whilst in the maze, the user’s target can become disoriented and confused as all they can see is their own appearance, however, the glass is somewhat durable and cannot be broken easily. The user can move about while the maze is in place, and the sight of their own beautiful reflection empowers them a little. They innately know their way through the maze, as they created it, but they cannot change the layout of the maze once it is in place. The size of the maze depends on how large the user would like it; they can range in size up to that of a battle arena, however, the larger it is the more the user is drained. After dismantling the maze, the user is significantly drained and may not be able to move for a moderate period of time.


Traits[]

  1. Children of Aphrodite almost always have innate knowledge of the French language since it’s known as "the language of love" and pheromones related to love in humans.
  2. Children of Aphrodite are known for being incredibly attractive, seductive and flirty.
  3. Children of Aphrodite often enjoy things that are pretty and things that bring them pleasure. Making them quite fashionable, fun-loving and sometimes promiscuous.
  4. Children of Aphrodite commonly have a taste for apples.


Apollo Powers[]

Apollo on Theoi.com
Template:Apollo Powers

Offensive[]

  1. Children of Apollo have the ability to focus intense beams of light from their eyes which will burn through objects and melt through regular metals.
  2. Children of Apollo can create solar flares that come off their body, and essentially act as ropes of intense heat and plasma. These ropes can act as extensions of themselves and used in a whip like manner.

Defensive[]

  1. Children of Apollo have the ability to create a very large protective dome of bright light and heat around them. No one can enter their dome without feeling intense dehydration, and have the ability to faint. People cannot look into the dome so the user can effectively conceal themselves in plain sight.
  2. Children of Apollo are able to foresee potential future attacks, allowing them a short span of time to prepare for these attacks.


Passive[]

  1. Children of Apollo feel stronger during the day and heal quicker during the day.
  2. Children of Apollo have the ability to quickly heal minor wounds and slowly heal major for themselves and for others, but not fatal wounds
  3. Children of Apollo are able to withstand heat and plasma, although both can feel uncomfortable
  4. Children of Apollo have the ability to manipulate the light around them to be bright or darker
  5. Children of Apollo can see through extreme brightness.

Supplementary[]

  1. Children of Apollo can teleport themselves by manipulating light photons. Essentially, it’s them moving at the speed at which light travels, but using the light itself to help them travel and travel through objects that light can pass through. They need to be careful to not attempt to travel anywhere that has something that blocks light, because it will immediately halt their travel.
  2. Children of Apollo have the ability to create multiple temporary light sources, like sparks of bright light, which act as flashes that can either temporarily affect someone’s vision, or distract them.
  3. Children of Apollo can curse someone to sing loudly for a fair amount of time, the target can fight and operate while singing. But they cannot hide and could suffer from a sore throat over time.
  4. Children of Apollo have a minor degree of control over diseases and plagues, and not to the extent that they can cause death. They also have minor control over infections, but not to the extent that they can cause death. They can cause a person to temporarily break out in hives, rashes, and boils. They can also cause a person to feel overcome with minor flu-like symptoms such as nausea, congestion, sore throat, etc for a short amount of time.

3 Months After Character is Made[]

  1. Children of Apollo can create massive waves of heat and radiation that can span a large area around them. This can cause people to get heat stroke, dehydrate quicker, and if close enough to the user, cause hallucinations. The longer this power is used, the less hot it becomes, until the user simply runs out of heat and energy.

6 Months After Character is Made[]

  1. Children of Apollo are able to manipulate music in their head to play outside of themselves, and amplify it in different places in the surrounding areas, so much so, that they create shock waves from those areas. This essentially allows them to create miniature music explosions capable of blowing people away. They have to be able to visualize the area in which they're sending the music. No one is immune to the sound so this could cause potential danger to themselves and their allies. The more they use this power, the more exhausted they become.

9 Months After Character is Made[]

  1. Children of Apollo have the ability to shed their flesh and turn into a bright purely plasmic state for a short time and while in this state, the user is granted flight, immune to all attacks, receives a boost in their already existing photokinetic abilities and anything they touch is intensely burned. Due to their brightness, looking directly at them is extremely painful. Once the user changes back they will be extremely drained, nauseated and immobile for a long time.

Traits[]

  1. Most children of Apollo are experts at basketball and other missile weapons or games.
  2. Since Apollo is the God of Music, his children are natural musicians and singers. Able to master any instrument instantly and learn any song with ease.
  3. Since Apollo is god of prophecy and oracles, his children are innately better at interpreting prophecies than others.
  4. Children of Apollo can grow up to become great doctors in any field of medicine.
  5. As Apollo is the god of protection of the young, his children are often inclined to protect and defend those younger than them.
  6. Children of Apollo are usually in better moods during the day and enjoy waking up early.
  7. Children of Apollo are more likely to be born with perfect pitch
  8. Children of Apollo are natural shots, and generally have good vision.


Ares Powers[]

Ares on Theoi.com
Template:Ares Powers

Offensive[]

  1. Children of Ares can decrease an opponent’s strength and combat abilities for a short time, leaving them vulnerable to attack.
  2. Children of Ares are able to clap their hands so hard and fast due to their enhanced strength that it sends a small shock-wave out. The shock-wave generates enough force to knock an opponent off their feet and possibly leaves bruises on their skin.

Defensive[]

  1. Children of Ares can become resistant to all types of physical attacks for a short time.
  2. Children of Ares have the ability to call forth civil justice onto the battlefield for a short time, making all opponents lose the will to fight if their actions are unjust. However, if the actions of the opponent are justifiable the power becomes redundant, and if the user attempts to attack the opponent while the power is in use it immediately wears off.

Passive[]

  1. Children of Ares are innately proficient in all forms of combat.
  2. Children of Ares are stronger and faster than the average human. Their skin is also capable of enduring more injuries.
  3. Children of Ares are always emitting an aura of violence and war, which makes people around them more likely to attack each other and start fights. They can shut it off for a long time.

Supplementary[]

  1. Children of Ares have the inhuman ability to leap great distances at once which can be used to dodge or attack. Upon landing, a small tremor is unleashed which causes anybody within a few feet to lose their balance.
  2. Children of Ares have the ability to empower strength upon nearby allies and instil fear upon nearby enemies with a deafening war cry.
  3. Children of Ares have the ability to enchant nearby weapons with either a positive effect or negative effect for the duration of a weapon; some examples would be increasing the sharpness of a blade or dulling it.
  4. Children of Ares are sometimes able to cause a small (3-5) group, to turn against each other by inducing a lust for violence and victory in combat. The targets would become irrational and fight among themselves determined to be the last warrior standing, causing chaos for a short time. The more affected the more energy is drained.

3 Months After a Character is Made[]

  1. Children of Ares can create an illusion of massive bloodshed, destruction and devastation on a battlefield, instilling everyone around them with cowardice and terror, causing them to panic and be routed for some time, until it wears off and they return to battle. Similarly, they can also do the opposite, causing everyone nearby to go into a battle frenzy, in which they recklessly fight the enemy. This power drains them significantly.


6 Months After a Character is Made[]

  1. Since their father has command over dead soldiers on the losing side of every war in history, children of Ares have the ability to summon a large group of armed skeletal soldiers, up to seven, which can then be controlled by the mind of their summoner. The longer the period of time for which they are summoned, the more the summoner is drained. Ex: The user can summon skeletal red coats, confederate soldiers, Nazis etc. Dead Soldiers who belonged to the winning side of the war cannot be summoned.

9 Months After a Character is Made[]

  1. Children of Ares can draw power from all the violent actions and desires they’ve seen, felt, or committed in their lives and become an embodiment of war for a short time, in this state they are as twice as strong and fast than before and are immune to all attacks. They emit a powerful aura which somewhat makes enemies think they are weak and doomed for failure. Once the transformation subsides and the user reverts to normal, they are immensely drained, cannot move and could possibly faint.

Traits[]

  1. Children of Ares are usually more courageous than most, especially when facing danger.
  2. As Ares is the god of civil order, his kids are often adept at creating order when there is chaos and fighting around them
  3. Children of Ares tend to love the thrill of battle and fighting, feeling natural when partaking in combat.
  4. Children of Ares often love the chance to show off their abilities, they’re often somewhat arrogant and hotheaded.
  5. Children of Ares typically have the potential to become great soldiers, agents or generals. Able to perform remarkable feats within the Military.


Ariadne Powers[]

Ariadne on Theoi.com
Template:Ariadne Powers

Offensive[]

  1. Children of Ariadne have the ability to cause someone to believe that they are trapped inside a labyrinth, disrupting their senses into seeing anything else for a short time. While under its effect, they become more vulnerable to attacks.
  2. Children of Ariadne, while a labyrinth is summoned, have the ability to create 1 to 3 lesser monsters (those classified as “easy” in the Monster Encyclopedia) nearby them within it; these monsters, however, will not be controlled and will attack anyone they see.

Defensive[]

  1. Children of Ariadne have the ability to create a large portion of a labyrinth wall to protect themselves until it corrodes after a short time. The walls can be created at all directions to create an absolute defense, but drains more energy from the user. Conversely, this can be used to imprison enemies.
  2. Children of Ariadne can cause a person to feel/be lost, as if they don’t know how to reach their desired destination and wander off aimlessly which may induce distress, confusion and loss of concentration, for a short time. The effect can be used on a larger number of people, but drains more energy.

Passive[]

  1. Children of Ariadne have the innate ability to find their way through/around any sort of puzzle, maze or obstacle without any aid, as if they have a psychic compass within them. They are also able to perceive any kind of hidden obstruction, trap or dead-end within a 10 meter radius around them.
  2. Children of Ariadne have the innate ability to see in multiple directions at once, allowing their senses of sight to become more finely attuned to their surroundings.

Supplementary[]

  1. Children of Ariadne have the ability to create a real labyrinth which traps anyone inside it for a short time. The user has total control over the creation, such as altering and closing its walls or even expand the maze at any time. However, a larger maze will consume more energy from the user. The maze has a roof over it and cannot be teleported out of.
  2. Children of Ariadne can conjure a very durable wool string that can be used to navigate around a place, mislead or ensnare victims, bind or strangle enemies, hold or suspense things firmly, weave fine cloth or in any way possible. The longer the string, the more energy it drains. The string can also be conjured from the ground or from any surface.
  3. Children of Ariadne can increase or decrease a person's passions, whether the purpose is to weaken one’s will to fight, or to motivate them to do a certain hobby or to love, etc. The longer this state is maintained, the more energy is drained from the user.
  4. Children of Ariadne are able to teleport themselves through the mazes they created. The further the distance traveled, the more energy drained.

3 Months After Character is Made[]

  1. Children of Ariadne have the ability to construct paths out of materials found around them that they can use to take them anywhere (up into the air, over trees, etc.) but as they move along the path, the path behind them slowly corrodes. The longer they use the energy required to make a path, the more they are drained.

6 Months After Character is Made[]

  1. Children of Ariadne have the ability to enchant a localized location into becoming an illogical, yet illusory, maze which traps anyone inside it. With this ability, the user can cause a building’s passageways to lead somewhere else such as an upstairs flight lead to the basement, a closet room lead to the rooftop, lead a door back to itself, and so on and so forth. The larger the area of effect and the longer it is held, the more it drains the user.

9 Months After Character is Made[]

  1. Children of Ariadne have the ability to materialize a shadowy form of the Minotaur into existence which is capable of both fighting and dying under their control, in a sense; afterwards, it will vanish and drains the user extensively. However, the Minotaur conjured is weaker than its real counterpart would be.

Traits[]

  1. Children of Ariadne have an excellent sense of direction, and are able to navigate and locate any location with ease, rarely getting lost.
  2. Children of Ariadne are typically willing to help others, even to strangers.


Aristaeus Powers[]

Aristaeus on Theoi.com
Template:Aristaeus Powers

Offensive[]

  1. Children of Aristaeus can shoot stingers from their hands, they are no bigger than the size of their hands, and the longer they shoot them, the more energy it drains.
  2. Children of Aristaeus have the ability to conjure a weapon out of honey 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. They can also make small non-combative objects out of honey.

Defensive[]

  1. Children of Aristaeus can conjure up a protective dome made up of hardened honey, roughly 2 or 3 times the size of the user, which can be used to block attacks for a short time.
  2. Children of Aristaeus can summon a large fully encased metal net that would most likely ensnare opponents upon creation, the target is unable to attack but is also protected by the net, as they can still move around some, but neither opponent can strike offensively while the person is in the net. So the power is purely defensive, the net fades from existence after a short time. This can give the user time to regroup, mend their wounds, and prepare for a better offensive strike.


Passive[]

  1. Children of Aristaeus make great hunters, attaining great tracking skills and amazing physical attributes and senses. Speed, strength, stamina, agility and dexterity. Their hearing, sight and smell are also impressive, even to the point where they can see perfectly in the night and hear/smell things from quite a distance.
  2. Children of Aristaeus can innately communicate with and command nearby bees and sheep.
  3. Children of Aristaeus are stronger during mid-May to mid-September, because the Etesian winds blow during these months.
  4. Children of Aristaeus possess hands and feet which allow them to fasten onto and climb vertical and horizontal surfaces without falling, much like how bees can.

Supplementary[]

  1. Children of Aristaeus can sprout large bee wings for a short time, this enables them to fly; the longer they maintain this state, the more energy it drains. They must rest between flights and cannot make long distance traveling without resting often. However the wings are vulnerable to injuries and magic; they can also be somewhat customized to the user’s preference. But the wings must remain at least somewhat insect-like.
  2. Children of Aristaeus can make great healers, since they have innate knowledge of medicinal herbs and can conjure them. Ex: they can conjure some aloe vera to heal a burn. As they can create honey, they can also use honey to heal or soothe minor wounds.
  3. Children of Aristaeus can cause someone to become drunk on honey-mead, this would leave them open to attack or give the user a chance to flee the area.
  4. If Children of Aristaeus find a track of an animal, monster, or human they can touch the track and get an image their minds of where their target was going to and their appearance.


3 Months After Character Is Made[]

  1. Children of Aristaeus can summon an intense scorching heat, since their father’s etesian winds would defend people from this heat. The heat could burn or scorch anything in a 10 meter radius.

6 Months After Character Is Made[]

  1. Children of Aristaeus can transform themselves into a bee. This ability can only be held for a short time, and the longer it is held, the more energy is drained. In this form they can fly faster, are much harder to find and can summon bees out of nowhere. Once the transformation ends, they are substantially drained.

9 Months After Character is Made[]

  1. Children of Aristaeus can morph into a humanoid/bee form for a short time. In this state, their enhanced physical prowess and senses ascend to new heights. They can fly faster than before and their bodies are coated in dermal honeycomb armor, making them immune to all attacks. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time and could even faint.

Traits[]

  1. Children of Aristaeus tend to be excellent leaders.
  2. Children of Aristaeus tend to love/enjoy sweet things, flowers, making cheese, growing olives and tending to bees, sheep and fruit trees.
  3. Children of Aristaeus are often quite defensive, normally willing to defend their allies or home territory.
  4. Some Children of Aristaeus tend to hate the cold, preferring to stay indoors during cold winter months, while others tend to feel more insulated to the cold and aren't as bothered by it.
  5. Children of Aristaeus are naturally gifted at building traps, able to quickly assemble them from natural materials.


Asteria Powers[]

Asteria on Theoi.com
Template:Asteria Powers

Offensive[]

  1. Children of Asteria have the ability enchant a single weapon by infusing it with stardust and stellar energy for a short time. Damage dealt by the enchanted weapon is stronger than before, and may produce slight burns on anything that touches it.
  2. Children of Asteria have the ability to focus an intense beam of plasma which will burn anything it touches.

Defensive[]

  1. Children of Asteria have the ability to summon a cluster of miniature stars directly in front of them which can be used to block incoming attacks; the stars, however, dissipate quickly.

Passive[]

  1. Children of Asteria can see perfectly in the night as if it were day.
  2. When the stars are out, children of Asteria always know their location.
  3. Children of Asteria can communicate with the souls of the recently deceased.

Supplementary[]

  1. Children of Asteria can summon a star large enough for them to stand on, that they can use to ride, the longer the star is maintained, the more energy it drains
  2. Children of Asteria have the ability to create temporary light sources, similar to concept of a flare, which will light an area for a short time.
  3. Children of Asteria can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.
  4. Children of Asteria have the ability to conjure a dense and hot cloud of stardust, which will suffocate and distract anyone enveloped in it for a short time.

3 Months After Character is Made[]

  1. Children of Asteria have the ability to conjure a small supernova, which will burn at anything in its wake on a 10m radius, as well as producing a loud booming sound coming from the explosion. It cannot differ friend from foe and will affect anyone or anything nearby.

6 Months After Character is Made[]

  1. Children of Asteria have the ability to summon a large group of undead, about seven, which can then be controlled by the mind of their summoner. The user is immobilized while the corpses attack for them.

9 Months After Character is Made[]

  1. Children of Asteria can conjure a living constellation, though the size is limited to no larger than 2 to 3 times the size of the user, and it immobilizes the user while the constellation attacks for them

Traits[]

  1. Children of Asteria make excellent astrologists.
  2. Children of Asteria have an affinity for understanding prophecies


Astraeus Powers[]

Astraeus on Theoi.com
Template:Astraeus Powers

Offensive[]

  1. Children of Astraeus have the ability to conjure weapons out of plasma which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.
  2. Children of Astraeus have the ability to focus an intense beam of plasma which will burn anything it touches.

Defensive[]

  1. Children of Astraeus have the ability to summon a cluster of miniature stars directly in front of them which can be used to block incoming attacks; the stars, however, dissipate quickly.
  2. Children of Astraeus generate an orbit around themselves for a short time, all attacks and people near the user get caught in the orbit, causing them to fly around, unable to attack the user. The user cannot move while the orbit is active.

Passive[]

  1. Children of Astraeus are innately stronger during the night.
  2. Children of Astraeus have the innate ability to see in all directions at once during the night.
  3. Children of Astraeus can innately adapt to most natural planetary environments within reason, meaning they're less likely to die of heat stroke and hypothermia.

Supplementary[]

  1. Children of Astraeus have the ability to create temporary light sources, similar to concept of a flare, which will alight an area or blind an enemy for a short time.
  2. Children of Astraeus can manipulate the force of gravity of the planet and change the direction and force of it. They can cause items to float or stick to the ground for a short time or cause them to fly into a certain direction. Once the curse wears off, the item is immune to further use of it for a moderate time.
  3. Children of Astraeus have the ability to use the gravity pull of the planet to slow down enemies for a short time, giving them a high chance to avoid an opponent’s attack or prevent an opponent from avoiding one of the user’s attacks.
  4. Children of Astraeus can limit gravity’s effect on their own bodies, causing them to float up and fly. The longer they fly the more it drains them.

3 Months After Character is Made[]

  1. Children of Astraeus have the ability to conjure a small supernova, which will burn at anything in its wake on a 10m radius, as well as producing a loud booming sound coming from the explosion. It cannot differ friend from foe and will affect anyone or anything nearby.

6 Months After Character is Made[]

  1. Children of Astraeus have the power to cause up to three constellations to appear in their physical forms to fight alongside them. Each constellation will appear as an enlarged version of the thing it is based on except for human based constellations such as Orion which will be the size of a human. Constellations will dissipate after a short time, leaving the user moderately drained. Ex: If the user summons the Cancer constellation, it will be a giant crab that cannot be bigger than 2 or 3 times the size of the user.

9 Months After Character is Made[]

  1. Children of Astraeus have the ability to change the surface and mass of their bodies to reflect the surface and mass of a planet in the solar system of their choice for a short time. For example, if the user wishes to turn their body into flames, they would adopt the surface of Mercury. No matter which planet they choose to assimilate with, they will be extremely drained after the transformation and they can only use the power once per fight. They may switch planets while in this state. Ex: The user is reflecting Earth to reach an opponent and then reflects Mercury to attack them. Once in this state, they lose access to their other powers. Excluding those that are passive.


Traits[]

  1. Children of Astraeus often wield innate knowledge of constellations, space and other planets in the solar system.
  2. Children of Astraeus can tell the time, date and their location simply by looking at the sky.
  3. Children of Astraeus typically dream of becoming astronauts, to explore the stars and other planets.


Athena Powers[]

Athena on Theoi.com
Template:Athena Powers

Offensive[]

  1. Children of Athena have the ability to see each specific pressure point on another person and are proficient at striking them in order to immobilize or greatly pain another person for a short time.
  2. Children of Athena are changed during battle and become stronger and quicker in combat than a normal human could achieve.

Defensive[]

  1. Children of Athena are able to generate loose materials or manipulate any loose materials found around them to weave a wall. The wall obstructs the view of anyone facing them, and also blunts attacks. However, it does not stop attacks entirely, it is only capable of slowing the attacks down (possibly say that the wall will cut like a bunch of woven stuff or something ~ spiders and what not).
  2. Children of Athena, using their inclinations of battle and strategy, can most of the time, predict the course of action an opponent attacking them will take, and and are able to dodge or parry accordingly. However, if the prediction is wrong this may cost the child of Athena dearly.


Passive[]

  1. Children of Athena have the innate ability of hyper-cognition. They are able to perform more complex mental operations than a normal human could achieve. They are able to process thoughts and learning far quicker than others with little cognitive effort.
  2. Children of Athena have innate battle reflexes which allows them to fight and dodge quickly.
  3. Children of Athena are able to communicate with and command owls. If the user gives too many commands, the owls will become frustrated and disobey.

Supplementary[]

  1. Children of Athena have the ability to empower strength and intelligence upon nearby allies and instil fear upon nearby enemies with a deafening war cry for a short time.
  2. Children of Athena have minor telepathic abilities, making them able to telepathically communicate with their allies and read the current thoughts of an opponent’s mind. But this mind reading does not always work.
  3. Children of Athena through telepathy are able to alter the moods of a person or group of people for a short time. They are able to make an ally calmer and more courageous or an opponent panicked or depressed. Once a target has suffered from this power, they become resistant to it for a moderate amount of time.
  4. Children of Athena can curse an opponent, temporarily ruining their ability to formulate battle strategies for a short time. With this curse, the target would only think up rather silly and quite awful strategies. This gives the user a chance to attack or flee. Ex: The target would fake a heart attack and fall back on the ground, thinking the user would believe it and give up on the fight.

3 Months After Character is Made[]

  1. Children of Athena, due to the strength of their minds, are gifted with the ability of clairvoyance. They are able gain information about an object, person, location or physical event through means other than the known human senses, for example beyond their normal sensory range or when unable to use their physical senses. Some techniques of clairvoyance are veridical dreaming, scrying and parasight.

6 Months After Character is Made[]

  1. Children of Athena can curse an opponent with severe stupidity and ignorance, temporarily stripping them of their intelligence and knowledge. The curse can cause an opponent to lose their common sense, fighting skill and tactical abilities. The target could even be unsure how to swing a sword or use their powers properly. After a short time, the curse will wear off and the target will regain their intelligence and knowledge. Their minds will be resistant to further use of the curse for a moderate time and the user will be substantially drained.

9 Months After Character is Made[]

  1. Children of Athena can turn into a normal sized owl of whichever species they select for a short period of time, allowing them flight. The user has the option to grow into a giant owl, it can be up to 2 to 3 times bigger than their size as a human. This will make the transformation more draining. As a giant owl, the user would be twice as fast as a normal owl mid-flight, be able to transport allies and possess a very loud scream. After the transformation, they are extremely drained. Unable to move and they could possibility faint.


Traits[]

  1. Children of Athena are normally very intelligent, wise and clever. Able to easily excel in school.
  2. Children of Athena tend to be very adept at weaving, pottery and other crafts.
  3. Children of Athena typically have the potential to become great soldiers, agents or generals. Able to perform remarkable feats within the Military.
  4. Children of Athena can grow up to make great scholars, teachers, professors and scientists.


Boreas Powers[]

Boreas on Theoi.com
Template:Boreas Powers

Offensive[]

  1. Children of Boreas can create an incredibly cold wind around an opponent, the wind will follow them no matter what for a short time. The wind would make the user feel as if it’s 15 degrees (fahrenheit), distracting them and making them vulnerable to attack.
  2. Children of Boreas have the ability to conjure up to ten long lances of ice which can surge forward and impale an opponent.

Defensive[]

  1. Children of Boreas have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Boreas can heal themselves by using ice, absorbing frozen energies which can freeze molecules, renew damaged cells, and also stop bleeding. This can be used to quickly heal minor wounds and slowly heal major, but not fatal, wounds. Ice healing only affects children of Boreas, Khione and Ice/Snow Nymphs as they are the only ones who can draw power from the snow.

Passive[]

  1. Children of Boreas are inherently resistant to the cold, including hypothermia and frostbite.
  2. Children of Boreas are inherently stronger during the winter or on any cold days.
  3. Children of Boreas always emit an aura of coldness, making others around them feel slightly cold. The user can shut it off for a long time if they choose to.
  4. Children of Boreas can turn water into ice or make it severely cold with a cool breeze.

Supplementary[]

  1. Children of Boreas have the ability to hover or fly, however, the longer they fly the more it drains them.
  2. Children of Boreas can apply the power of 3rd or 4th degree frostbite to an opponent’s weapon, freezing it to the point that it becomes fragile and easily breakable. It only lasts for a short time, after which the weapon reverts to it’s normal temperature.
  3. Children of Boreas can create armor and weaponry out of ice. The larger the size and quantity of the weapons, the more energy is drained. They can also infuse existing weapons with ice in order to make them stronger.
  4. Children of Boreas can call upon the icy winds in order to speed up their movements and attacks.

3 Months After a Character is Made[]

  1. Children of Boreas can create a hail storm, with up to baseball size hail for a short time. The storm will produce powerful, freezing winds. The hail will fire in whatever direction the user wishes, the user will be somewhat drained once the storm subsides.

6 Months After a Character is Made[]

  1. Children of Boreas can create an ice dragon lacking wings, a semi-living construct creature of ice that could be called an ice drake, no larger than 2 to 3 times the size of the user, to fight for them for a short time. This drake attacks with frost breath which can damage and freeze opponents. While the Drake is active, the user has a hard time moving and afterwards must rest between making another one.

9 Months After a Character is Made[]

  1. Children of Boreas can shed their flesh and transform their bodies into pure cold air which grants them temporarily immunity from attacks as well as drastically enhances their current ice powers. This ability only lasts for a short time and the user will be left heavily drained and unable to move for some time and could possibly faint after the ability dissipates.

Traits[]

  1. Children of Boreas are often ambidextrous, a trait they share with Notus' children.
  2. Children of Boreas have a natural preference for places in the Northern Hemisphere, the further North the better. They also prefer anywhere cold in general.
  3. Children of Boreas are naturally skilled at ice fishing.
  4. Children of Boreas make excellent navigators due to their ability to always find North.


Cybele Powers[]

Cybele on Theoi.com [[Template:Cybele Powers}}

Offensive[]

  1. Children of Cybele have the ability to transform any aspect of earth 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 an someone. When the tornado's at it's fastest, 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.If the user attacks while this power is in effect, it automatically wears off. So the power is purely defensive.
  2. Children of Cybele are able to create a earth wall, no larger than 2 to 3 times the size of the user, to temporarily block attacks.

Passive[]

  1. Children of Cybele have the innate ability to communicate with all wild animals.
  2. Children of Cybele become more sensitive to their surroundings and feel stronger when in mountains, caves and forests.
  3. Children of Cybele heal faster when they touch a piece of nature such as a tree or a flower.

Supplementary[]

  1. Children of Cybele can telekinetically move elements of nature, such as rocks, plants and vines. The part of nature must be roughly two to four meters away from the child, cannot be 2 or 3 the size of the user. The bigger the element of nature and the more elements moved, the more energy is drained.
  2. Children of Cybele can create small boulders roughly two times the size of the child, this can be used for a diversion, hiding, or thrown as a weapon. However the longer the boulder 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, as well as take control over animals that others are controlling (such as a child of Zeus with birds or a child of Poseidon with horses etc.). The larger the group of animals, the more energy is drained.
  4. Children of Cybele can use dirt, mud, rock, stone, etc to teleport anywhere on Earth. Which could be known as Earth-Travel. The user merges with the earth beneath them and reforms elsewhere. The further they travel the more energy it drains.

3 Months After Character is Made[]

  1. Children of Cybele have the ability to create quicksand pits around a small area for a short time, the larger the quicksand pit is, the more energy is drained.

6 Months After Character is Made[]

  1. Children of Cybele can create a powerful quake affecting everything within 10 meters of them. The power of the quake can be scaled depending on how long the user wants it to last. A quake that just knocks the opponent over may last 20 seconds. A quake that throws them a few feet in the air may last 5. Finally, the whole quake may be focused into a single shock-wave with the power to bounce a car a half meter or so. This requires several moments of focus beforehand, lasts only a few seconds, and can only be used once every few hours. During the quake, the user is immobile. The user is quite drained after the earthquake subsides.

9 Months After Character is Made[]

  1. Children of Cybele have the ability to morph into a lion/lioness for a short time. They can turn into either a full lion or a humanoid cat form. In the human/lion form, they are twice as faster and stronger than before. Their senses are also quite sharper as well. They also tend to be more violent and volatile in this state. Once the transformation ends, the user is extremely drained. Using the hybrid form is more draining rather than the full lion form. They will not be able to move and could possibly faint.

Traits[]

  1. Children of Cybele typically love animals and act protective of them. Becoming vegetarians and taking on many pets are common actions for her children.
  2. Children of Cybele tend to excel at rock climbing, mountain climbing, etc.
  3. Children of Cybele normally love being outside and enjoying what nature has to offer. Even to the point where they possess an intense love and overprotective spirit over nature.
  4. Children of Cybele will often grow up to be zoologists, geologists, veterinarians, ecologists etc.


Deimos Powers[]

Deimos on Theoi.com
Template:Deimos Powers

Offensive[]

  1. Children of Deimos have the ability to send a wave of terror out in front of them which causes anyone affected by it to imagine something they fear; the bigger the wave, the more energy used. This can leave them vulnerable to attack.
  2. Children of Deimos have the ability to unleash their battle-lust and fight to their full potential; however, they are temporarily blind to friend or foe and attack anyone nearby.

Defensive[]

  1. Children of Deimos can become resistant to all types of physical attacks for a short time.
  2. Children of Deimos can send out waves of terror and fear that may paralyze an opponent and cause them to stop attacking for a short time. But the user cannot attack the opponent while the paralysis is in effect.

Passive[]

  1. Children of Deimos are immune to any senses of fear and terror, making it impossible for them to get scared and panic in battle.
  2. Children of Deimos are innately proficient in most forms of combat and hold a higher state of physical prowess.
  3. Children of Deimos emit an aura of fear and terror, making people at least slightly afraid when near them. They can turn it off for a long time if they wish.
  4. Children of Deimos know the fears of everyone around them, as well as how a person is likely to cope with that fear.

Supplementary[]

  1. Children of Deimos have the ability to calm the fear of others.
  2. Children of Deimos are able to project a person’s worst fears into their mind, causing temporary trauma and confusion into them. This power is only active for a short time, and loses some of its effect the more it is used on the same person.
  3. Children of Deimos have the ability to conjure a real version of someone's worst fears, however, the child of Deimos is not able to control the conjured fear and is susceptible to them as well; they are also drained of a moderate amount of energy when the fear is conjured.
  4. Children of Deimos have the inhuman ability to leap great distances at once which can be used to dodge or attack. Upon landing, a small tremor is unleashed which causes anybody within a few feet to lose their balance.


3 Months After Character is Made[]

  1. Children of Deimos have the ability to focus on a person’s fears and mimic the abilities of that fear for a short time. If the user focuses on a pyrophobe, they will get some powers over fire. If the target is scared of a specific animal, they gain some abilities of the animal. (If the feared animal is a spider, the user will be able to generate webs from their wrists and crawl on walls.) And if the target is afraid of death, the user can drain some of their life-force and make them think they’re about to die. This power cannot be used to become incredibly powerful or instantly kill and the power can only be used once in a fight.


6 Months After Character is Made[]

  1. Children of Deimos can turn the fear and terror of others around them into emotional energy and then tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence; however, only up to 3 combative/non-combative items or 1 semi-living construct can be conjured at a time and it cannot be larger than roughly 3 times the size of the one that conjured it. The longer they maintain combative/non combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive. The fear constructs will terrify/scare anyone they touch.

9 Months After Character is Made[]

  1. Children of Deimos have the ability to become a spirit made entirely of terror. In this state, they can change into a tangible form of someone or a group’s worst fear. The tangible form of the fear is the same size as that fear exists in naturally, is immune to all attacks, and the fear’s strength is greatly increased from its natural strength. The more the user is feared, and the more the form the user is in is dreaded, the stronger the user’s form is. The user can only stay in this state for a short time, after leaving this form, the user will be extremely drained, not able to move and could possibly even faint.

Traits[]

  1. Children of Deimos are known to hate the idea of losing people they care about.
  2. Children of Deimos typically enjoy fighting and combat, since their father is considered a war god.
  3. Children of Deimos normally love scaring people and watching them drown in fear and terror, making Halloween a special holiday for them.


Demeter Powers[]

Demeter on Theoi.com
Template:Demeter Powers

Offensive[]

  1. Children of Demeter have the ability to shoot poisonous pine out from their hands which acts as a powerful paralytic for a short time.
  2. Children of Demeter can create weapons made from plants, flowers, and trees in order to aid them in combat. The larger the weapons, the more energy is drained. Flowers, plants, and trees, can also be reshaped to reinforce existing weapons and only one weapon may exist at a time.
  3. Children of Demeter can use the same offensive powers as Children of Persephone

Defensive[]

  1. Children of Demeter have the ability to create a large protective dome of thick plants around them for a short time. Although they will die after a few moments.


Passive[]

  1. Children of Demeter have the innate ability to talk plants to life, either making them grow more quickly or bringing them back from a recent death.
  2. Children of Demeter can understand the overall well-being and conditions of plants, as well as fully interpret their emotions and communicate with them.
  3. Children of Demeter are always surrounded by an aura that normally causes plants to grow where they have walked. They can shut it off for a moderate time if they wish.
  4. Children of Demeter are innately stronger during the Spring and Summer months due to the happiness of Demeter with the return of Persephone.

Supplementary[]

  1. Children of Demeter have the ability to create ropes of vines and telekinetically move them.
  2. Children of Demeter can create and control sap, the sticky substance, distract an opponent ,bind their bodies in it and cloak themselves in a coat of sap that grants extreme resistance to physical attacks due to most weapons simply sticking to the thick sap. .
  3. Children of Demeter are able to make plants (i.e. grain, barley, corn, etc) grow so tall that it hampers the movements of those around them for a short time; the longer they maintain the growth, the more energy it drains.
  4. Children of Demeter have the power of Plant Travel which grants them the ability to teleport from one plant to another. A small tree, patch of grass or even a flower will suffice. The further the distance traveled, the more energy is drained.

3 Months After Character is Made[]

  1. Children of Demeter have the ability to create a Venus Flytrap, roughly two to three times the size of the user, which will attempt to swallow anything that comes near it. It will only appear for a short time before dissipating.

6 Months After Character is Made[]

  1. Children of Demeter have the ability to animate a tree to the point that it can walk around and fight for the user. The animated tree will be quite strong and durable and unable to feel pain. It only lasts for a short time and more energy will be drained depending on the size of the tree. Only up to 3 trees can be animated at a time.

9 Months After Character is Made[]

  1. Children of Demeter can transform their bodies structure to match that of a plant’s for a short time. The user will be a humanoid plant, the type of plant will be completely up to their choice. As long as it’s not poisonous or carnivorous. In this form, the user is immune to pain and can quickly regenerate from any injury, their existing chlorokinetic abilties are stronger as well. Once the transformation ends, the user will be extremely drained. Unable to move and could possibly faint.

Traits[]

  1. Children of Demeter are normally good cooks, as their mother is the goddess of harvest and agriculture.
  2. Children of Demeter generally grow up to be excellent gardeners and farmers, possessing a love and talent for raising plant life.
  3. Children of Demeter tend to be much happier during the spring and summer and often very sour and grumpy during the fall and winter.
  4. Children of Demeter often have a taste and love for bread.


Dionysus Powers[]

Dionysus on Theoi.com
Template:Dionysus Powers

Offensive[]

  1. Children of Dionysus have the ability to force a state of mild drunkenness on another person for a short time. Depending on their mood, the state of mind they force can either be drunken ecstasy, drunken confusion, drunken frenzy, or drunken sadness.
  2. Children of Dionysus are able to manipulate wine into streams and use them for their will; this can appear in the form of one powerful direct stream that acts as a hose, or having multiple thin but powerful streams with the ability to make hairline cuts across a user’s body.

Defensive[]

  1. Children of Dionysus can null the pain of any wound for a short time.
  2. Children of Dionysus have the ability to create a field of energy around them, anyone who steps through it will feel intense thought of madness and insanity. The opponent will be driven mad and completely forget about the battle or the user. This power is purely for defensive use, since the user cannot move while the field is in place.The longer the field is kept up, the more energy is drained. If an opponent already taken by the insanity attempt to attack the user, they will see horrible hallucinations which will make it even harder to attack. Once the field vanishes, the target immediately regains their sanity.

Passive[]

  1. Children of Dionysus have the ability to shift between states of drunkenness, to their choosing.
  2. Children of Dionysus can turn any beverage into wine and create small amounts of it out of nothing.
  3. Children of Dionysus emit an aura of drunkenness, people would at least feel slightly tipsy around them. It can be shut off for a long time if they please.
  4. Children of Dionysus can beckon any feline within a 50ft radius (15.25 meters) to their need, however, the more felines they call, the more impossible it is to give them commands/ command them.

Supplementary[]

  1. Children of Dionysus have the ability to create thick ropes of grape vines which can be used for a multitude of purposes. The user may telekinetically control the vines.
  2. Children of Dionysus can enhance themselves through wine consumption. This can help them quickly heal minor wounds, sharpen their senses or focus, or increase their stamina; however if they consume too much wine, the user may become unpredictable.
  3. Children of Dionysus can cause someone to hallucinate things that aren't really there, the longer they maintain the hallucinogenic state the more energy it drains.
  4. Children of Dionysus have the ability to create a wine variant with the ability of weakening someone’s immune system and giving them symptoms similar to food poisoning (ie; weak limbs, vomiting, cramping, nausea, diarrhea.)

3 Months After a Character is Made[]

  1. Children of Dionysus are able to turn into a predatory cat for a short time. Such as lions, cheetahs, leopards or panthers. They can turn into either a full big cat or a humanoid cat form. In the human/big cat form, they are twice as fast and stronger than before. Their senses are also quite sharper as well. They also tend to be more violent and volatile in this state. Once the transformation ends, it’s hard for them to remember what it’s like to be human. They may continue to display cat behavior. Using the hybrid form is more draining rather than the full cat form.

6 Months After Character is Made[]

  1. Children of Dionysus have the power to let off wine mist from their pores, allowing it to spread out up to a football field’s length. Those who inhale said mist can feel the symptoms of a hangover which are: muscle soreness, dehydration, dizziness, headaches, lightheadedness, vertigo, sweating, heartburn, nausea, sensitivity to lightness and sound, a faster heart rate, indigestion, and irritability. They themselves are immune to the effects of the mist, but no one else is (this includes allies). The larger the surface area the mist travels, the less potent it is. This means that at a football field’s length it only feels like a mild hangover, but concentrated in small areas, or small enclosed areas, it is a rather raging hangover. They do not have control over dispersing the mist, but it can be blown away using fans and airing.

9 Months After a Character is Made[]

  1. Children of Dionysus have the ability to inspire maddening dedication and obsession from an enemy or ally, causing them to dedicate themselves to their cause. It can only be used on one person at a time, or five monsters at a time. The more sentient the creature, the harder it is to use (ie, manticores are more like people, same with empousa, so not as many can be controlled because of their higher sentience. It becomes more difficult per mind and per sentience of mind.) The longer the power is used, the more confused and unfocused the user gets, making it harder to use any powers. Side effects of this power on the those it is used on is blacking out during these moments, and forgetting they were in this state. If used too much, the user can be left unable to have the concentration to use any powers for a period of time.

Traits[]

  1. Children of Dionysus generally have a taste for alcohol and partying.
  2. As Dionysus is the patron of plays, playwrights and acting, his children often make good actors and playwrights.
  3. Children of Dionysus are typically fond of and are favored by predatory cats, nymphs and satyrs.
  4. Children of Dionysus tend to give into thoughts of madness and insanity.
  5. Children of Dionysus are prone to being unpredictable in the eyes of others.
  6. Children of Dionysus can immediately know the age, type, and quality of wine just by tasting it.
  7. Children of Dionysus can innately tell if wine grapes are good for harvesting.
  8. Children of Dionysus are popular among people, and can be prone to having stalkers or groupies.


Elpis Powers[]

Elpis on Theoi.com
Template:Elpis Powers

Offensive[]

  1. Children of Elpis can summon small, combustible jars that explode upon impact when thrown at enemies. These jar bombs release minimal shrapnel (i.e.: several large shards that make a blunt impact, not countless tiny shards that can pierce the skin) and cause a mild feeling of negativity and unease to linger over the area of the explosion. The more bombs summoned, the more energy they use.
  2. Children of Elpis can hope for an event to happen (e.g.: for an attack to hit or for them to remember where they misplaced an object) to slightly increase the chances of that event occurring, but with no guarantees, it'll happen. Hoping for events that are outlandish or overly specific (e.g.: for their opponent to spontaneously catch on fire as meteorites rain from the sky) has virtually no effect, since the chances of those events occurring are extremely low in the first place. The more strongly they hope for an event to happen, the more effective the boost will be, but the more energy they use. This ability must be selectively activated: if children of Elpis hope for an event without deliberately intending to boost the chance of that event occurring, they will not use energy but thus will not receive the boost.
  3. Children of Elpis can fire an intense, golden beam of fiery hope which will burn anything it touches.

Defensive[]

  1. Children of Elpis can blind an opponent with hope. This affects all forms of sight (spiritual vision, foresight, seeing potential futures, etc.) beyond just physical sight. Children of Elpis can maintain this ability indefinitely, but they themselves will be blinded by hope for the entire duration they maintain it.
  2. Children of Elpis can rapidly summon a large Greek jar (pithos) around themselves to act as a resilient shield. The lid of the jar can be removed, but anyone who tries to open it in such a manner immediately feels sick and is hit by a wave of negativity and unease. The jar disappears after the user exits it.

Passive[]

  1. Children of Elpis radiate an aura of hope and optimism which can be suppressed through conscious effort. Furthermore, they have the ability to detect how hopeful people near them are feeling.
  2. Children of Elpis do not tire as easily when they have their hopes up. They are more energetic and heal more quickly in locations where hope is especially strong.
  3. Children of Elpis see potential positive futures and ways to achieve them, though they have difficulty visualizing negative futures.
  4. Children of Elpis feel comfortable in small, confined areas (e.g.: inside a pithos they summon for defense). They can breathe freely in tight, enclosed spaces without running out of air, as long as the enclosed space is not filled with a substance such as water or sand.

Supplementary[]

  1. Children of Elpis can project their consciousnesses to locations where hope is especially strong. Although they can see, hear and smell their projected surroundings, they are unable to touch anything. They appear to onlookers as faint, intangible apparitions, and their physical bodies are unable to move during consciousness projection. The longer they project themselves, the more energy they use.
  2. Children of Elpis can summon a pair of shining, golden wings that allow them to fly briefly. The longer they fly, the more energy they use.
  3. Children of Elpis can bolster their teammates' spirits through their motivational words and actions, granting them a boost of hopeful energy in combat.
  4. Children of Elpis can summon several pithos to hold objects or act as decorations. Maintaining these constructs requires concentration, for they disappear once the user stops concentrating on them.
  5. Children of Elpis can emit a faint golden glow to brighten their surroundings in the dark. They can glow more brightly in locations where hope is especially strong.

Passive[]

  1. Children of Elpis radiate an aura of hope and optimism which can be suppressed through conscious effort. Furthermore, they have the ability to detect how hopeful people near them are feeling.
  2. Children of Elpis do not tire as easily when they have their hopes up. They are more energetic and heal more quickly in locations where hope is especially strong.
  3. Children of Elpis see potential positive futures and ways to achieve them, though they have difficulty visualizing negative futures.
  4. Children of Elpis feel comfortable in small, confined areas (e.g.: inside a pithos they summon for defense). They can breathe freely in tight, enclosed spaces without running out of air, as long as the enclosed space is not filled with a substance such as water or sand.

3 Months After Character is Made[]

Children of Elpis can blind more than one person with hope at once. If this power is used, it will simultaneously blind everyone, friend or foe alike, within what would be their field of view. Children of Elpis can maintain this ability indefinitely, but they themselves will be blinded by hope for the entire duration they maintain it.

6 Months After Character is Made[]

Children of Elpis can summon a pithos containing an essence of negativity, representing a negative spirit that was trapped inside Pandora's Jar alongside Elpis. When the essence of negativity is released, it will plague a single target for several minutes, affecting the target differently depending on which negative spirit it represents. Children of Elpis can choose only one essence of negativity to summon at a time and will feel moderately drained afterward.

  1. The essence of disease (representing the Nosoi) causes the target to feel sickly and nauseated once released. The target may develop a fever and shiver uncomfortably, and their limbs may feel weaker than normal due to illness. In rare cases, the target may spread the disease to their nearby allies, causing them to experience similar symptoms.
  2. The essence of pain (representing Achos) causes the target to feel sharp, stinging pain across their entire body once released. The target may develop headaches, and they will experience greater pain when moving or being hit.
  3. The essence of hunger (representing Limos) causes the target to feel a deep, insatiable hunger--like someone who hasn't eaten in a week--once released. The target may be distracted by the severity of their hunger during combat and will feel much less energetic than usual.
  4. The essence of despair (representing Oizys) causes the target to feel hopeless and distressed once released. Though they experience no physical discomfort, the severity of their mental pain will be strong enough to distract them during combat. Thrown into the depths of despair, they may be overwhelmed by anxiety and will have difficulty summoning the motivation to keep fighting.
  5. The essence of insanity (representing Mania) causes the target to have difficulty thinking rationally once released. The target may make abrupt, uncontrollable movements and may mutter nonsensically or laugh crazily. They will have little to no sense of self-preservation for the duration they are targeted.
  6. The essence of old age (representing Geras) causes the target to feel decades older once released. The target may have much lower energy than usual and will have aching joints that noticeably slow down their movement and reaction speed.


9 Months After Character is Made[]

Children of Elpis can draw power from all the hopeful actions or environments they’ve witnessed, committed, or visited in their lives in order to become an embodiment of pure hope. This would make them more powerful and immune to all attacks, enhancing both their physical prowess and power over hope. In this state they retain access to their other powers, enabling them to fly freely using their golden wings, to passively radiate hope among their surroundings, etc. This only lasts for a short time, after which the user will be extremely exhausted and unable to use this ability for at least a day. However, the more frequently children of Elpis use this ability, the more hope they will have experienced in their lives, so later uses of this ability will be progressively stronger than the first.


Traits[]

  1. Children of Elpis tend to have inspirational, uplifting personalities.
  2. Children of Elpis tend to make natural-born leaders, revolutionaries, and motivational speakers.
  3. Children of Elpis tend to be highly driven to make their hopes and dreams come true.
  4. Children of Elpis tend to have good mental and physical health.


Eris Powers[]

Eris on Theoi.com
Template:Eris Powers

Offensive[]

  1. Children of Eris have the ability to focus an intense beam of chaotic energy which will burn any organic matter it touches. Any inorganic matter it touches begins to slightly break, warp and disintegrate.
  2. Since Eris could be considered a war goddess, her children can decrease an opponent’s strength and combat abilities for a short time, leaving them vulnerable to attack.

Defensive[]

  1. Children of Eris have the ability to create a field of chaotic energy around them for a short time, which stuns anyone who steps inside of it and deflects attacks.
  2. Children of Eris can become resistant to all types of physical attacks for a short time.

Passive[]

  1. Children of Eris are innately stronger in times of battle or any other kind of chaos.
  2. Children of Eris emit an aura of chaos and discord, making people around them more likely to misbehave and start fights. They can shut it off for a long time if they wish.

Supplementary[]

  1. Children of Eris have the ability to force a state of confusion upon another person for a limited time, allowing the child of Eris to attack or flee freely.
  2. Children of Eris can create a short lived “storm of strife” which causes everything within it to change, warp, or break. The effects are random, but typically powerful and can stretch over a wide area depending upon the amount of energy put into it, the larger the field, the more energy it drains.
  3. Children of Eris have the ability to cause a group of people or animals to become irrational and fight amongst themselves for no reason for a short time. Which can give the user a chance to attack or flee.
  4. Since their mother was depicted as a winged goddess, children of Eris can sprout wings for a short time, this enables them to fly; the longer they maintain this state, the more energy it drains. They must rest between flights and cannot make long distance traveling without resting often. However the wings are vulnerable to injuries and magic; they can also be customized to the user’s preference.

3 Months After Character is Made[]

  1. Children of Eris can create a small explosion of chaotic energy at a range of about 12 meters, but the blast radius is only about 5 meters and it takes a few seconds to explode, during which the point of the explosion sparks and pops.

6 Months After Character is Made[]

  1. Children of Eris can use their powers over chaos to affect reality in an illogical way. For example, they can splash water on an opponent and cause severe burns and get hit with a hammer and it will just tickle. Only one aspect of reality can be thrown into chaos at a time and it will only be in effect for a short time. Afterwards, the user will be substantially drained. The power cannot be used so that it would cause severe damage, such as breathing or blinking would cause their brains to explode.

9 Months After Character is Made[]

  1. Children of Eris can draw power from all the chaotic actions and desires they’ve seen, felt, or committed in their lives and become an embodiment of chaos. This would make them more powerful, making them immune to all attacks, enhancing their physical prowess and power over chaos they previously possessed. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time and could even faint.

Traits[]

  1. Children of Eris are often quick to cause arguments, misbehave and fights between others.
  2. Children of Eris are normally competitive and enjoy stirring up feelings of rivalry.
  3. Children of Eris sometimes have in interest in war and combat, especially the strife and bloodshed.


Eros Powers[]

Eros on Theoi.com (Not to be confused with the older protegenoi Eros, here)
Template:Eros Powers

Offensive[]

  1. Children of Eros can manipulate the thoughts of a person for a short period of time in order to make them able to only think about the person or thing they love or favor most. Once used on a person it becomes ineffective on that person for a moderate amount of time.
  2. Children of Eros have the ability to focus an emotional energy beam out of their love, which will burn anything it touches.

Defensive[]

  1. Children of Eros can cause people of the gender they are attracted to, to lose all desire to attack them for a short time (in the case being that they are bisexual or pansexual etc it would be only people with the same gender of their current or most recent partner). Once the child is attracting someone, they cannot attack. So the power is purely defensive.
  2. Children of Eros can generate a veil of the emotional energy from the feeling of love, the veil will protect them from damage for a short time, but cannot be used if the child does not have the love to fuel it.

Passive[]

  1. Children of Eros cause anyone of the opposite gender to be, at least slightly, attracted to them, they also attract people of the same gender that consider themselves gay or lesbian.
  2. Children of Eros are innately proficient archers.
  3. Children of Eros have a partial resistance to charmspeak, charm-touch etc.
  4. Children of Eros can detect emotional ties between different people, if they’re lovers, friends etc. and can find out about someone’s previous partners, including: if they had sex, and how long the relationship lasted. They can also easily tell their sexuality and ideal partner, it works better the more emotionally concerned the child of Eros is for the target.

Supplementary[]

  1. Children of Eros can manipulate the feeling of love of people by either removing it or increasing it towards themselves or other people. This is temporary and requires a lot of energy, although using it towards oneself requires less than if it were towards other people. Ex: They can make someone love and admire them, or hate them, or make best friends hate each other, or two enemies feel love for eachother.
  2. Children of Eros can infuse emotional love magic into their arrows or any other weapon in their possession, if the weapons hits the intended target, the target will temporarily fall in love with the first object or person they see for a moderate time. After which, the target is immune to further use of it for the rest of the fight. (Note:The Love magic works better when used with arrows though.)
  3. Children of Eros can decrease or increase someone’s lust, such as increasing a desire for sexual intercourse or simply wiping it out. An increase in sexual desire can be resisted by sheer willpower and will only last for a short time, this depends on the magnitude of the target’s sexual desire before it was attempted to be altered.
  4. Since their father was depicted as a winged god, children of Eros can sprout wings for a short time, this enables them to fly; the longer they maintain this state, the more energy it drains. They must rest between flights and cannot make long distance traveling without resting often. However the wings are vulnerable to injuries and magic; they can also be customized to the user’s preference.

3 Months After Character is Made[]

  1. Children of Eros can infuse magic into their grasp, and ‘charm-touch’ another person into doing their will or revealing a secret to them. The person will remain under the control of the charm-touch for a few minutes or until control is relinquished, and the child of Eros must touch the skin of the person they want to affect. ‘Charm-touch’ is considered more powerful and can override charmspeak due to the fact the user must make physical contact with the target.

6 Months After Character is Made[]

  1. Children of Eros are now able to channel their loving emotional energies to construct combative and non-combative objects, formed one at a time and no more than 2 to 3 times the size of the user, which takes on beautiful, magnificent and seemingly harmless appearances depending on the user's preferences. They can also create semi-living constructs under the user’s complete control. However, their ability to use the power, and control the construct, is hindered before or during use when they experience emotions that are like hate or malice. As these emotions are felt, the strength of the object begins to fade, becoming dull and brittle.

9 Months After Character is Made[]

  1. Children of Eros can feed off the love they’ve given or received in their lives and become an embodiment of love. This would make them more powerful, immune to all attacks, enhancing their physical prowess and power over emotional energy they previously possessed. This only lasts for a short time, after which the user will be so exhausted they would lack the ability to even move for some time.

Traits[]

  1. In some cases Children of Eros tend to be fiercely loyal and compassionate to their loved ones, friends, and family. In other cases, they love creating romantic strife. Cheating on partners, seducing others already in relationships etc.
  2. Children of Eros tend to be very flirty and attractive, causing them to retain a youthful skin/hair/facial appearance than others after completing puberty.
  3. Children of Eros tend to be very mischievous and cunning, often seen making plans to prank or matchmake other campers.
  4. Children of Eros typically get along with children of Aphrodite.


Hades Powers[]

Hades on Theoi.com
Template:Hades Powers

Offensive[]

  1. Children of Hades can create and launch long shards of obsidian from their palms.
  2. Children of Hades can create small fissures in the ground which spew plumes of hellfire for a few moments before closing. The hellfire is more powerful than normal fire, but can also harm the user, so this power must be used carefully.

Defensive[]

  1. Children of Hades have the ability to create a dome of hardened earth and gemstones, roughly two or three times the size of the user, which can be used to block attacks for a short time.
  2. Children of Hades can conjure a set of very durable bone armor around themselves which grants enhanced protection against physical attacks. After a time, the armor grows brittle and falls off the user’s body.

Passive[]

  1. Children of Hades are able to communicate with and command the dead, and are able to sense spirits or other undead beings.
  2. Children of Hades are able to communicate with and command hellhounds they encounter.
  3. Children of Hades can sense when a mortal, half-blood, nymph/spirit that they know has died through a "buzzing" in their ears.
  4. Children of Hades are able to instantly destroy undead in a single attack.

Supplementary[]

  1. Children of Hades have the ability to Shadow Travel, to teleport from shadow to shadow; the further the distance, the more energy drained.
  2. Children of Hades have a heightened control over undead and can usurp dominance from others who control undead who aren’t also children of Hades.
  3. Children of Hades can telekinetically shape and control dead matter. The more matter moved, the more the user is drained.
  4. Children of Hades can perform rites to summon a specific ghost from the underworld for a time, using offerings of their choice. The more offerings given and the more specific they are to the intended ghost, the more likely they are to appear. Ghosts that have been granted reincarnation, or are trapped Tartarus or the Fields of Punishment, cannot be summoned.
  5. Children of Hades can bend shadows around them, concealing them for a short time.


3 Months After Character is Made[]

  1. Children of Hades are able to summon skeletal/zombie humanoids/animals to do their bidding. The more animals summoned and the bigger they are, the more energy is drained. Any armor/weaponry the undead possess increases the strain of the summoning. The undead can then be commanded telepathically their summoner. The longer they are summoned, the more the summoner is drained of their energy.

6 Months After Character is Made[]

  1. Children of Hades are to project their consciousness into any undead minion they command, taking direct control of their senses, movements and actions. However, their own body is left vulnerable for the duration.

9 Months After Character is Made[]

  1. Children of Hades are capable of entering into a contract with a willing soul, either prior to their death or after meeting them as a ghost. Once a contract is made, the user gains the ability to summon the spirit into an undead recreation of its former body, formed from the earth, to fight alongside them for a time. The undead would retain all of the skills and physical abilities they had in life, including weaker versions of any special powers. When the summoning ends, or the spirit's summoned body is destroyed, the user is left heavily drained and could possibly faint. Only one contract can be held at a time.


Traits[]

  1. Children of Hades have innate knowledge of the Underworld, able to guide themselves and allies to how to enter,explore and escape the Underworld. (as long as they aren’t already dead)
  2. Children of Hades tend to have dark attitudes and appreciate shadowy places.
  3. Children of Hades typically have an appreciation for the earth, feeling more comfortable on the ground rather than being in the sky or the sea.
  4. Children of Hades often grow up to make great morticians.


Harmonia Powers[]

Harmonia on Theoi.com
Template:Harmonia Powers

Offensive[]

  1. Children of Harmonia can persuade a pact with a single person at a time, making it so that each of them receives a lesser effect from every wound; however, any wound that one of them receives, the other receives as well, to the same lesser degree. This is not forced however, combined with passive 2, it can be very effective.

Defensive[]

  1. Children of Harmonia have the ability to charm a single weapon into being unable to be used for any sort of offense for a short time.
  2. Children of Harmonia can force a state of reasoning to talk to, and understand anyone who has intentions to harm them. User will be able to understand the language/verbiage best comprehended by their aggressor, and in turn speak said language/verbiage. This includes monsters and animals. There is no guarantee they will persuade them out of harming them.
  3. Children of Harmonia can teleport away an enemy to a nearby area of peace. This can only happen upon their initial strike attempt. If the enemy catches up to the user, the user cannot teleport them away again.

Passive[]

  1. Children of Harmonia have an innately faster rate of healing than other people.
  2. Children of Harmonia have an aura of ease that can cause people to form friendships more easily, or reach agreements more easily around them. This aura can be turned off.
  3. Children of Harmonia are stronger and have more stamina when among friends. Making a new friend can boost their strength even more.
  4. Children of Harmonia can sense where there are areas of peace, and by process of elimination, guess where there are areas of unrest.

Supplementary[]

  1. Children of Harmonia have the ability to slightly calm the minds of everyone near them, no matter what side they are on.
  2. Children of Harmonia have the ability to charm a weapon for a brief period of time so that it heals wounds, rather than causing them.
  3. Children of Harmonia can make it so any defenseless person/creature around them becomes intangible so that attacks go through them, if being attacked without provocation. This state can only last as long as they concentrate.
  4. Children of Harmonia can teleport away allies to places of peace and harmony. The more people this is used on at once, the less distance is covered.

3 Month After Character is Made[]

  1. Children of Harmonia have the ability to greatly amplify the abilities and powers of a group of people near them. The more people they amplify, the more drained they become.

6 Months After Character is Made[]

  1. Children of Harmonia have the power to make an opponent’s semi-living construct and/or animal ally THEIR ally instead, by inducing a powerful desire for harmony. The construct/ally will instead turn to their original owners and do everything they can to stop them from fighting, attempting to not injure in the process. The more allies and constructs the user usurps control from, the more energy is drained.

9 Months After Character is Made[]

  1. Children of Harmonia can create a zone of safety where no harm can pass, and that speeds up recovery of all injured within the zone. People may attempt to fight, but ultimately, no damage can be done. No one may incapacitate them, however, the longer they sustain the zone, the more likely they are to faint. No one is immune to this zone.

Traits[]

  1. Children of Harmonia tend to have well balanced and harmonious personalities.
  2. Children of Harmonia are good at overseeing treaties between people.


Hebe Powers[]

Hebe on Theoi.com
Template:Hebe Powers

Offensive[]

  1. Children of Hebe have the ability to force the effects of age upon a person for a short time; making them feel pain and cause their movements to be slow and sedated.
  2. Children of Hebe can become temporarily changed during battle and become even stronger and quicker in combat than they were before, for a short time.

Defensive[]

  1. Children of Hebe can become resistant to all types of physical attacks for a short time.
  2. Children of Hebe can cause an opponent to feel aching bones and muscles for a short time.

Passive[]

  1. Children of Hebe are innately stronger and faster due to their slow aging.
  2. Children of Hebe have an innately faster rate of healing than other people.
  3. Children of Hebe always have an unlimited supply of Ambrosia, even if none is on them at the time, they can create it out of nothing

Supplementary[]

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

3 Months After a Character is Made[]

  1. Children of Hebe are able to curse someone with being very young children again, this has the potential to cause the victim a feeling of being lost, helpless and often leading to fits of crying, this only lasts for a short time and drains the user considerably.

6 Months After a Character is Made[]

  1. Children of Hebe have the ability to strike someone with a curse of old age for a short time; however, the person will not only feel old, they will become old and be unable to fight or even defend themselves, this also drains the user for a considerable time while using the power

9 Months After a Character is Made[]

  1. Children of Hebe can bless water to have the effects of allowing whomever drinks it to feel young again for a short time, their appearance may also take on a more youthful appearance for as long as the effects last.

Traits[]

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


Hecate Powers[]

Hecate on Theoi.com
Template:Hecate Powers

Offensive[]

  1. Children of Hecate have the ability to fire an intense beam of magical energy which will burn anything it touches. The ability can also be focused into small magical bullets, which have better range but are less damaging than a beam.
  2. Children of Hecate have the ability to use magic to electrically charge something made of metal for a short time.

Defensive[]

  1. Children of Hecate are able to create a protective dome of magical energy around them for a short time.
  2. Children of Hecate are able to become ethereal in form for a short time, which temporarily causes all attacks to go through them. In this state, they cannot attack an opponent and if they do their ethereal state will dissipate instantly.

Passive[]

  1. Children of Hecate have the innate ability to see in all directions at once.
  2. Children of Hecate are innately stronger at night.
  3. Children of Hecate are able to communicate with the dead to gather information.
  4. Children of Hecate are adept at making potions and elixirs, however potions used in battle cannot be overly powerful or altering to the events of the battle. Potions that can automatically heal all wounds or restore all energy are examples of over-powered potions. Only descendants of Hecate/Circe and Lampades can create potions. Overconsumption of potions can result in overdose symptoms and some potions could have side-effects or not work at all.

Supplementary[]

  1. Children of Hecate can conjure spells to teleport themselves and allies. The further the distance, the more energy drained.
  2. Children of Hecate can cast a levitation spell on themselves for a short time which will allow them to fly, the longer they levitate the more power it drains. The spell can also be used items and enemies.
  3. Children of Hecate are able to use some healing spells to quickly heal minor wounds and slowly heal major wounds. Fatal wounds cannot be healed.

3 Months After a Character is Made[]

  1. Children of Hecate are able to control the Mist around them, allowing them to create optical illusions that can fool even demigods. The illusions can confuse enemies with false memories, alter the appearance of the user or their allies, change the appearance of items or weapons or even alter the appearance of the environment to an extent. Changes to the Mist only last for a short time, mist control is less draining than custom spells. (6 month)

6 Months After a Character is Made[]

  1. Children of Hecate have the ability to create new spells, whether they were trained, self-taught or devised the spell on the fly. The spells can be minor, such as locating, summoning animals, divination or controlling emotions. Or they can be more advanced and powerful such as controlling the elements, pure magical energy, necromancy, curses and summoning monsters or magical guardians. Spells cannot be overly powerful or controlling. The more complex and powerful the spell, the more energy it drains from the user.

9 Months After a Character is Made[]

  1. Children of Hecate have the ability to focus all their magical abilities into transforming themselves into any living being, or even a being of their own imagination. This power is, in essence, the ability to shapeshift into anything the user can imagine. The user can transform into another human, an animal, a monster, or anything in between. The transformation can last as long as the user wishes it to, but the longer they hold their form the more it drains them. They cannot cast any spells while the transformation is in place and they cannot transform into anything overly powerful. (Like a rabbit that can make people’s heads explode with a thought. ) The form they shift into cannot be larger than 2 to 3 times the human size of the user, and after the user resumes their regular form they are severely drained. Unable to move from exhaustion and they could possibly faint. This power can only be used once in a fight.

Traits[]

  1. Children of Hecate typically love the magical arts, many of them are known for writing spellbooks. Her children have created/re-introduced and improved spells and techniques all over history.
  2. Necromancy is commonly a favored magical art among children of Hecate.
  3. Children of Hecate are known for being quite mysterious.
  4. Children of Hecate are often more active and exhibit better moods at night and in dark environments.
  5. Children of Hecate wield innate knowledge and understanding of the Mist.


Hephaestus Powers[]

Hephaestus Powers
Template:Hephaestus Powers

Offensive[]

  1. Children of Hephaestus have the ability to create and control fire; however, it is extremely chaotic and will burn anything near it no matter the intention of the child of Hephaestus. They can shoot fireballs, streams of fire and coat weapons in flame. The more fire summoned and controlled, the more energy is drained.

Defensive[]

  1. Children of Hephaestus can become resistant to all types of physical attacks for a short time.
  2. Children of Hephaestus are able to create a wall of stone, no larger than 2 to 3 times the size of the user, to temporarily block attacks

Passive[]

  1. Children of Hephaestus are innately extremely resistant to heat and fire.
  2. Children of Hephaestus are innately stronger and faster than others.
  3. Children of Hephaestus possess an ability to instantly understand how to use and wield any weapon they possess with no training beforehand.

Supplementary[]

  1. Children of Hephaestus have the ability to release heat from their hands in order to cauterize an open wound.
  2. Children of Hephaestus are able to create a smoke screen that suffocates and hinders enemies for a short time, using it to either escape or do one sneak attack
  3. Children of Hephaestus have the ability to control a single mechanical object with their mind; doing so, however, immobilizes the child of Hephaestus until control is broken. This only works on objects mechanically controlled, not objects controlled by magic.
  4. Children of Hephaestus can telekinetically move weapons under their own possession and use. They can move up to 3 large weapons at a time, such as swords, axes and hammers. Or up to 10 small weapons such as throwing stars, knives and caltrops. The longer weapons are telekinetically held, the more energy is drained.

3 Months After Character is Made[]

  1. Children of Hephaestus have the ability to curse an opponent’s weapons, armor and shields, make it softer, somewhat fragile or even rusted. This would last for a short time and make it easier for the user to attack. They can also repair weapons and armor with a thought and enchant weapons/armor to perform/defend against twice the amount of damage for a short time.


6 Months After Character is Made[]

  1. Children of Hephaestus are able to summon a humanoid automaton to fight for them for a short time, the automaton cannot be bigger than 2-3 times the size of the user. It may possess one weapon of the user’s choice and will take a basic appearance of a Greek soldier, but the user can customize their armor or facial appearance. The automaton will have no special abilities other than it’s strength, stamina and endurance. ( No powers over Electricity, Magnetism, Flight. etc) The user however has a hard time moving while the automaton is present. The automaton will follow any command of the user, after a short time the automaton will crumble and fall apart. The user will be left quite drained.

9 Months After Character is Made[]

  1. Children of Hephaestus can transform their bodies into pure metal for a short time, making them stronger and far more durable. They can also shift and transform parts of their body into weapons in this state. They also have the option to add an incredible amount of heat to their metal form, doing this would make the transformation even more draining than before. Choosing to become molten metal means the user burns anything they touch, enhancing their offensive abilities. Once the transformation is complete, the user is incredibly drained. Even moving wouldn’t be possible for a long time and they could possibly faint.


Traits[]

  1. Children of Hephaestus are known for making great mechanics and blacksmiths. Able to make, upgrade and repair all sorts of weapons, machines and devices including automatons, armor and transforming weaponry.
  2. Children of Hephaestus normally grow up to be excellent sculptors, stonemasons, architects,construction workers, carpenters and woodworkers.
  3. Children of Hephaestus normally feel comfortable in forges and other warm areas, making them great fire-fighters and volcanologists.


Hera Powers[]

Hera on Theoi.com
Template:Hera Powers

Offensive[]
  1. Children of Hera have the ability to funnel weapons out of pure air which can be used for combat; only one weapon can be conjured at a time and it cannot be bigger than the user.
  2. Children of Hera have the ability to shoot small sharp pieces of rocks from their palms for a short time, the longer they use this, the more energy it drains
Defensive[]
  1. Children of Hera can use the wind to either surround themselves to block enemies and projectiles OR to surround an enemy, trapping them within the winds. The longer they maintain the wind, the more it drains.
  2. Children of Hera have the ability to create quicksand or pits around a small area for a short time. Over time it will slowly solidify, allowing anyone stuck in it to slowly regain their footing.
Passive[]
  1. Children of Hera can sense when women are pregnant, what the state of the baby's health is and what sex they are.
  2. Children of Hera can tell if two people will get married, and if their marriage will be successful.
  3. Children of Hera are much more powerful in natural settings, open to the air, such as forests, deserts, etc.
  4. Children of Hera can detect emotional ties between people, to know if they're friends, lovers, etc., and how they currently feel about eachother.
  5. Children of Hera naturally form empathy links with people they are familiar with; this manifests as an intuition for others' emotions, sensing when they are in danger, knowing vaguely where they are, etc., even over great distances. This is unreliable and hard to do on command, but gets clearer and easier as their bond with a person grows. They can communicate telepathically through particularly strong empathy links, like with romantic partners, best friends, and family.
Supplementary[]
  1. Children of Hera can move, shape and otherwise manipulate any "earthen" elements, including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil. They cannot, however, control any man-made materials.
  2. Children of Hera have the ability to hover or fly on winds. However, the longer they fly the more it drains them.
  3. Children of Hera have the ability to control the air around them and call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.
  4. Children of Hera can use dirt, mud, rock, stone, etc. to teleport anywhere on Earth. The user merges with the earth beneath them and reforms elsewhere. The further they travel the more energy it drains.
3 Months After Character is Made[]
  1. Children of Hera can infuse force into their words and ‘charmspeak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.
6 Months After Character is Made[]
  1. Children of Hera are able to transform into a hawk. As a hawk, they are able to fly faster longer without tiring. The longer they sustain this form, the more time they need to rest between transformations.
9 Months After Character is Made[]
  1. As Hera is the goddess of family and Queen of the Olympians, her children can call on the powers of her Olympian family. For a short time, they gain the Offensive, Defensive, Passive and Supplementary powers of one chosen god's demigod children in addition to their own. They will be noticeably drained afterward, and can only use this power once per fight. This only applies to the twelve Olympians, and Hades. Choosing Artemis will give them the powers of a Huntress.
Traits[]
  1. Children of Hera generally tend to relate to women more than men, getting along with them far more easily.
  2. Children of Hera usually feel safe up in the air just as much as on the ground, as their mother is a goddess of both the sky and the earth.
  3. Children of Hera generally make strong leaders.
  4. Children of Hera make great parents and great spouses, and tend to be great marriage counselors as well.


Hermes Powers[]

Hermes on Theoi.com
Template:Hermes Powers

Offensive[]

  1. Children of Hermes are skilled thieves and are able to disarm an opponent and take their weapon easily.
  2. Children of Hermes can summon nearby animals to attack an opponent. The more animals summoned and the bigger they are, the more energy is drained.

Defensive[]

  1. Children of Hermes are able to increase their speed and stealth in short bursts, making them faster than most and undetectable for a short time. However, they cannot have a weapon drawn so the speed is purely for evasion.

Passive[]

  1. Children of Hermes have innate reflexes which allows them to fight and dodge quickly.
  2. Children of Hermes are extremely proficient with thrown weapons.
  3. Children of Hermes are proficient in dodge-rolls.
  4. Children of Hermes have the inhuman ability to leap great distances at once which this can be used to dodge or attack.
  5. Children of Hermes possess enhanced stamina.
  6. Children of Hermes can sense and manipulate locks of all types. The more complicated the lock, the harder to manipulate.

Supplementary[]

  1. Children of Hermes are able to endow a pair a shoes with ethereal wings which grant the wearer temporary flight, they may use it for themselves or give them to another, however they are only able to go as high as just over the tree tops, and they only last for a couple of days at most before the wings lose power.
  2. Children of Hermes can cause a person or a group of people to speak in different languages so that no one understands what each other is saying, the effects only last a short time.
  3. Children of Hermes are able to trick another into doing something for them or revealing a secret to them; nothing guarantees the person will complete the task, if they figure out they are being tricked.

3 Months After Character is Made[]

  1. Children of Hermes are able to teleport themselves, since their father is the god of travel. The further the distance, the more energy drained.

6 Months After Character is Made[]

  1. Children of Hermes can temporarily steal 1-3 demigod powers from an opponent or ally for a few minutes, the user gains some knowledge of their new powers. The more powerful the stolen powers are and the more taken, the more energy is drained when the power theft wears off. (If the target doesn't have their 3/6/9 month powers, they cannot be stolen.)

9 Months After Character is Made[]

  1. Children of Hermes can shift into a hawk for short periods of time granting them flight, the longer they retain this form, the more energy it drains and the more time they need to rest between transformations.

Traits[]

  1. Children of Hermes make excellent thieves.
  2. Since their father is god of astrology, children of Hermes tend to make great astrologists. Able to identify any constellation and use the stars to draw star maps.
  3. Children of Hermes often do well when competing in athletic contests.
  4. Because Hermes “invented” the Internet, his children are able to use the Internet without drawing any extra attention to themselves from monsters.
  5. Children of Hermes have excellent memories for remembering messages.
  6. Children of Hermes have excellent sense of directions, are able to find and travel to any location in the world with ease.


Hypnos Powers[]

Hypnos on Theoi.com
Template:Hypnos Powers

Offensive[]

  1. Children of Hypnos have the ability to, upon direct contact, to force someone to fall asleep for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time. They can also fire a wave of energy with the same effects and limitations. The wave is singular and is only big enough to hit one person.
  2. Children of Hypnos have the ability to cause someone near them to feel extremely tired and become sluggish for a short time. Leaving the target vulnerable to attack.

Defensive[]

  1. Children of Hypnos can project a powerful sleep aura for a short time, anyone around them will automatically fall asleep. The user cannot attack or use their other abilities when the sleep aura is in place, so the power is purely defensive. Also all targets automatically wake up when the sleep aura fades away and they can only use the ability twice in a fight.

Passive[]

  1. Children of Hypnos have the innate ability to cause others to feel mildly tired in their presence. They can shut off this ability for a long time if they wish.
  2. Children of Hypnos have the ability to look into people’s dreams as they sleep.
  3. Children of Hypnos heal faster while they are asleep.
  4. Children of Hypnos are partially conscious while asleep, able to wake themselves up at will.

Supplementary[]

  1. Children of Hypnos can put people to sleep for a short time; after awakening, they will feel extremely refreshed, as if they had just slept a full night. This power can only be used with the target's consent, so it's only useful for aiding allies.
  2. Children of Hypnos can directly contact a sleeping person dreams to either cause paranoia or a blissful dream.
  3. Children of Hypnos can create opium and use it for a multitude of purposes from helping to numb someone's pain to putting someone to sleep or making them feel drugged. The effects of the opium wear off after a short to moderate time. They can even create a field of poppies so tall that it obscures the sight and slows down anyone they are fighting, they only last for a short time before they wither away
  4. Since Hypnos was considered an underworld god, his children have the ability to Shadow Travel ,to teleport from shadow to shadow; the further the distance, the more energy drained.

3 Months After Character is Made[]

  1. Children of Hypnos can take control of another person’s body while they are asleep for a short time, however they cannot force the opponent to harm themselves; the person being controlled feels as if they are dreaming and will vaguely remember the experience.

6 Months After Character is Made[]

  1. Children of Hypnos are able to curse someone into feeling like they haven’t slept in a week, the target cannot fall asleep in this state. They are forced to fight the user while being exhausted. The curse only lasts for a moderate amount of time and the target will receive their strength back afterwards, they are immune to further use of the curse for the rest of the fight. The user is substantially drained.

9 Months After Character is Made[]

  1. Children of Hypnos can draw power from all the actions and desires for sleep they’ve seen, felt, or committed in their lives and become an embodiment of sleep. This would make them more powerful and immune to all attacks, enhancing their physical prowess and power over sleep they previously possessed. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time and could even faint. If they pass out from the transformation, they cannot remain conscious and quickly regain their strength.

Traits[]

  1. It is not uncommon for children of Hypnos to suffer from narcolepsy, a sleep disorder that causes excessive sleepiness and frequent daytime sleep attacks.
  2. Children of Hypnos are typically lazy and enjoy sleeping, causing them to purposely fall asleep whenever they please.
  3. Children of Hypnos are partially immune to the waters of the River Lethe, since the river runs through their father’s domain.
  4. Since their father resides in the realm of eternal darkness, children of Hypnos normally feel more comfortable in dark areas.


Iris Powers[]

Iris on Theoi.com
Template:Iris Powers

Offensive[]

  1. Children of Iris have the ability to conjure a weapon out of pure rainbows which can be used for combat; however, only one weapon can be conjured at a time and it can only be up to 2 or 3 times the size of the user.
  2. Children of Iris have the ability to focus an intense beam of prismatic light which will burn anything it touches.

Defensive[]

  1. Children of Iris are able to create a protective dome of rainbows for a short time.
  2. Children of Iris have the ability to conjure a large orb made of pure rainbows around an opponent. The orb would successfully imprison an opponent for a short time. The orb is quite durable, but could be broken through with sufficient force. The orb cannot be teleported out of. The target cannot be attacked while the orb is in place, so the power is purely defensive. It can only be used twice in a battle.

Passive[]

  1. Children of Iris can send telepathic messages to their allies and receive their replies.
  2. Children of Iris are stronger whenever a rainbow can be seen in the sky.
  3. Children of Iris heal faster whenever their surroundings are bright, able to absorb the photons and regenerate.

Supplementary[]

  1. Children of Iris have the ability to cause a massive rainbow to crash down in front of them; which can be used offensively, defensively or any other way imagined.
  2. Children of Iris are able to "rainbow" travel, where they can travel into a rainbow and come out somewhere else, similar to an iris message, but instead of only being able to talk, the child of Iris can actually use it to teleport themselves
  3. Children of Iris have the ability to split the light of a rainbow into seven beams which can be redirected in order to light an area or even blind people.
  4. Children of Iris can bend or shift light particles to create a mirage for a specific time. Since Iris could be considered a light goddess. The mirage will not differentiate from friend or foe. The longer or the greater the mirage is, the more energy is drained.

3 Months After Character is Made[]

  1. Since their mother was considered a goddess of the sky and sea, her children gain some control over both aspects. They can control the winds to increase their speed and lower that of an opponent’s and move water with their minds if they wish. They can fly and become able to breathe underwater for a moderate time.

6 Months After Character is Made[]

  1. Children of Iris are able to create up to 3 semi-living constructs out of pure rainbows to fight for them for a short time, the constructs can be no larger than 2 to 3 times the size of the user. They will follow the command of the user and the longer they are kept and the more that are made, the more energy is drained

9 Months After Character is Made[]

  1. Children of Iris have the ability to shed their flesh and turn into a state a state of pure light with various colors for a short time and while in this state, the user is granted flight, immune to all attacks, receive a boost in their already existing photokinetic abilities and anything they touch is intensely burned; however, once the user changes back they will be extremely drained, nauseated and immobile for a long time and could faint.

Traits[]

  1. Children of Iris usually have outgoing and colorful personalities.
  2. Children of Iris do not need drachmas to send iris messages.
  3. Children of Iris are normally in better moods whenever the sky is clear
  4. Children of Iris often exhibit a fondness for bright colors.


Kymopoleia Powers[]

Kymopoleia on Theoi.com
Template:Kymopoleia Powers WIP


Limos Powers[]

Limos on Theoi.com
[[Template:Limos Powers}}

Offensive[]

  1. Children of Limos have the ability to force hunger upon a person, causing digestive pain and sudden slowness of movements for a short period of time. The intensity of hunger can be augmented, but drains more energy.
  2. Children of Limos have the ability to drain the life of the plants and soil around them in order to empower their attacks for a short time.

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 movements out of pain. The longer the field is maintained, the more energy it drains.
  2. 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. If the user attacks while the illusion is in effect, it automatically shatters. So the power is purely defensive.

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 than others.
  2. The more hungrier the people around them are, or the more their surroundings are rotten/wilted, the more powerful the user becomes. They cannot gain power from hunger and wilting created with Passive 3.
  3. When in the presence of a child of Limos, people feel more hungry and crave more for food and plants tend to die and wilt around them. Making it hard for opponent’s to focus slightly and fight if they’re using plant-based abilities. They can shut off this ability for a long time if they wish.
  4. Children of Limos can sense if either a person or animal nearby is hungry just by looking at them.

Supplementary[]

  1. Children of Limos have the ability to suppress someone's hunger for a short time, allowing them to think more clearly despite of extreme hunger. They, however, cannot do this upon themselves. Also, when the effect wears off, the affected person may experience stronger hunger than before.
  2. Children of Limos have the ability to employ hunger to cause vitamin deficiency diseases such as anaemia, 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. Children of Limos have the ability to curse any edible object to become ineffective to one's hunger, causing the consumer to stay hungry, even if they ate already. They can also cause food or any edible item to rot with a simple touch. This ability does not include animals.
  4. Children of Limos have the ability to induce severe and unsatisfied hunger upon themselves, causing their stomachs to become seemingly bottomless, and their digestive systems to adapt to almost anything a child of Limos ingests for a short time. While in this state, they can consume and digest almost any substance without injury. They cannot also eat any object larger than their mouths and those that their teeth can't chew (they can swallow very small pieces of wood, stone or metal though). The more they consume, the more strength, agility and speed they obtain. When they revert to their normal self, they are incapacitated for moderate periods of time. The objects eaten are then transformed into harmless materials expelled during defecation.

3 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 a wasteland. This instils 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.

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 organisms wilt and become dehydrated and make the affected soil unusable to produce plants or crops and nearby targets very dry and weak for a short period of time. This power is mainly used to render plant-based powers completely useless, weaken opponents and greatly empower themselves. 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 can draw power from all the hunger they’ve seen, felt or created in their lives and become an embodiment of hunger. This would make them more powerful, making them immune to all attacks, enhancing their physical prowess and power over hunger they previously possessed. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time and could even faint.

Traits[]

  1. Children of Limos sometimes have great appetites, they tend to consume vast amounts of food and always feel hungry. While others don’t often feel hungry at all and can live off of small portions, sometimes it can even get to the point they appear anorexic because they eat so little but have such high metabolisms.
  2. Children of Limos often get hungry right after eating.
  3. Children of Limos normally don’t gain weight from what they eat.


Lyssa Powers[]

Lyssa on Theoi.com
Template:Lyssa Powers

Offensive[]

  1. Children of Lyssa have the ability to focus an emotional energy beam out of their rage which will burn anything it touches.
  2. Children of Lyssa are able to tap into primal rabid animal instincts which allows them to attack or flee with enhanced speed and ferocity. However, this ability can often lead to loss of self-control and only lasts for a short time.

Defensive[]

  1. Children of Lyssa, when enraged, can ignore damage sustained in battle temporarily. Once they have calmed down, however, the pain from the damage is intensified.
  2. Children of Lyssa can generate a veil of the emotional energy of rage around their bodies, the veil would protect them from damage for a short time and cannot be used if the child doesn't have the rage to fuel it.

Passive[]

  1. Children of Lyssa are stronger when themselves and other around them are angry, they cannot be empowered from rage created by their aura.
  2. Children of Lyssa can cure rabies in both humans and animals with a simple touch.
  3. Children of Lyssa emit a rage aura which makes people around them at least slightly angry, they can turn it off for a long time if they wish.
  4. Children of Lyssa can communicate with and command rabid animals

Supplementary[]

  1. Children of Lyssa can cause people near them to temporarily develop symptoms of rabies, including agitation, hallucinations, and an inability to swallow, incapacitating the victim for a short period.
  2. Children of Lyssa can cause people near them become enraged and frenzied, reducing their competency and effectiveness in battle.
  3. Children of Lyssa can cause nearby animals to become rabid and once in this state, can command them to attack an enemy or gather information for them. This ability can only be used on up to 3 animals at one time. The larger the animals and the more that are summoned, the more energy it drains.

3 Months After Character is Made[]

  1. Children of Lyssa are able to drain the rage and anger from those around them, using it to empower themselves for a short time, while also weakening the will of those they drain to fight, but once it has worn off, they are substantially drained.

6 Months After Character is Made[]

  1. Children of Lyssa can turn their volatile emotional energies into larger tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence; however, only up to 4 combative/non-combative items or 1 semi-living construct can be conjured at a time and it cannot be larger than roughly 3 times the size of the one that conjured it. Tools may telekinetically moved by the user’s mind and all rage constructs slightly burn anyone who touched it. The longer they maintain combative/non combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive.However, their ability to use the power is hindered before or during use when they experience emotions in relation to peace and happiness. As more positive and serene emotions are felt, the strength of the object begins to fade, becoming dull and brittle.

9 Months After Character is Made[]

  1. Children of Lyssa are able to transform into a dog for a short time. They can turn into either a full dog or a humanoid dog form. In the human/dog form, they are twice as faster and stronger than before. Their senses are also quite sharper as well. They also tend to be more violent and volatile in this state. Once the transformation ends, the user is extremely drained. Using the hybrid form is more draining rather than the full dog form. They will not be able to move and could possibly faint.


Traits[]

  1. Children of Lyssa are known for being very irritable and hostile, many usually struggle with controlling their tempers.
  2. Children of Lyssa sometimes love seeing other people angered and will taunt them for fun.
  3. Children of Lyssa are often fond of dogs since their mother was associated with them.

Melinoe Powers[]

Melinoe on Theoi.com
Template:Melinoe Powers

Offensive[]

  1. Children of Melinoe can create weapons made of solid ectoplasm in order to aid them in combat. Only one weapon may exist at a time ,the longer the weapons are maintained, the more energy is drained. They can also coat their existing weapons in ectoplasm in order to temporarily strengthen them.
  2. Children of Melinoe can send shockwave-like blasts made of solid ectoplasmic energy which feel like a very powerful punch on contact, also momentarily stunning whoever it contacts.

Defensive[]

  1. Children of Melinoe have the ability to become intangible for short periods; making them immune to attacks but also unable to attack naturally.
  2. Children of Melinoe are able to manipulate the tangibility of ghosts around them to form a shield, that is no larger than the user, to protect themselves.

Passive[]

  1. Children of Melinoe are innately able to talk to and command ghosts, they can also help ghosts with any unfinished business that is keeping them tethered. They can also use this ghost to spy for them, or gather information.
  2. Children of Melinoe make the people around them uneasy and sometimes fearful as a result of their ghostly aura; they can turn this off for a long time if they desire.

Supplementary[]

  1. Children of Melinoe have the ability to summon a single poltergeist which will fight for them for a short time.
  2. Children of Melinoe have the ability to summon a banshee, which will instantly begin wailing and stun anyone who is not intangible for a short time before vanishing.
  3. Children of Melinoe, while intangible, can travel in this manner as a ghost would, disappearing and appearing in another location, however the longer the travel the more it drains the user.
  4. Children of Melinoe have the ability to transform a weapon into an intangible state for a short time, making it so no one can touch it. They also have the ability to possess an object for a short time and then attack or defend with it. If the object is struck, they are expelled from it.


3 Months After Character is Made[]

  1. Children of Melinoe have the ability to cause ghosts (up to 4) to attempt to possess a single other person’s body. The ghosts can then be commanded to temporarily control the body if it is an ally, or for an opponent the ghosts will only be able to hinder the possessed person from what they are doing. This only lasts for a short time, and the more ghosts that are summoned, the greater drain the user feels.

6 Months After Character is Made[]

  1. Children of Melinoe have the ability to shed their human nature and appear as either a demon or angel, as their mother has dual chthonian and heavenly aspects. As a demon, the user has the ability to strike fear and despair into the heart of the enemy and emit a scream similar to that of a banshee's. As an angel, the user is granted flight (as angels are often depicted as having wings), and have the ability to instil respect and peace into whomever they come in contact with. The use of this power is extremely draining, and the user can only chose to be either angel or demon, never a combination of the two. After use, the user cannot use the power again for 24 hours.

9 Months After Character is Made[]

  1. Children of Melinoe have the ability to enter a intangible ghostly apparition, in this state, they are immune to attacks, and can control up to 15 ghosts at a time. In this state they are also able to use ghostly power to lift, throw, move, teleport, or possess objects; They are also able to command another ghosts to possess an object, and control the movements of that object through the ghost possessing it. This ghostly state only lasts for a short time, and after exiting it, the user will be drained and unable to move, or possibly faint. However, the amount of ghosts the user controlled in this state, will attempt to protect the user for a small portion of the time that the user is incapacitated.


Traits[]

  1. Children of Melinoe usually enjoy talking to ghosts, preferring their company over the living.
  2. Children of Melinoe often have two sided personalities, one angelic and bright. The other demonic and dark.
  3. Children of Melinoe typically enjoy scaring people and are not easily frightened themselves
  4. Children of Melinoe sometimes grow up to be paranormal investigators.


Mnemosyne Powers[]

Mnemosyne on Theoi.com
Template:Mnemosyne Powers

Offensive[]

  1. Children of Mnemosyne have the ability to write/read weapons out of pure energy which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also write/read other objects that are for non-combative purposes
  2. Children of Mnemosyne can launch orbs of ink which burst upon striking the target, temporarily obscuring their vision. They can only launch three orbs of ink at a time.

Defensive[]

  1. Children of Mnemosyne have the ability to write/read a shield of pure energy, roughly two to three times the size of the user, which will blunt most attacks but slow the movement of the conjurer.
  2. Children of Mnemosyne have the ability to revert time around them for a short duration in order to dodge an attack that was unforeseen. After doing so, this ability cannot be used for a while.

Passive[]

  1. Children of Mnemosyne gain memory of the contents of any written text - such as a book or a webpage - as soon as they lay eyes on it. They would still have to learn what it all means, however.
  2. Children of Mnemosyne have an eidetic memory and can remember every detail of a previous fight with an opponent.
  3. Children of Mnemosyne can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.

Supplementary[]

  1. Children of Mnemosyne are able to force everyone around them within a 10-meter radius to remember and dwell on an event from their past that emulates a certain emotion from the affected. The child of Mnemosyne can choose which emotion they would like their targets to feel, be it anger, sadness, happiness, ecstasy or anything in or ecstasy. The user cannot hold the targets under their control for more than a few minutes, and the effects of the power can cause those around them to become positive and motivated from their happy memory
  2. Children of Mnemosyne can use descriptive insults used both against themselves and their opponents to gain a temporary boost in speed and strength. The longer they maintain this boost, the more energy is drained.
  3. Children of Mnemosyne can read/write wings into existence. This enables them to fly; the longer they maintain this state, the more energy it drains. They must rest between flights and cannot make long distance traveling without resting often. However the wings are vulnerable to injuries and magic; they can also be customized to the user’s preference.
  4. Children of Mnemosyne have the ability to travel back and forth in time, but they are unable to interact with or change past events they are only able to see the events play out. When they go forward in time they only see “possible” futures, that does not mean those future events will come to pass.
  5. Children of Mnemosyne can view the memories of another person that they can see, in real time. They may struggle to zero in on specific memories, however, and the target can notice and resist them if they are too forceful.

3 Months After Character is Made[]

  1. Children of Mnemosyne can temporarily rewrite details about the battlefield they are fighting on in order to alter it and gain an advantage over their opponent. This could include things like temporarily eliminating the shadows on a battlefield if they are fighting a child of Nyx or temporarily drying up the water if they are fighting a child of Poseidon. The change takes effect gradually and only lasts for a moderate time. The more complicated the wording of the change, and the less clear their description of it is, the more the user is drained.

6 Months After Character is Made[]

  1. Children of Mnemosyne can manifest a person or creature from any book in order to temporarily fight alongside them. The manifestation cannot be larger than 2-3 the size of the user and will dissipate after a short time. The person cannot be overly powerful and the user will have a hard time moving while the manifestation is in place.

9 Months After Character is Made[]

  1. Children of Mnemosyne can morph into a state of pure imagination. This grants them flight, receive enhancement in some of their abilities (Offensive 1, Defensive 1, 3 Month and 6 Month) and invulnerability to attacks. This effect only lasts for a short time, leaving the user extremely drained and temporarily unable to move afterward.

Traits[]

  1. Children of Mnemosyne typically have excellent memories, unable to forget details from their past and are therefore immune to the effects of amnesia and other memory-related illnesses.
  2. Though most demigods struggle with dyslexia, children of Mnemosyne usually do so to a lesser extent because their mother is the goddess of the written word.
  3. Children of Mnemosyne can normally learn and decipher other languages incredibly easy. Ex: Hearing a woman speak Chinese would mean the user could somewhat understand even if they never heard the language before. If they then have a lengthy conversation with the woman in Chinese, they’d be considered fluent in the language afterward.
  4. Children of Mnemosyne often grow up to become great authors, English teachers, and historians.


Morpheus Powers[]

Morpheus on Theoi.com
Template:Morpheus Powers

Offensive[]

  1. Children of Morpheus have the ability to create dream-like illusions of attacks so realistic that they are most likely to catch an enemy off guard; however, if they miss they are left vulnerable to counterattack.
  2. Children of Morpheus can absorb the dreams of others for a short time, removing their memories of them and empowering the user to be faster and stronger. Once the enhancement subsides, the target will remember their dreams if they wish to do so and are immune to further use of this power for a moderate time.

Defensive[]

  1. Children of Morpheus have the ability to make someone think they are seeing their worst nightmares brought to life for a short time; attempting to scare them into not attacking. The user cannot attack while they are using this power.
  2. Children of Morpheus have the ability to cause a person to day dream as if the child of Morpheus was a friend, causing the person to no longer desire to attack them for a short time. If the user attacks while the day dream is in effect, it will instantly stop working, so the power is purely defensive.

Passive[]

  1. Children of Morpheus often receive the current thoughts of people in the surrounding area while asleep. They can turn off this ability if they wish.
  2. Children of Morpheus heal faster while they are asleep and dreaming.
  3. Children of Morpheus are partially conscious while asleep, able to wake themselves up at will.


Supplementary[]

  1. Children of Morpheus have the ability to send a small wave of energy which will cause anyone affected to fall asleep and enter a vivid dream for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time. If the user wishes, the wave may just force the target into a vivid daydream for a short time. This will require less energy, but will have the same limitations.
  2. Children of Morpheus have the ability to look into people’s dreams as they sleep and even manipulate them as they wish.
  3. Children of Morpheus are able to astral project, they can use this for multiple reasons, however, their physical body is vulnerable and they can not effect anything on the physical plane while astral projecting.

3 Months After a Character is Made[]

  1. Children of Morpheus can create dream-like illusions in order to twist other's perception of reality or make everyone around them see something that isn't really there. However, the illusion isn't physical and therefore is only a trick of sight. The bigger the change in perception, the more power drained. They can also confuse single individuals in the same fashion.

6 Months After a Character is Made[]

  1. Children of Morpheus have the ability to manifest a small shadowy creature to fight alongside them for a short time; the shadow takes the form of whatever a person’s worst nightmare is when they fight it, however, it is smaller in size if the thing from their nightmares is large. They can command the nightmare and can create up to 3 copies of it, it cannot be bigger than 2 to 3 times the size of the user and doesn’t wield any extraordinary abilities. Ex: the nightmare can fly if the target’s nightmare is something winged like a bird. But if it’s a dragon, it may not breathe fire.

9 Months After a Character is Made[]

  1. Children of Morpheus are able to transform the surrounding area into their own dream-world, an alternate reality fabricated from the user’s dreams. The dream-world will take any appearance the user desires. Anyone within 30 meters of the user will be trapped within the dream world as well. Within it, the user can fly, teleport, are able to create psychic constructs and are immune to all attacks. They’re also aware of everything happening there. After a short time, the dream-world reverts to a normal environment and the user is left incredibly drained. The user will not be able to move and could possibly faint.

Traits[]

  1. Children of Morpheus are normally well adept at interpreting the dreams of others.
  2. Children of Morpheus often tend to be daydreamers, with their heads always in the “clouds”.
  3. Children of Morpheus typically love dreaming, able to master the concept of “lucid dreaming” at a young age.
  4. Children of Morpheus sometimes accidentally enter other people’s dreams when sleeping.


Nemesis Powers[]

Nemesis on Theoi.com
Template:Nemesis Powers

Offensive[]

  1. Children of Nemesis have the ability to send a small wave of energy which will cause anyone affected to lose their balance and fall; after the effects have worn off, a person is immune to further effects of this for a moderate time.
  2. Children of Nemesis, after receiving a wound, are able to empower their next successful attack, causing it to do more damage than it normally would.

Defensive[]

  1. Children of Nemesis can create a field of energy around them that causes all people nearby to lose their balance fall to the ground and continue to fall if they try to get up; the user is drained the longer the field is sustained.

Passive[]

  1. Children of Nemesis are innately balanced and are great at climbing.
  2. Children of Nemesis have innate reflexes which allows them to fight and dodge quickly.

Supplementary[]

  1. Children of Nemesis are able to empower a wounded ally with the fervor to achieve vengeance upon the one who wounded them; this effect greatly increases the strength and speed of the ally when they fight the one who wounded them until vengeance is achieved.
  2. Children of Nemesis have the ability to cause someone near them to regard others with no personal favor or disdain and consider everything based purely upon facts.

3 Months After Character is Made[]

  1. For every attack against them, Children of Nemesis have the ability to create a counter-attack that is equal in force to the attack made against them. The user is temporarily vulnerable and weakened after each use, so they must be used sparingly

6 Months After Character is Made[]

  1. Children of Nemesis have the ability to link themselves and another person into a state of pure balance, forcing the other person to mirror the child of Nemesis’ movements without the ability to move of their own accord and while this link is sustained, any wound that either of the two suffers, the other suffers it as well; once the link is broken, on top of retaining any wounds sustained while linked, the child of Nemesis is greatly drained and unable to fight for a moderate time.

9 Months After Character is Made[]

  1. Children of Nemesis can create a field around them, and anyone within that field has their demigod powers neutralised for a short time, anywhere from a few seconds to a few minutes, this puts anyone fighting around the child of Nemesis on even turf as they all can only use their melee/hand to hand combat skills to fight with. While the child is perpetuating this field, they are not able to attack themselves and are vulnerable.

Traits[]

  1. Children of Nemesis tend to be well balanced people
  2. They can tell when someone's life is out of balance with either too much good or too much bad


Nike Powers[]

Nike on Theoi.com
Template:Nike Powers

Offensive[]

  1. Children of Nike are able to channel their energy with and create a link to an object, can be a weapon or a sports related item, which causes their next attack with this object to be two times more powerful. Once used, it can not be used again on the object for the remainder of the fight and it drains the user somewhat.
  2. Children of Nike are able to clap their hands so hard and fast due to their enhanced strength that it sends a small shock-wave out. The shock-wave generates enough force to knock an opponent off their feet and possibly leaves bruises on their skin.


Defensive[]

  1. Children of Nike can become resistant to all types of physical attacks for a short time.
  2. Children of Nike are able to increase their speed and stealth in short bursts, making them faster than most and undetectable for a short time. However, they cannot have a weapon drawn so the speed is purely for evasion.


Passive[]

  1. Children of Nike are innately proficient in most forms of combat and hold a higher state of physical prowess. They wield higher levels of strength, speed, endurance and stamina than the average human.
  2. Children of Nike have innate reflexes which allow them to fight and dodge quickly.
  3. Children of Nike have the ability to predict the path of projectiles and dodge them, as well as identifying the weak points of opponents. This ability does not always work and could mislead the user, leaving them open to attacks.
  4. Children of Nike wield an amazing amount of willpower and fighting spirit, allowing them to partially resist any attempt to control their mind and resist any urge to surrender or quit.

Supplementary[]

  1. Children of Nike have the inhuman ability to leap great distances and perform dodge-rolls with ease, which can aid the user with dodging and attacking.
  2. Children of Nike have the ability to empower strength upon nearby allies and instill fear upon nearby enemies with a deafening war cry.
  3. Since their mother was depicted as a winged goddess, children of Nike can sprout wings for a short time, this enables them to fly; the longer they maintain this state, the more energy it drains. They must rest between flights and cannot make long distance traveling without resting often. However the wings are vulnerable to injuries and magic; they can also be customized to the user’s preference.
  4. Children of Nike can create a false illusion of what their opponent needs to do to achieve victory for a short time. This can cause an opponent to attempt foolish strategies that work against them and gives the user a chance to attack or flee.

3 Months After Character is Made[]

  1. Children of Nike have the capability to fluidly move around on both land and air making the environment their playground allowing them to kick off almost any surface and air dash across moderate distances, swing around lampposts, maneuver their motion while airborne and grind along rails and battle enemies with speed, agility and style. Using this ability, the user can easily use their environment to their advantage, such as running up walls to escape enemies.

6 Months After Character is Made[]

  1. Children of Nike have the power to turn an opponent’s semi-living construct and/or animal ally against them by inducing a powerful desire for victory and the idea that only the user can provide it. So they will be under the complete control of them. The more allies and constructs the user usurps control from, the more energy is drained.

9 Months After Character is Made[]

  1. Children of Nike can draw power from all the victorious actions and desires they’ve seen, felt, or committed in their lives and become an become an embodiment of victory for a short time, in this state they are as twice as stronger and faster than before and are immune to all attacks. They emit a powerful aura which somewhat makes enemies think they are weak and doomed for failure. Once the transformation subsides and the user reverts to normal, they are immensely drained, cannot move and could possibly faint.

Traits[]

  1. Children of Nike are usually excellent charioteers and horse-riders.
  2. Children of Nike are often athletic and great sportsmen.
  3. Children of Nike normally love winning and are very competitive, typically being confident in their skills and wanting to show off.


Notus Powers[]

Notus on Theoi.com
Template:Notus Powers

Offensive[]

  1. Children of Notus are able to use hot air itself to slice objects, focusing a current of wind to the point where it takes on a sharp edge, which the caster launches at foes. Although this attack does usually slashing damage, some users are able to focus it into single piercing stab like a bullet. The attacks will burn an opponent slightly on contact.
  2. Children of Notus can turn hot air into weapons, they can only wield one air construct at a time. They can also coat their existing weapons in hot air for a short time, heating them up and enhancing their offensive capabilities.

Defensive[]

  1. Children of Notus have the ability to create a dome shaped torrent of wind, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Notus have the ability to create gusts of hot wind which slow the movements of all affected by them as well as slowly burning anyone hit by the wind. The gusts can deflect projectile weapons.

Passive[]

  1. Children of Notus are stronger in the warm summer months and on warm days.
  2. Children of Notus have the ability to bring pure water to a boil at will using a hot breeze.
  3. Children of Notus always emit an aura of heat, making others around them feel slightly warm. The user can shut it off for a long time if they choose to.
  4. Children of Notus are incredibly resistant to the heat, including heat stroke and heat induced dehydration.

Supplementary[]

  1. Children of Notus have the ability to hover or fly, however, the longer they fly the more it drains them.
  2. Children of Notus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.
  3. Children of Notus have the ability to create a dense fog which obstructs the view of everyone nearby which dissipates after a short time.
  4. Children of Notus are able to create a small localized rain storm, combined with winds, they can use this to not only soak their opponents but drive rain into them, distracting them and slowing them down, however anyone standing within the area will get wet, friend or foe.

3 Months After Character is Made[]

  1. Children of Notus have the ability to call upon a focused heat storm which burns a small area, drying out all plant life inside it. Anyone standing inside the storm may be scalded by the heat, and the longer they stand in the affected area, the worse the damage. The area can not be any more than two to three times the size of the user and doesn’t affect them.

6 Months After Character is Made[]

  1. Children of Notus can temporarily cause the oxygen around an opponent to be extremely hot so that when they breathe in it causes minor to moderate burns to their throat. The power does not cause any severe or permanent damage. The longer this power is in effect, the more energy is drained from the user.

9 Months After Character is Made[]

  1. Children of Notus have the ability to shed their flesh and turn into a state of pure steam for a short time and while in this state the user is granted flight, becomes immune to all attacks, their existing powers over heat and wind are enhanced and anything they touch is intensely burned. Once the user changes back they will be extremely drained and immobile for a long time, and they could possibly pass out from the experience.

Traits[]

  1. Children of Notus are often ambidextrous, a trait they share with children of Boreas.
  2. Children of Notus have a natural preference for places in the Southern Hemisphere, the further south the better. They also prefer anywhere warm in general.
  3. Children of Notus make excellent navigators due to their ability to always find South.


Nyx Powers[]

Nyx on Theoi.com
Template:Nyx Powers

Offensive[]

  1. Children of Nyx have the ability to conjure weapon out of pure shadows which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. This can also be used for other non-combative objects, but within reason, something might be shaped like an iPod, but as shadows do not have any working parts and source of electricity, such as batteries, they would not actually play music.
  2. Children of Nyx can create solid bullets out of shadows and fire them from their fingertips. The bullets fly fast enough to possibly tear into an opponent’s skin.

Defensive[]

  1. Children of Nyx have the ability to conjure a dome of solid shadows around them which will defend against attacks for a short time.
  2. Children of Nyx have the ability to conjure a cloak of darkness which will blunt physical attacks, but slows the movement of the conjurer.

Passive[]

  1. Children of Nyx are innately stronger and are slightly less drained by their powers during the night.
  2. Children of Nyx can see perfectly in the night as if it were day and darkness in general.
  3. Children of Nyx can communicate with and command nocturnal animals.
  4. Children of Nyx, during the night, sense any motions in their vicinity (up to roughly a city block away). Large, rapid movements are easy to distinguish, while smaller, slower movements blend together like background noise, requiring focus to single out.

Supplementary[]

  1. Children of Nyx have the ability to Shadow Travel,to teleport from shadow to shadow; the further the distance, the more is energy drained.
  2. Children of Nyx can bend shadows around them, concealing them for a short time.
  3. Children of Nyx are able to create complete darkness in a small area for a short time, extinguishing all light sources. They can also perform this power to a lighter extent, by putting out a single light bulb or candle with a thought.
  4. Children of Nyx can telekinetically move and transform their shadow constructs. The more constructs moved and the bigger they are, the more energy is drained.
  5. Children of Nyx have the ability to create intangible stars, which will light an area for a short time.

3 Months After Character is Made[]

  1. Children of Nyx can cause true night in an area for a short time, blocking sunlight over a battlefield. Their passive boosts and the abilities of other demigods are affected accordingly. This effect lasts for at most a minute before fading back, and can only be used once a day. They can also create a pair of shadow wings to fly with (which drains less energy than shadow travel).

6 Months After Character is Made[]

  1. Children of Nyx are able to create up to seven nocturnal animals, no larger than their normal sizes, to serve them for a short time. While the animals are summoned the user is slower, and they are drained whenever one of the animals is harmed or when the animals are released.

9 Months After Character is Made[]

  1. Children of Nyx have the ability to shed their flesh and turn into a state of pure night. While in this state, the user is granted flight and their existing abilities become stronger. They are intangible in this state and anyone they touch has their vision stripped away for the rest of the transformation; however, once the user changes back they will be extremely drained and immobile for a long time. They would possibly pass out.

Traits[]

  1. Children of Nyx tend to prefer the dark.
  2. Children of Nyx are often nocturnal; preferring to operate at night and sleep during the day.
  3. Children of Nyx tend to have a darker outlook on life and events of the world.
  4. Children of Nyx often pursue jobs that take place at night or in darkness such as being a security guard, nightclub bouncing, and mining.
  5. Children of Nyx are typically favored and get along with nocturnal animals, such as bats, raccoons, ocelots, etc.


Oizys Powers[]

Oizys on Theoi.com
Template:Oizys 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.


Palaemon Powers[]

Palaemon on Theoi.com
Template:Palaemon Powers

Offensive[]

  1. Children of Palaemon have the ability to grow multiple rows of shark teeth and then dislocate their jaws in order to attack with them.
  2. Children of Palaemon are able to tap into primal shark instincts which allows them to attack with enhanced speed and ferocity. However, this ability can often lose to loss of self-control and only lasts for a short time.

Defensive[]

  1. Children of Palaemon can become thick skinned like a shark while in human form which causes them to be resistant to physical attacks.
  2. Children of Palaemon have the ability to create a defensive shield made from the electroreceptive energies they perceive around them for a short time (sharks have the ability to detect eletrical stimuli around them).Due to the electrical nature of the shield, if anyone comes in contact with it they would receive an electric shock.

Passive[]

  1. Children of Palaemon can innately breathe underwater and everything they touch in their human form, stays or becomes dry in water, unless they want to become wet.
  2. Children of Palaemon, can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  3. Children of Palaemon have the ability to hear prey or enemies from many miles away, as sharks have extremely sharp senses of hearing
  4. Children of Palaemon are normally affected by blood and when they smell it much like a shark. They will normally go into a frenzied rage and attack whoever is at the source of the blood. If the target is an ally, they can resist the urges through sheer willpower.

Supplementary[]

  1. Children of Palaemon have the ability to summon sharks and command them. The more sharks summoned/commanded and the bigger they are, the more energy is drained.
  2. Children of Palaemon are able to transform into any currently living species of shark while underwater. The longer they remain in this form, the more energy it drains; and the longer the break they need between transformations.
  3. As Palaemon was also a sea god, his children have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
  4. Children of Palaemon have a degree of control over water, but not to the extent of a child of Poseidon. They can manipulate water to be used as a shield or move water to fire a water blast of high pressure. And they can telekinetically move it with their mind. The longer they maintain control over water, the more energy is drained.

3 Months After Character is Made[]

  1. Children of Palaemon have the ability to transform the surrounding area into a harbor as their father was the patron god of harbors. Whilst this harbor is in use, the user can fight in its waters and have their existing powers enhanced substantially. The harbor that the user creates can vary in size, and the larger the harbor is the more it drains the user. After the user relinquishes hold on the harbor they are somewhat drained and the power may only be used once in a fight.

6 Months After Character is Made[]

  1. Children of Palaemon can materialize semi-living water constructs that take the form of sharks. The constructs have the strength and instincts of normal sharks. They can float around in the air and will follow the commands of the user. They can summon up to 3 sharks, such as Great Whites or Hammerheads, or up to 7 smaller ones such as a cookie cutter sharks. The bigger they are and the longer they stay solid, the more energy is drained. Once the user dismisses the sharks, they are somewhat drained and the water sharks dissipate into harmless puddles of water.

9 Months After Character is Made[]

  1. Children of Palaemon can morph their bodies into a humanoid shark form, in this form their strength is doubled. Their skin becomes durable as in Defensive 1. Their skeletons turn into cartilage, much like that of a sharks, so that they become more flexible and their bones more resilient. This can aid them in fights as it halves the weight of their bones, making them lighter on their feet and faster as they have less weight to move around. Also their existing Hydrokinetic abilities become stronger. Once the user reverts to their normal form, they are quite drained and will struggle to move or stay conscious.

Traits[]

  1. Children of Palaemon, usually prefer to be near and/or in the water.
  2. Children of Palaemon, generally enjoy water sports, and are excellent swimmers.
  3. Children of Palaemon are normally talented at chasing and hunting their prey.
  4. Children of Palaemon tend to be much more comfortable than other people with swimming in the ocean because they are not frightened by sharks.


Pandia Powers[]

Pandia on Theoi.com
Template:Pandia Powers

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.
  2. Children of Pandia have the ability to focus an intense beam of moonlight which will burn anything it touches.

Defensive[]

  1. Children of Pandia have the ability to create a protective dome of pure solid moonlight which will defend them from attacks for a short time.
  2. Children of Pandia have the ability to bend the moonlight around them, concealing them for a short time. If the child attacks while in this state, it automatically wears off. So the power is purely defensive.

Passive[]

  1. Children of Pandia can see perfectly at night as if it were day.
  2. Children of Pandia are innately stronger at night.

Supplementary[]

  1. Children of Pandia have the ability to generate moonlight to shine so bright that it can blind the beholders for a short period of time or just light up areas for allies, depending on how bright it is. They can create sources of moonlight from a distance and command them to maintain it’s form for a moderate time, but the light cannot be bright enough to harm anyone’s eyes to exist that long.
  2. Children of Pandia have the ability to use the gravity pull of the moon to slow down enemies giving them a high chance to avoid an opponent’s attack or prevent an opponent from avoiding one of the user’s attacks.
  3. Children of Pandia are able to telekinetically move water at a high rate, since the moon has power over the tides. The larger amount of water used, the more energy it drains.
  4. Children of Pandia have the ability to Moonlight Travel, to merge with natural moonlight or moonlight they created themselves and teleport to another source of moonlight. The further the distance traveled, the more energy is drained.
  5. As their mother was the goddess of the nourishing dew, children of Pandia have the ability to force the temperature within a 15 meter radius of them to reach dew point, condensing all the atmospheric water vapour into water droplets and drenching those in the vicinity. The user is immune to the attack, but their allies are endangered.

3 Months After a Character is Made[]

  1. Children of Pandia receive an enhancement in their powers over gravity. They can enchant themselves, others and nearby objects to become detached from gravity for a short time. People who aren’t willingly freed from gravity can only float a few feet into the air, while the user and their allies can completely fly at their own will. Items under the enchantment can also be crushed by intensifying gravity’s hold on them. They cannot use this to perform overwhelming feats such as crushing buildings.

6 Months After a Character is Made[]

  1. Children of Pandia can turn their moonlight into tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence; however, only up to 4 combative/non-combative items or 1 semi-living construct can be conjured at a time and it cannot be larger than roughly 3 times the size of the one that conjured it. Tools may be telekinetically moved by the user’s mind. The longer they maintain combative/non combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive.

9 Months After a Character is Made[]

  1. Children of Pandia have the ability to shed their flesh into pure moonlight, granting them the ability to fly and everything they touch intensely burns. Their existing lunakinetic abilities are stronger in this state. The longer they maintain this form, the more energy it drains. When they revert back to their original form, they are drained greatly and cannot even move or could even faint from exhaustion.

Traits[]

  1. Children of Pandia are typically more active during night time especially when the moon is full. Also being in better moods at night and disliking the day.
  2. Children of Pandia often grow up to make great astrologists and enjoy studying constellations.
  3. Children of Pandia have been known to take interest in ayurvedic practices due to its association with astrology.
  4. Children of Pandia nearly always have innate knowledge on the phases of the moon. Ex: They'd be able to tell if the following night will have a full moon and when a new moon will begin.


Persephone Powers[]

Persephone on Theoi.com
Template:Persephone Powers

Offensive[]

  1. Children of Persephone have the ability to shoot multiple plant thorns from their fingertips, once the thorns touch an opponent's skin they can cause severe skin irritation and a powerful burning sensation for a short time. Much like the infamous North American plant, Stinging Nettles
  2. Children of Persephone can create a small tornado formed of petals and grass blades. As the floral tornado spins faster, the petals and grass blades become hard and strong enough to cut an someone. When the tornado's at it's fastest, the child can launch the blades of grass and the petals at an opponent.

Defensive[]

  1. Children of Persephone have the ability to create a protective dome of flowers and vines around them, roughly two to three times the size of the user, as a shield, although will instantly begin to die after a short time. During the fall/winter, they can create a protective dome of durable skulls instead which will crumble to dust after a short time.

Passive[]

  1. (Spring/Summer Only) They are able to communicate with and command animals. (Fall/Winter Only) They can communicate with the dead.
  2. Children of Persephone have the innate ability to talk flowers to life, either making them grow more quickly or bringing them back from a recent death.
  3. Children of Persephone always surrounded by an aura that normally causes plants to grow where they have walked. They can shut it off for a long time if they wish.
  4. Children of Persephone are innately stronger during the Spring and Summer months due to the happiness of their mother.

Supplementary[]

  1. In the spring/summer months they can create travel roses. Roses that allow the user to teleport from that rose to another one. In the fall/winter months they can shadow travel, to teleport from shadow to shadow. The further the distance traveled, the more energy is drained.
  2. Children of Persephone can turn inanimate objects into a flowers for a short time, this can be used for a multitude of purposes. The larger the object the more draining it is. Only one object may be turned into a flower at a time and it turns back to normal after a short time. The item is immune to further use of the curse for a moderate time.
  3. Children of Persephone can create a dense fog of powerful pollen which causes the opponent to be temporarily blinded and cough madly for a short time.
  4. Children of Persephone have the ability to create ropes of vines and flowers from nothing. They only last for a moderate time before dying and fading away into nothing. Vines and flowers can able be telekinetically moved by the user.

3 Months After Character is Made[]

  1. Children of Persephone can manipulate and control the solar energy absorbed by plants. They can fire energy beams that burn upon touch, emit protective veils around their bodies, create light sources and even infuse the energy into weapons. Increasing it’s strength and damage capacity for a short time.

6 Months After Character is Made[]

  1. In spring and summer months, children of Persephone can summon up to 3 large mutant flowers that fight for and serve the user. It could only be up to 2 or 3 the size of the user, possess fangs and release a pollen just like Supplementary 3. When the flowers are cut or burned, they can quickly regenerate. After a moderate time, the flowers die and fade into nothing.
  1. In fall and winter months, children of Persephone are able to summon skeletal/zombie humanoids/animals to do their bidding, the more animals summoned and the bigger they are, the more energy is drained. Any armor/weaponry the undead possess also makes the summoning more draining. Which can then be controlled by the mind of their summoner; the longer they are summoned, the more the summoner is drained.

9 Months After Character is Made[]

  1. In spring and summer months, children of Persephone can transform their bodies structure to match that of a plant’s for a short time. The user will be a humanoid plant, the type of plant will be completely up to their choice. As long as it’s not poisonous or carnivorous. In this form, the user is immune to pain and can quickly regenerate from any injury, their existing chlorokinetic abilties are stronger as well. Once the transformation ends, the user will be extremely drained. Unable to move and could possibly faint.
  1. While in fall and winter months, they are able to use many recent deaths to empower themselves for a short time, making them stronger and quicker. The user is immune to all attacks and receives a boost in their existing abilities over necromancy. Once the transformation subsides and the user reverts to normal, they are immensely drained, cannot move and could possibly faint.

Traits[]

  1. Children of Persephone retain a youthful appearance for longer than most, this starts around the age of 12
  2. Children of Persephone are generally happier in the spring and summer months, and more solemn/melancholy in the fall and winter months.
  3. In the Fall/Winter Months only they are able to travel into the Underworld freely, as their mother resides there
  4. Children of Persephone typically have great love and knowledge of flowers, causing them to make great florists.


Plutus Powers[]

Plutus on Theoi.com
Template:Plutus Powers

Offensive[]

  1. Children of Plutus can fire off drachma coins that materialize from their fingertips at a very high speed - fast enough that they could pierce and cut through skin upon contact. However, they cannot use this excessively, and will need a brief period of rest between turns before it can become usable again.
  2. Children of Plutus can induce a powerful desire for money and wealth upon a target, making them think of various material possessions and riches. This would leave them vulnerable to attacks.

Defensive[]

  1. Children of Plutus have the ability to summon precious metals from the earth - diamonds, gold, other gem stones - and use them to create a wall, or a dome that could be used to blunt attacks and shield them from harm. However, they could only be roughly two or three times the size of the user, and they will crumble to dust after a short while.

Passive[]

  1. Children of Plutus get innately stronger when they are in possession of large amounts of money. The more money they have, the more powerful they get. They can also draw power from nearby locations that have an abundant source of wealth, e.g., banks, gold mines, ATM vestibules, etc.
  2. Children of Plutus naturally exude an aura that could make the people around them tend to be more greedy or possessive over their money and material wealth. They could turn this ability on and off as they please.
  3. Children of Plutus innately know the exact location of money, as well as luxurious high-end items within a ten mile radius. And the exact amount of money someone has on their person. This could make them excellent treasure hunters or thieves.
  4. Children of Plutus have inherent knowledge of the different currency exchange rates of the world, as well as the price value of different material items. They can also identify gemstones and other precious metals just by touching them.

Supplementary[]

  1. Children of Plutus can summon a large number of drachma coins and command them to be magnetized on an opponent’s body for a short time, after which they lose effect and fall off the body they were attached to. This could leave an opponent vulnerable to attack or give the user a chance to flee. This can only be done if the user is able to see their target.
  2. Children of Plutus can enchant a piece of paper money or a coin with an aura of greed, which would cause surrounding people to quickly desire it. This can be used to distract a single opponent or cause a group of people to fight over the desired item. This can only affect a person once during a fight.
  3. Children of Plutus can transform items into a piece of paper money - this could be an opponent’s weapon or shield, or other equipment. The item would remain in this form for a fair amount of time, and this could place an opponent at a disadvantage. However only one item can be transformed at a time.
  4. Children of Plutus can create paper bills and coins out of thin air, which can be used in transactions out in the real world. The more money they generate at a time, the more energy is drained. Constant abuse of this power - i.e., generating large heaps of money that would amount to USD 100,000 and above in one instant - could cause the user to pass out for at least a day.
  5. Children of Plutus can telekinetic move small amounts of paper bills with their minds, the larger amounts they move means the more energy drained.

3 Months After Character is Made[]

  1. Children of Plutus can turn precious metals into tools, objects, weapons and other items, create semi-living constructs (such as animals or golems) and/or create structures/buildings of varying permanence; however, only one combative item or semi-living construct can be conjured at a time and it cannot be larger than roughly twice the size of the one that conjured it. The longer they maintain combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive. If they create a combative item they can telekinetically move it with their mind.

6 Months After Character is Made[]

  1. Children of Plutus have the ability to cover their entire bodies with precious metal coating. The form they adapt depends on the user, and they all have varying effects - diamond for immense durability, silver for reflecting energy attacks, copper to act as a lightning rod, etc. This gives them extra properties that could prove useful in battle, and they could even mix and match and use multiple precious metals depending on their choice. However, their movements are more restricted and sluggish this way, and they cannot be as quick and agile as they would have been without the precious metal covering their body. Also, the longer their form is maintained, the more energy is drained from the user.

9 Months After Character is Made[]

  1. Children of Plutus have the ability to temporarily don "The Golden Touch". With this, they can turn literally everything they touch into gold, including, but not limited to, physical objects, elements (like water, earth and fire, but with the exclusion of air), energy attacks, and even other living beings, except the gods, of course. However, the effects are not permanent, and will wear off after a fair amount of time. The effects are also not instantaneous, and the pace of the transformation depends on the size of the target. In the case of living beings, they cannot be fully transformed into gold quickly, and the transformation will have to start from somewhere. For example if the user touches the arm of the target, the transformation will begin there and will then spread to the other parts of the body, until they are fully turned into gold. After using this power, the user will be extremely drained of energy - unable to move and could even possibly faint.

Traits[]

  1. Children of Plutus often make great economists, businessmen, accountants, pawn brokers and even treasure hunters because of their affinity with money and material wealth.
  2. Children of Plutus often find themselves living a luxurious and wealthy life, or if not, grow to accumulate more wealth over time through various reasons. Those close to them - like friends, lovers and family - could also find themselves affected by this.
  3. Children of Plutus normally excel at games where money is involved as a prize. For example, they have higher chances of winning when it comes to the lottery, or in different casino games, as well as betting on different sports games especially when a high sum of money is involved.
  4. Children of Plutus tend to greatly care about financial success, and while these reasons can usually be selfish, some can be driven by a desire to aid loved ones and even strangers with their wealth. But most can agree that making money is one of the most important things in the world to them.
  5. While many children of Plutus find legitimate ways to make money, others are willing to go to extreme lengths for it, like getting involved in highly illegal activities such as drug trafficking and arms dealing for the sake of money. This can sometimes send them down rather immoral paths.


Poseidon Powers[]

Poseidon on Theoi.com
Template:Poseidon Powers

Offensive[]

  1. Children of Poseidon can fire a powerful blast of water from their hands, equivalent to that of a fire hose, which evaporates after a short time.
  2. Children of Poseidon have the ability to conjure and freeze small amounts of water into durable ice weapons, 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. They can also make small non-combative objects out of ice.

Defensive[]

  1. Children of Poseidon can create an area around themselves that inflicts others with intense seasickness, making them dizzy and nauseous for as long as they remain inside. The user must keep their focus on maintaining the effect for the duration.
  2. Children of Poseidon can turn their body to water for a very short time, letting an attack pass harmlessly through them. This can cause extreme dehydration with repeated use.

Passive[]

  1. Children of Poseidon can breathe, are swifter and more powerful, and can heal slightly faster while underwater.
  2. Children of Poseidon can keep themselves and everything they touch dry in the water, unless they choose to become wet.
  3. Children of Poseidon can survive falling from any altitude as long as they land in water, and can go as deep into the ocean as they desire without any effects from the cold or water pressure.
  4. Children of Poseidon can communicate with and command equestrian animals, as well as all creatures that dwell in the sea.
  5. Children of Poseidon are innately less inhibited by severe wind and precipitation.

Supplementary[]

  1. Children of Poseidon have the ability to create minor earthquakes, large enough to knock anyone nearby off their feet, for a few seconds.
  2. Children of Poseidon are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains. This can be used on ice, but is much more difficult and draining.
  3. Children of Poseidon are are able summon a specific horse, pegasus, or sea creature directly to their position, regardless of distance. This only works on creatures that they have a strong personal bond with.
  4. Children of Poseidon can calm, strengthen or influence the direction of the winds, though to a much lesser extent than children of Zeus or the anemoi.

3 Months After Character is Made[]

  1. Children of Poseidon have the ability to create a torrential rainstorm overhead, which will downpour and cause high winds over a large area. The storm will gradually clear over time, and afterward the user would be substantially drained.

6 Months After Character is Made[]

  1. Children of Poseidon are able to shape a semi-living construct out of water, no larger than 3 to 4 times the size of the user, that fights for them for a short time. The user is weakened while the construct is active, and the longer they maintain the it, the more energy it drains.

9 Months After Character is Made[]

  1. Children of Poseidon are able to transform their bodies into a state of pure water for a short time, becoming immune to most attacks. The hydrokinetic abilities they already possess are enhanced by this state, and they are capable of covering great distances in an instant while underwater. The user will be extremely drained once the transformation ends, and could possibly faint.

Traits[]

  1. Children of Poseidon always know their exact coordinates when in water and are able to innately feel the difference between freshwater and saltwater.
  2. Children of Poseidon normally have a love for water, and generally excel at water sports.
  3. Children of Poseidon tend to be favored by animals of the sea.
  4. Children of Poseidon often have a natural affinity for horses and many grow up to become equestrians.


Prometheus Powers[]

Prometheus on Theoi.com
Template:Prometheus Powers

Offensive[]

  1. Children of Prometheus can fire off small bullets of clay at a very high speed, the bullets would materialize and fire from the user’s fingertips. They can be shot fast enough that they could pierce skin on impact.
  2. Children of Prometheus have the ability to turn the immediate ground into soft clay that acts as quicksand, potentially causing anyone stepping in to fall and sink far enough to not move at all. Gradually, the ground will solidify, allowing everyone trapped to slowly regain their footing.

Defensive[]

  1. Children of Prometheus have the ability to coat armor, defenses, and shields with an extra layer of hardened clay that will dull most kinds of attacks for a short time. They are also able to coat weapons with the same material in order to make them unbreakable.

Passive[]

  1. Children of Prometheus excel greatly in wisdom and forethought, allowing them to comprehend of what is true coupled with optimum judgment as to what action to perform. They are able to take into consideration all variables in a situation, foresee the outcomes and what choices one should make to reach the conclusion they want.
  2. Children of Prometheus can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.

Supplementary[]

  1. Children of Prometheus are able to trick another person into doing something for them, coming into agreement with them, or revealing a secret to them; nothing guarantees the person will complete the task, if they figure out they are being tricked.
  2. Children of Prometheus have the ability to generate fire or heat in order to ignite things, distract others, combust objects, augment weapons and constructs, or cause anything to be hotter to the point they are cooked, burned or melted. However, once created, they are not able to control it, and the more fire or heat they generate, the more energy it drains them.
  3. Children of Prometheus are able to conjure pure clay, which can be molded into weapons,armor and shields, or any object possible, that are no more than 2 to 3 times the size of the user. However, only one object can be molded at a time, and the user is continuously drained as they create more clay.
  4. Children of Prometheus can telekinetically move clay with their mind, the more moved and the further the distance. The more energy drained.

3 Months After Character is Made[]

  1. Children of Prometheus can transmogrify others into clay in order to either petrify them or just render them useless and more vulnerable because they become slower and all soft, muddy, and sludgy. The more people affected and the longer the transformation is held, the more energy it drains. And people turned into clay cannot be telekinetically moved by children of Prometheus.

6 Months After Character is Made[]

  1. Children of Prometheus have the ability to construct a group of clay men or animals with a maximum number of five, which can then be controlled by the mind of their creator. Men and animals summoned this way can only be the normal size of the form they take. While the clay beings fights for the user, the latter has a hard time moving until they are destroyed or dismissed. Alternatively, they can create a golem or a giant animal that is equivalent to five clay men combined altogether, no larger than 2 to 3 times the size of the user.

9 Months After Character is Made[]

  1. Children of Prometheus have the ability to turn their entire body into clay. This allows them to change their physical aspect and even mold extra limbs and appendages (but not wings), provide a strong dermal armor and enhance their strength by hardening, or even become flexible and elastic. They also do not feel pain in this state. The longer they keep this up, the more energy it drains, and the longer they have to stay nearly immobile after transforming back.

Traits[]

  1. Children of Prometheus are typically wise and intelligent. However, they can also be cunning, crafty, and incline to be like tricksters. But nonetheless, they are able to give convincing counsel, whether good or bad.
  2. Children of Prometheus generally have a morbid fear of eagles and vultures and they tend to not get along with the children of Zeus very well.
  3. Children of Prometheus are always great at molding and shaping clay without use of their powers. With that, they become known as great sculptors and carvers.


Psyche Powers[]

Psyche on Theoi.com
Template:Psyche Powers

Offensive[]
  1. Children of Psyche can apply temporary symptoms of emotional and mental disorders of their choice upon a target. The harsher the symptom and the longer it lasts, the more energy drained.
  2. Children of Psyche can create telekinetic weaponry (no bigger than 2-3 times the size of the user) that can be used in combat for a short time. The longer the weaponry is held together by the demigod's mind, the more energy drained. This can also be used for non-combative objects; however, it cannot generate working parts. Objects created by a child of Psyche may cause slight confusion on anyone who touches it.
Defensive[]
  1. Children of Psyche can form telekinetic protective spheres around themselves and others for a limited amount of time. The longer the sphere is held together by the demigod's mind, the more energy drained. Likewise, they can form telekinetic shields or walls, which are no bigger than 2-3 times their size.
  2. Children of Psyche can project a powerful psychic aura that induces neurocognitive deficit within a 3-meter radius. Anyone affected will have their upper brain functions shut down, rendering them unconscious. However, the user cannot attack or use other abilities while this one is in effect. All targets affected will automatically wake up, albeit feeling groggy and slightly disoriented, after a short time and the aura can only affect a person once a fight.
Passive[]
  1. Children of Psyche possess a clearer state of mind that grants them a high resistance for any manipulation of their thoughts, emotions and desires, magical or not. They also have a resistance against any mental or emotional disorders.
  2. Children of Psyche have a clear view of others' auras, allowing to sense human beings through their thoughts and emotions. They can track anyone within their "psychic radar" of sorts as long as the target is within a moderate radius. The appearance of one's aura differs from another, taking on a unique color and form. This passive ability also allows them to detect people who are possessed or whose mental/emotional state is altered by supernatural means (eidolons, charmspeak, persuasion, etc.).
  3. Children of Psyche are able to communicate with and command butterflies. If the user gives too many commands, the butterflies will become frustrated and disobey.
  4. Children of Psyche are empowered by the increasing intensity of emotions and thought processes around them.
  5. Children of Psyche can perform complex mental operations and recall greater amounts of information far beyond the capability of a normal human mind with little effort.
Supplementary[]
  1. Children of Psyche are able to read, manipulate, and communicate with the thoughts, emotions, and desires of targets for a limited time. They may establish mental links to at most 5 people; however, the connection will begin tapering off within a moderate radius. The more extreme the change, the longer it lasts, and the more people affected, the more energy is drained. Reading an opponent’s thoughts can be done, but it can only be done a few times before the user starts reading them incorrectly.
  2. Children of Psyche are able to mentally move inanimate objects. However, they cannot move objects that are 2-3 times bigger than their size. The bigger the object and/or the larger the distance covered, the more energy is drained.
  3. Children of Psyche are able to sprout butterfly wings that appear in accordance with the user’s preference. The longer they maintain the wings sprouted, the more energy it drains. The user must also rest in-between flights and cannot travel over long distances without resting often. Lastly, the wings are vulnerable to injuries and magic so these must be repaired regularly.
  4. Children of Psyche are able to manipulate mental, cognitive, emotional, and behavioral conditions at will. They can relieve, intensify, or detect symptoms of disorders such as depression, anxiety, amnesia, or mania; and even influence one's upper mental functions such as concentration, coordination, judgement, and calculation. However, these changes cannot be intensified to the point that the target considers self harm. The changes are only effective for a short period of time and cannot be used to cure or create such conditions on a permanent basis. The larger the change in one's mental state, the more energy is drained.
After 3 Months[]
  1. Children of Psyche can cause its target to mentally collapse by reliving traumatic memories, experiencing hallucinations or an overwhelming amount of emotions, hearing voices, and/or find it difficult to make use of their memories. The victim may fall into madness or become catatonic for a few minutes, depending on the intensity the user desires, before reverting to their original state, but its mind cannot be permanently damaged. The victim may still be able to resist attacks in this state, albeit barely. The longer the user keeps the victim psychologically tortured, the more energy it drains them.
After 6 Months[]
  1. Children of Psyche can now take control over a person's mind. They can force actions upon a target (except harming themselves) and even probe deeper into the person's subconscious and memories. The target will remain under control for a few minutes or until control is relinquished; and the longer the control is kept, the more energy it drains. Being controlled feels like a dream and will be vaguely remembered. This ability is quite useful for intelligence-gathering, retrieving lost memories, and when controlling allies who are otherwise immobilized.
After 9 Months[]
  1. Children of Psyche are able to use psychic force to materialize their soul into 5-6 semi-living constructs, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. The construct's appearance is in accordance to the user's personality, thoughts, and emotions; and will behave in a manner similar to its owner. The longer the constructs are held together by the demigod's mind, the more energy drained.
Traits[]
  1. Children of Psyche are often able to recognize soul-mates when they are together. However, they cannot see their own soul-mate in this way.
  2. Children of Psyche are naturally emphatic. Although fully aware of the desires, emotions, and thoughts around them, they are often unaware of their own.
  3. Children of Psyche know the previous incarnations of their soul well, along with the occupant's thoughts, emotions, and desires.
  4. Children of Psyche often excel in professions with a high affinity for the human mind and behavior such as psychiatry, neurology, behavioral sciences, counseling, and social work.
  5. Children of Psyche are known for their emotional endurance, beauty, passion, affection, and even intelligence. It is not uncommon for them to possess high levels of IQ or EQ.
  6. Children of Psyche often get along well with Eros' and Zephyrus' offspring. Likewise, animosity is usual among them and the children of Aphrodite.


Thanatos Powers[]

Thanatos on Theoi.com
Template:Thanatos Powers

Offensive[]

  1. Children of Thanatos can use astral energies to make weapons for a short period of time, the larger the weapon, the more energy consumed. Only 1 weapon may be created at a time and it cannot be bigger than 2 or 3 times the size of the user.
  2. Children of Thanatos have the ability to drain some of the life force out of a person, so that they become weaker, slower, and almost sedated for a short time. However, using this in succession will weaken the power’s effect.

Defensive[]

  1. Children of Thanatos have the ability to conjure a protective dome of astral energies around them, which will protect the user from attacks for a short time.

Passive[]

  1. Children of Thanatos can sense any death, whether it be mortal, demigod,nymph or monster.
  2. Children of Thanatos can communicate with the souls of the recently deceased.
  3. Children of Thanatos heal slightly every time they deal damage to their opponents.
  4. Children of Thanatos are able to see the lifespan of others, but are forbidden to share information about the lifespan in any way.

Supplementary[]

  1. Children of Thanatos have the ability to Shadow Travel, to teleport from shadow to shadow; the further the distance, the more energy drained.
  2. Children of Thanatos are able to call forth recently deceased spirits to aide them for a short time.
  3. Children of Thanatos are able to enchant weapons with soul-damaging powers, the effect only lasts for a short time.
  4. Children of Thanatos can bend shadows around them, concealing them for a short time.

3 Months After Character is Made[]

  1. Children of Thanatos are able to feast on the darkness around them and empower themselves for a short time, enhancing their strength and speed. After the effect wears off, the user will be somewhat worn out and unable to use the power again for the rest of the fight.


6 Months After Character is Made[]

  1. Children of Thanatos have the ability to temporarily split their souls in order to create a duplicate of themselves to aid them in combat. This duplicate and can only fight using whatever weapon the user has and possesses a weaker version of their powers. The user and the duplicate will possess a telepathic link. The longer the duplicate is maintained, the more energy is drained.

9 Months After Character is Made[]

  1. Children of Thanatos have the ability to morph into a spirit for a short time. Whilst in this state, they are invisible (except to those gifted with powers over necromancy), intangible, able to fly, and their powers over astral energies and necromancy are enhanced. Though they are intangible by default, they can make themselves tangible to attack others or if they wish to be seen. If they attempt to attack anyone while still intangible they will automatically become visible and tangible. While in this state they are also able to drain the life-force of anyone they touch to a slight extent, however they cannot completely drain the life-force of the person. The user is extremely drained once the transformation ends, unable to move and could possibly faint.

Traits[]

  1. Children of Thanatos generally have morbid personalities.
  2. Children of Thanatos are generally not frightened of death.
  3. Children of Thanatos normally prefer the idea of a quiet, peaceful death. They also tend to dislike the idea of people losing their lives violently.
  4. Children of Thanatos can grow up to make great morticians.


Themis Powers[]

Themis on Theoi.com
Template:Themis Powers

Offensive[]

  1. Children of Themis can cause someone to forget their current morals and act savagely for a short time, leaving them vulnerable to attack.
  2. Children of Themis, after receiving a wound, are able to use the justice of vengeance to power their next attack. This empowerment results in the attack having enhanced speed and strength.

Defensive[]

  1. Children of Themis are capable of forcing everyone near them for a short time into a state of lawful peace, where no one can fight. After the effects subside, it cannot be used again for the rest of the fight. The user is also unable to fight due to the lawful peace.
  2. Whenever a child of Themis takes part in a fight, a law automatically comes into existence, and its' purpose is to forbid enemies from attacking them. After this law is broken substantially, the user can create a field of energy that would imprison the opponent for a short time. The energy field would serve as a punishment for breaking the law. The target cannot escape in anyway, but also cannot be attacked while the imprisonment field is active. This power can only be used twice during a fight.

Passive[]

  1. Children of Themis can see a few seconds into the future; allowing them to possibly predict the actions of others, but also hindering their sight at times.
  2. Children of Themis are able to detect any lie and know if someone's telling the truth or not, though it doesn’t always work. This works much better if the lie is directly related to a law or rule being broken
  3. Whenever someone is around a child of Themis, they’d feel at least slightly guilty for their wrongdoings. They can shut off this ability for a long time if they wish to do so.
  4. Children of Themis can sense whenever a crime is occurring in a 10-meter distance, whether it’s illegal or just morally wrong. The user cannot sense crimes being committed against themselves.

Supplementary[]

  1. Children of Themis can create a rule and can make someone follow that rule for a short period of time, as long as the rule does no harm and doesn’t completely stop an opponent from fighting, as well as a suitable punishment if the rule is broken. Possible punishments are substantial pain inducement, banishment (via instant teleportation) from the surrounding area, power/weapon negation (only one weapon or power) for a short time. All punishments subside after a short time; only one rule may be enforced at a time.
  2. If an ally is wounded, Children of Themis are temporarily empowered to achieve justice for them towards the one who wounded them; this effect greatly increases the strength and speed of their attacks until justice is achieved.
  3. Children of Themis are able to turn even the most un-ordered situations into well organized and properly structured systems. An example would be a chaotic battle, where movements and emotions are wild and erratic: the user would cause the battle to stop or organize it to become more calm, precise and well thought out.

3 Months After Character is Made[]

  1. Children of Themis have the ability to lawfully force another person to follow their will for a few minutes, forcing them to follow their commands as long as they are not going to be forced harm themselves. The person will remain under the control of the law forcing for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made[]

  1. Children of Themis can create paradoxical laws that allows the user to affect reality in illogical ways. For example, they can splash water on an opponent and cause severe burns and get hit with a hammer and it will just tickle. Only one reality-warping law can be implemented at a time and it will only be in effect for a short time. Afterwards, the user will be substantially drained. The power cannot be used to implement a law that would cause severe damage, such as breathing or blinking would cause their brains to explode.

9 Months After Character is Made[]

  1. Children of Themis can become an embodiment of order for a short time, giving them the power to immediately judge a person according to their intentions. They are immune to all attacks. The user can implement up to 5 laws at once in this state, but not those that bend reality. (The laws should be similar to ones created and possess penalties like Supplementary 1) The user emits an aura of duty and respect for authority, so the person will be more likely to follow the laws created. This ability only lasts for a short amount of time. Once the child of Themis exits this form they are drained for a moderate time and cannot move until they are rested. Additionally, the more they do in this state, the greater they are drained, sometimes they may even faint.

Traits[]

  1. Children of Themis are normally able to tell if someone is guilty or innocent and tell fact from fiction easily.
  2. Children of Themis often make great lawyers since they have natural knowledge of law/order systems and tend to be fair and unbiased, whether they are prosecutors or attorneys.
  3. Children of Themis tend to be good at understanding prophecies and thinking about the future.
  4. Children of Themis generally take law and order very seriously, working hard to follow/enforce rules and keep things clean and orderly.


Tyche Powers[]

Tyche on Theoi.com
Template:Tyche Powers

Offensive[]

  1. Children of Tyche are able to bless a weapon with a “lucky” shot so that the next attack has a 95% chance of striking the target. This power cannot be used to launch fatal or severe blows, it can only be used twice in a fight.
  2. Children of Tyche can enhance their bodies with success and prosperity, enhancing their physical strength and speed for a short time.

Defensive[]

  1. Children of Tyche have the minor ability to foresee the action of others, such as the course of action an opponent will take when attacking and dodge or parry accordingly; however, if the prediction is wrong, this may cost the child of Tyche dearly.
  2. Children of Tyche are able to curse a weapon with misfortune so that the next 3 attacks with it will not strike its target. This can only be used once in a fight.

Passive[]

  1. Children of Tyche emit a lucky aura, so everyone around them will be slightly luckier. They can shut it off for a long time if they wish.
  2. Children of Tyche are able to see all the possible outcomes of any situation, whether it be a gamble, battle or even nearing dangers, in order to react with the best tactic and reach the best conclusion. They can figure out any chance of success, and even if the odds are overwhelming, they are still able to perceive and understand any cause and effect relation regarding the situation. As such, they make better strategists.

Supplementary[]

  1. Children of Tyche are able to bless an object, making it into a “lucky” charm, that they can either keep for themselves or give to someone else, the object when used can bless the user with one shot of extra luck that will land. This can not be used to severely harm others, and can only be used once in a fight.
  2. Children of Tyche can cause someone to hallucinate about their impending doom and bad luck, distracting them momentarily from the task at hand. This allows the user to attack or flee freely. The intensity of the hallucination can be augmented but drains more energy.
  3. During battle, children of Tyche are able to utilize their life-force and use it as an aura of luck over their allies. The aura protects the child's allies for a short period of time, and can be used on groups of up to ten demigods. the more allies the child protects, the weaker the luck aura will be. The use of the power is severely draining and while in use the user is completely incapacitated. The allies are able to move and attack freely under the barriers, depending on the strength of the barrier their attacks will be stronger/more likely to land and it’ll be easier to avoid attacks.
  4. Children of Tyche can jinx an opponent, making their luck so bad that they’d constantly trip on their two feet, drop their weapons, get dust in their eyes etc. The jinx only lasts for a short time and leaves the opponent vulnerable to an attack or gives the user a chance to flee.


3 Months After Character is Made[]

  1. Children of Tyche can turn their surrounding area into either a bliss zone, terror zone or a black box. The area will be a 10-meter radius with the user’s location as the center. In a bliss zone, everything good that can happen will happen. In a terror zone, everything bad that can happen will happen. And in a black box, outcomes of actions will be wild and unpredictable. Ex: an animal could run in and interfere with an attack. Someone getting hurt in one of the zones will count as good or bad, depending on how much damage they’ve taken/given beforehand. An injured character getting hurt more counts as bad and an uninjured character getting hurt counts as good. This will not ensure permanent or lethal damage. The zone only lasts for a moderate amount of time before fading away. This power can only be used once in a fight.


6 Months After Character is Made[]

  1. Children of Tyche are able to induce terrible luck on a target for a short time, an enhancement of Supplementary 4. The probability of terrible things happening to them drastically increases. They could be in the epicenter of a mild earthquake, powerful storm or even in the destination of a meteorite shower etc. The user must ensure they’re a safe distance when creating the curse and thus can curse someone from up to a 20-meter distance. The curse cannot be used to instantly murder someone and the user is substantially drained once it ends.

9 Months After Character is Made[]

  1. Children of Tyche are able to make themselves so lucky for a short time, it will enhance their abilities. In this state, the user will be so lucky, all attacks aimed towards them would fail. Their physical prowess substantially increases and all their attacks have an 85% chance of success. Once the luck enhancement subsides, the user will be so drained they won’t be able to move and could possibly faint.

Traits[]

  1. Children of Tyche are generally very lucky in all that they do.
  2. Children of Tyche are typically adept at playing games of chance.
  3. Children of Tyche normally see the luck of any person, whether they’re incredibly fortunate or plagued with terrible luck. They can also see different possible fates of others when idle, but the child will have no idea which one shall come to pass. Ex: They’d be able to see a person’s possible future of where they become a famous celebrity and another one where they’re a homeless vagrant.


Zephyrus Powers[]

Zephyrus on Theoi.com
Template:Zephyrus Powers

Offensive[]

  1. Children of Zephyrus have the ability to create gusts of wind, however, the stronger the gust, the more it drains them.

Defensive[]

  1. Children of Zephyrus have the ability to create a dome shaped torrent of wind, roughly two to three time the size of the user, which can be used to block attacks for a very short time.
  2. Children of Zephyrus have the ability to create a small tornado, about the size of the user, which can be used to block projectile attacks for a short time.
  3. Children of Zephyrus have the ability to create large clouds which obstruct vision of everyone else.

Passive[]

  1. Children of Zephyrus are stronger in the spring months.

Supplementary[]

  1. Children of Zephyrus have the ability to hover or fly, however, the longer they fly the more it drains them.
  2. Children of Zephyrus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.

3 Months After Character is Made[]

  1. Children of Zephyrus have the ability to create a massive rainstorm which will begin to downpour and flood the immediate area, for a short time.

6 Months After Character is Made[]

  1. Children of Zephyrus have the ability to increase the water density of clouds, enabling them to knock people over with them or even ride atop them; this significantly drains the child of Zephyrus.

9 Months After Character is Made[]

  1. Children of Zephyrus can shed their flesh and turn into pure clouds, while in this state they are immune to attacks, can travel long distances in a fraction of the time, can knock enemies off their feet, the longer they maintain this form, the more energy is drained, and the weaker they become.

Traits[]

  1. Children of Zephyrus are generally left handed.


Zeus Powers[]

Zeus on Theoi.com
Template:Zeus Powers

Offensive[]

  1. Children of Zeus can manipulate latent electricity in the atmosphere, focusing it into a lightning strike. Static can be seen building up around the target briefly before the strike.
  2. Children of Zeus have the ability to flow an electrical current into any sort of metal weaponry which will shock anyone it strikes; the current can only be maintained while they are holding the weapon.

Defensive[]

  1. Children of Zeus have the ability to emanate a field of electrical static which stuns anyone nearby for a short time. They cannot move while maintaining the field.
  2. Children of Zeus can launch a powerful gust of wind in all directions, repelling attacks and potentially sending enemies flying.

Passive[]

  1. Children of Zeus are innately immune to electrocution.
  2. Children of Zeus can communicate with and command birds.
  3. Children of Zeus are innately stronger during severe weather, and are less inhibited by wind and precipitation.
  4. Children of Zeus's bodies give off harmless levels of electricity that can power or short-circuit electronics if they wish.
  5. Children of Zeus need much less oxygen to survive, letting them breathe normally at high altitudes or hold their breaths for long periods.

Supplementary[]

  1. Children of Zeus have the ability to control the winds to hover or fly, however, the longer they fly the more it drains them.
  2. Children of Zeus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.
  3. Children of Zeus are able to call a flock of birds to their aid, that will then help to either defend or attack for a short time.
  4. Children of Zeus are able to cause a booming thunderclap, deafening and potentially stunning anyone nearby for a few seconds.

3 Months After Character is Made[]

  1. Children of Zeus can summon a weather front of their choice to an area, such as creating a thunderstorm, snowstorm, high winds, heat wave, or any other natural form of weather. The longer the change is maintained, and the more extreme the change from the current climate, the more they are drained.

6 Months After Character is Made[]

  1. Children of Zeus are able to transform into an eagle at will, allowing them to move undetected, scout their surroundings, and fly long distances without tiring. The longer they sustain this form, the more time they need to rest between transformations.

9 Months After Character is Made[]

  1. Children of Zeus can call down a lightning strike from the heavens, directly onto themselves, and absorb its full power into their bodies for a short time. In this state, the user is much stronger and faster, static electricity emanates from their skin, and all of their powers over lightning are substantially increased. Once the energy subsides, the user is left heavily weakened from the strain on their muscles, and they may be unable to move for a long time.

Traits[]

  1. Children of Zeus generally make strong leaders.
  2. Children of Zeus are generally good at predicting the weather, as Zeus was also the god of weather.
  3. Children of Zeus are rarely afraid of heights.
  4. In some cases children of Zeus are prone to being claustrophobic, as they generally prefer open spaces.

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Anchiale Powers[]

Anchiale on Theoi.com
Template:Anchiale Powers

Offensive[]

  1. Children of Anchiale are able to make someone feel unbearable heat for a very short time, usually distracting them and making them vulnerable to attacks
  2. Children of Anchiale have the ability to form weapons out of hot air 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.

Defensive[]

  1. Children of Anchiale can create walls of pure heat around them or someone else for a short time. These will cause burns on anyone who touches them.
  2. Children of Anchiale can make themselves or someone else immune to heat or cold for a short time.

Passive[]

  1. Children of Anchiale can generate heat from their bodies in order to warm a small radius around themselves.
  2. Children of Anchiale are generally more powerful in warmer temperatures.
  3. Children of Anchiale are more resistant to heat and flames than other demigods.

Supplementary[]

  1. Children of Anchiale have the ability to Fire Travel, to teleport from a source of fire to fire; the further the distance, the more is energy drained.
  2. Children of Anchiale have the ability to release heat from their hands in order to cauterize an open wound.
  3. Children of Anchiale can use thermal vision for a short period of time, which allows them to see heat sources of all kinds. Once this wears off, the user's eyes need to readjust for a little.
  4. Children of Anchiale can temporarily turn themselves cold-blooded, and thus undetectable by thermal imaging. The user may feel chills during the time this is used, and the longer it is used, the more draining it is.

3 Months After Character is Made[]

  1. Children of Anchiale can create and control small amounts of fire; however, it is very chaotic and may burn anything near it no matter the intention of the child of Anchiale. They can shoot fireballs, streams of fire and coat weapons in flame. The more fire summoned and controlled, the more energy is drained.

6 Months After Character is Made[]

  1. Children of Anchiale can temporarily cause the oxygen around an opponent to be extremely hot so that when they breathe in it causes minor to moderate burns to their throat. The power does not cause any severe or permanent damage. The longer this power is in effect, the more energy is drained from the user.

9 Months After Character is Made[]

  1. Children of Anchiale have the ability to shed their flesh and turn into a state of pure heat for a short time. While in this state the user becomes immune to all attacks, their existing powers over heat are enhanced and anything they touch is intensely burned. Once they change back they will be extremely drained and immobile for a long time, and they could possibly faint.

Traits[]

  1. Children of Anchiale usually have warm personalities.
  2. Children of Anchiale are usually protective and empathetic.


Atlas Powers[]

Atlas on Theoi.com
Template:Atlas Powers

Offensive[]

  1. Children of Atlas can curse opponents to experience twice the normal drain from their powers for a short time.

Defensive[]

  1. Children of Atlas can become resistant to all types of physical attacks for a short time.

Passive[]

  1. Children of Atlas are gifted with massive endurance that surpasses all but the most legendary demigods.
  2. Children of Atlas are gifted with strength, speed and battle reflexes beyond most demigods.
  3. Children of Atlas are innately talented warriors, learning how to use new weapons and fighting styles as well as how to adapt to enemy styles with ease.
  4. Children of Atlas are innately talented leaders and tacticians, able to rapidly formulate strategies that take advantage of the strengths of all of their allies.
  5. Children of Atlas exude an aura of authority that bolsters the confidence of allies and intimidates enemies.

Supplementary[]

  1. Children of Atlas can infuse their words with power to command others to do their will; the person will remain under the control of the command for a few minutes or until control is relinquished. The person can resist the command, especially if told to harm themselves or their allies. The longer the user maintains control and the more the target resists, the more draining the power is.
  2. Children of Atlas 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 knocks anyone within a few feet off balance.

3 Months After Character is Made[]

  1. Children of Atlas have such an air of authority that they can subjugate the wills of lesser monsters and force them to do their bidding. If more than three monsters are controlled at a time, they will break free of the child’s control and retaliate. The child of Atlas will also passively intimidate even unsubjugated weak monsters, making them reluctant to attack alone.

6 Months After Character is Made[]

  1. Children of Atlas can shrug off their exhaustion and achieve feats of limitless endurance for a short time. After thirty seconds to a minute, they will experience the full exhaustion of their actions at once.

9 Months After Character is Made[]

  1. Children of Atlas can bring out their their allies’ full potential, greatly amplifying their powers and physical prowess, removing their fears and doubts, and even allowing them to use 3/6/9 powers they haven’t unlocked. The child of Atlas will be forced to endure the cumulative emotional, physical and powers-induced burden of every person under its effect for its duration, however. As such, depending on their allies’ actions and how long the power is sustained, this could cause massive physical and emotional wear that could render them unable to move or unconscious for a very long time afterward.

Traits[]

  1. Children of Atlas are usually headstrong and firm in their beliefs.
  2. Children of Atlas make natural leaders.
  3. Children of Atlas typically have the potential to become great soldiers, agents or generals, able to perform remarkable feats within the military.


Circe Powers[]

Circe on Theoi.com
Template:Circe Powers

Offensive[]
  1. Children of Circe have the ability to create small fireballs, the larger the ball, the more energy it drains.
Defensive[]
  1. Children of Circe have the ability to deflect attacks with their telekinetic abilities for a short time, the more they use their telekinetic abilities to deflect, the more drained and incapacitated they become
  2. Children of Circe can transform weapons into something harmless for a short time, anywhere from a few seconds to a few minutes, however, the larger or the more weapons there are the more energy is used
Passive[]
  1. They possess Matter Transmogrification which is the ability to control pure matter to transform objects, depending on the size of the object transformed, varies on how long it stays transformed, the larger the object transformed, the more energy it takes
Supplementary[]
  1. Children of Circe can cast a levitation spell on themselves for short times, the longer they levitate the more power it drains.
  2. Children of Circe are able to use some healing spells to heal minor wounds.
  3. Children of Circe are adept at making potions and elixirs
3 Months After Character is Made[]
  1. Children of Circe can transform others into animals, the more people and the longer the transformation is held the more energy is used.
6 Months After Character is Made[]
  1. Children of Circe can infuse magic into their words and ‘charm-speak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.
9 Months After Character is Made[]
  1. Children of Circe have the ability to transform into a ferocious animal, the longer they stay in this form, the more it drains them and the longer they need between transformations. They also can not transform into an animal larger than two times their size, and they can not flip back and forth between transformations, they must rest considerably between each transformation.
Traits[]
  1. Children of Circe moves with a prodigious agility that resembles snakes.
  2. Children of Circe often have deep and mysterious personalities


Clymene Powers[]

Clymene on Theoi.com
Template:Clymene Powers

Offensive[]

  1. Children of Clymene can make themselves seem superior to their opponent. This may cause those affected to be intimidated and feel inferior, doubting their own skills and causing a lack of confidence and leadership.

Defensive[]

  1. Children of Clymene can cause those around them to attribute them in such a high regard that they will not harm them, but this goes away as soon as they try to attack them.
  2. Children of Clymene can make someone feel like they are extremely unpopular for a short period of time, causing them to feel too depressed to fight.

Passive[]

  1. In their presence, people that are surrounding children of Clymene will be more energized than usual.
  2. Children of Clymene are more powerful when they’re surrounded by people.

Supplementary[]

  1. They have the ability to predict how famous or infamous one will be in the future, but cannot do this for themselves.
  2. Children of Clymene can see if people regard them or others with good or bad repute. This allows them greater insight into social situations, especially when an individual is famous.
  3. They can increase or decrease someone’s renown temporarily, causing people to pay more or less attention to them in social situations.
  4. Children of Clymene have the minor ability to sway a person’s feelings with fervour to achieve fame and renown in anything they do for a short time, ie: fighting, doing their hobby etc.

3 Months After a Character is Made[]

  1. Children of Clymene can decrease their own fame to the point when as long as they are in a crowd of three or more people, they become virtually and socially invisible.

6 Months After a Character is Made[]

  1. They have the ability to cause one to essentially temporarily become a social pariah, and they will be treated by the public with harassment and disrespect for a moderate amount of time  

9 Months After a Character is Made[]

  1. Children of Clymene have the ability to charmspeak to a mass audience. The more people they are speaking to, the more powerful, convincing, and charismatic their charmspeak. They must be speaking to a group of at least five people for the power to take effect.

Traits[]

  1. They tend to be popular
  2. Children of Clymene are usually beautiful in appearance.
  3. They usually end up becoming celebrities, paparazzi or gossip columnists
  4. They often have a lot of charisma and make good leaders


Eos Powers[]

Eos on Theoi.com
Template:Eos Powers

Offensive[]
  1. Children of Eos can create concentrated beads of bright light that can be telekinetically launched at opponents. On contact, each will explode in a blinding burst of light with force comparable to a firecracker.
  2. Children of Eos have the ability to absorb light and expel it in weaponized forms. The more powerful the charge, the more light and time it takes. They are immune to the attack itself.
Defensive[]
  1. Children of Eos can cause moisture on and around an opponent to freeze and hinder their movements.
  2. Children of Eos can exude the light of dawn through their hands, turning them rosy and giving them the ability to quickly heal minor wounds and incrementally restore energy.
Passive[]
  1. Children of Eos have eyes that are extremely resistant to light damage and can stare into the sun.
  2. Children of Eos find themselves renewed and refreshed at dawn even if they have not slept the night before.
  3. Children of Eos are more powerful and less drained by their powers at dawn and during twilight hours.
  4. Children of Eos have the ability to create temporary light sources, similar to the concept of a flare, which will light an area for a short time.
Supplementary[]
  1. Children of Eos can disperse and banish any darkness by willing it away.
  2. Children of Eos have the ability to force the temperature within a 15 meter radius of them to reach dew point and manipulate the newly condensed water droplets. They can also manipulate already existing water.
  3. Children of Eos can cause objects and people to frost over by touching them.
  4. Children of Eos have the ability to “light travel” - to dissolve into light particles and teleport to another light source. The further the distance traveled, the more energy drained.


3 months after character is made[]
  1. Children of Eos can cast illusions in order to twist others’ perception of reality or make everyone around them see something that isn't really there. However, the illusion isn't physical and therefore is only a trick of light. The bigger the change in perception, the more power drained. They can also delude single individuals in the same fashion.
6 months after character is made[]
  1. Children of Eos can condense moisture in the air into glittering, translucent wings of morning dew to fly with. These wings rain down tiny droplets of healing dew around them as they fly that can slowly heal the wounded and restore the sick. They may choose who the dew affects if they wish and the healing will work even when not airborne.
9 months after character is made[]
  1. Children of Eos can manifest the power of twilight and sever their connection to the dawn, giving them access to both light and dark based abilities. In this state, they create a zone of true twilight around them for the duration of the power, allowing them to manipulate light sources and shadows as they wish. After 1 minute, the state will lose hold and they will be unable to use it until the next day.
Traits[]
  1. Children of Eos generally have bright personalities.
  2. Children of Eos have a way of restoring hope and inspiring others
  3. Children of Eos find comfort in liminal spaces, as dawn is a liminal time.
  4. Children of Eos are natural charioteers.


Epimetheus Powers[]

Epimetheus on Theoi.com
Template:Epimetheus Powers
(Note: Afterthought doesn't mean seeing into the future, that's forethought, afterthought is like having a nuclear bomb go off and thinking "oh I should have built a bomb shelter")

Offensive[]

  1. Children of Epimetheus have the ability to force afterthought on someone, causing them to not take into careful consideration of what may happen in the future and become reckless, leaving them vulnerable to attacks for a short time.
  2. Children of Epimetheus have the ability to replace someone's forethought with and afterthought, causing them to become blind to attacks until the effect wears off after a short time or once an action affects the victim.

Defensive[]

  1. Children of Epimetheus have the ability to think of an excuse to keep the enemy from attacking for a short time. The longer the user tries to keep up with the excuses, the more energy it drains.

Passive[]

  1. Children of Epimetheus can see back into the past from a few seconds, upwards to an hour, for as long as the user can keep it up. The longer this is active the more energy it drains and it also obscures the child's sight at times.
  2. Children of Epimetheus share a minor emphatic link with most animals on the Earth, as their father was the one who created animals.

Supplementary[]

  1. Children of Epimetheus are able to trick another person into doing something for them or revealing a secret to them; nothing guarantees the person will complete the task if they figure out they are being tricked.
  2. Children of Epimetheus have the ability to call a few ferocious animals to their aid. This ability can only be used upon 3 animals at once and the bigger the animals the more energy it drains. After a short time, the animals retreat.
  3. Children of Epimetheus have the ability to cause someone to act foolish and stupid for a short time, decreasing their strategic ability and overall competency in battle.

3 Months After Character is Made[]

  1. Children of Epimetheus have the ability to command the obedience of as many animals as possible that can reach them, and they can be used for a multitude of purposes; however, this lasts only for a very short time and drains the user considerably once the ability wears off.

6 Months After Character is Made[]

  1. Children of Epimetheus have the ability to create a field of energy around them that causes anyone within it to procrastinate on what they are currently doing, stopping them from doing the action. As long as the field is maintained, everyone within it will continue to procrastinate once they do another action, limiting their possible actions continuously until they become idle. The longer the field is maintained, the more it drains the user.

9 Months After Character is Made[]

  1. Children of Epimetheus have the ability to transform into a ferocious animal, the longer they stay in this form, the more it drains them and the longer they need to rest between transformations. They also can not transform into an animal larger than two times their size, and they can not flip back and forth between transformations, they must rest considerably between each transformation.

Traits[]

  1. Children of Epimetheus are often full of excuses and often procrastinate.
  2. Children of Epimetheus often don't think about the future until it's too late.
  3. Children of Epimetheus tend to be thoughtless, scatter-brained and disorganized.


Eurus Powers[]

Euros on Theoi.com
Template:Eurus Powers

Offensive[]

  1. Children of Eurus have the ability to control gusts of wind which will wilt plants and tress the longer it blows, however, the stronger the gusts, the more they are drained. These winds are gentler than the winds of other demigods, but easier to sustain.
  2. Children of Eurus have the ability to unleash a focused wind that erodes away at any sort of solid object, whether it be stone, metal, etc.; the longer the wind blows, the more erosion will take place but also, the more energy will be drained.

Defensive[]

  1. Children of Eurus have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Eurus have the ability to create a small, localized rainstorm which darkens the area and obstructs view.

Passive[]

  1. Any plant that touches the hand of a child of Eurus begins to die instantly. The plant only continues to die as long as they touch it. They can shut the ability off for a long time if they wish.
  2. Children of Eurus emit an aura of misfortune, so everyone around them will be slightly unlucky. They can shut it off for a long time if they wish.
  3. Children of Eurus are stronger in the fall season, and in rain.
  4. Children of Eurus can instinctively tell how sad someone is.

Supplementary[]

  1. Children of Eurus have the ability to hover or fly, however, the longer they fly the more it drains them.
  2. Children of Eurus have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others.
  3. Children of Eurus can jinx an opponent, making their luck so bad that they’d constantly trip, drop their weapons, get dust in their eyes etc. The jinx only lasts for a short time.
  4. Children of Eurus can increase or decrease the amount of depression or melancholy someone feels.

3 Months After Character is Made[]

  1. Children of Eurus have the ability to create a massive rainstorm which will begin to downpour and flood the immediate area, for a short time.

6 Months After Character is Made[]

  1. Children of Eurus are able to manipulate the growth in a large area around them to suddenly become wilted and withered, this can be used to reveal hiding enemies, or stop plant-based abilities from attacking them. This drains the child of Eurus considerably.

9 Months After Character is Made[]

  1. Children of Eurus can shed their flesh and turn into pure fog. While in this state they are immune to attacks, can travel long distances in a fraction of the time, and may obstruct enemy view when they pass by, the longer they maintain this form, the more energy is drained, and the weaker they become.

Traits[]

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


Hyperion Powers[]

Hyperion on Theoi.com
Template:Hyperion Powers

Offensive[]
  1. Children of Hyperion have the ability to conjure weapons out of pure light which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.
  2. Children of Hyperion have the ability to focus an intense beam of light which will burn anything it touches; the effect may also be applied to conjured weaponry or armor instead.
Defensive[]
  1. Children of Hyperion have the ability to conjure a cloak of pure light which will blunt most attacks but slow the movement of the conjurer.
  2. Children of Hyperion can summon a forcefield of light which protects them from all attacks but slows their movements and drains them severally.
Passive[]
  1. Children of Hyperion have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.
  2. They are innately stronger in the light
Supplementary[]
  1. Children of Hyperion are able bend the light around them, concealing them for a short time.
  2. Children of Hyperion can teleport via photons/light. He/she can become photons and teleport anywhere that has light. The further they travel the more energy it drains.
3 Months After Character is Made[]
  1. Children of Hyperion are able to form armor out of the surrounding light. The design varies from user to user, but a theme of quick movement and speed is usually common. This blunts most projectiles and the longer they maintain it the more energy it drains.
6 Months After Character is Made[]
  1. Children of Hyperion are able to use light to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains
9 Months After Character is Made[]
  1. Children of Hyperion have the ability to shed their flesh and turn into a purely plasmic state for a short time and while in this state, the user is granted flight, immune to all attacks and anything they touch is intensely burned; however, once the user changes back they will be extremely drained and immobile for a long time.
Traits[]
  1. Children of Hyperion generally have bright personalities.


Iapetus Powers[]

Iapetus on Theoi.com
Template:Hyperion Powers

Offensive[]

  1. Children of Iapetus can detect weak points in the armor and form of their opponents, and they are adept at striking these points.
  2. Children of Iapetus can empower their attacks to cause extreme pain to the opponent, even if the injuries are minor.
  3. Children of Iapetus can amplify an opponent’s nervous system, amplifying any pain they may feel or may come to feel. The effect diminishes after a few minutes.
  4. Children of Iapetus can decrease the strength of their opponents skin, making them more susceptible to wounds.

Defensive[]

  1. Children of Iapetus can numb their own nervous systems so they may not feel pain in battle; they can also amplify it if they wish.
  2. Children of Iapetus can become resistant to all types of physical attacks for a short time

Passive[]

  1. Children of Iapetus are stronger and faster than the average human.
  2. Children of Iapetus can view the lifespan of any mortal or demigod, but they are forbidden to speak about it.
  3. Children of Iapetus are innate masters of spears and other thrusting weapons due to their father’s own prowess with the spear and his reputation as The Piercer.
  4. Children of Iapetus become more powerful the more they are wounded.

Supplementary[]

  1. Children of Iapetus have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds.
  2. Children of Iapetus can cause their opponents to feel as if they are dying; this includes feeling something like rigor mortis causing the bodies of their opponents to suddenly stiffen.
  3. Children of Iapetus have the inhuman ability to leap great distances at once which can be used to dodge or attack. Upon landing, a small tremor is unleashed which causes anybody within a few feet to lose their balance.

3 Months After a Character is Made[]

  1. Children of Iapetus have the ability to conjure a spear, polearm, or whatever piercing weapon they prefer out of pure force 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. They can telekinetically control the weapon they conjure, and it is enchanted to be more effective at piercing defenses; for example magical barriers, metal armor or shields may crack and break under repeated strikes. They will also gradually gain control over their existing weapon of choice, over time, but to a weaker extent than the conjured weapon.

6 Months After a Character is Made[]

  1. Children of Iapetus can create pain-links between people, causing them to feel the full extent of each-other's pain. The link is purely mental and does not cause any physical injuries. The user can link as many people as they want, but the more targets they link, the more it drains them. They can include themselves in a link if they wish, and if they use their power to amplify or dull their own pain, it will affect everyone else in a link too.

9 Months After a Character is Made[]

  1. Children of Iapetus are able to enter an enhanced state for a short time, where they become quicker, stronger and more precise. In this state the user's attacks will easily pierce and negate any form of defenses, physical or otherwise, including invincibility and intangibility. Once the transformation subsides and the user reverts to normal, they are immensely drained, and could possibly faint.

Traits[]

  1. Children of Iapetus are more mindful of the fact that life is limited.
  2. Children of Iapetus are generally not afraid of death.
  3. Children of Iapetus tend to prefer weapons optimized for piercing, like spears or other thrusting weapons.



Koios Powers[]

Koios on Theoi.com
Template:Koios Powers

Offensive[]

  1. Children of Koios have the ability to to form weapons out of cosmic energy which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make non-combative objects out of cosmic energy.
  2. Children of Koios have the ability to send any object near them flying at the northern direction, which can be used to strike others. Only one object can be sent flying at a time and it cannot be bigger than two to three times the size of the user.

Defensive[]

  1. Children of Koios have the ability to tap into the power of prescience, see through an enemy's every move and intention before said enemy even decides them, so that the user can act accordingly. This only lasts for a short time, and it may confuse the user afterwards.
  2. Children of Koios have the ability to cause someone to rotate on their own axis, disorienting them for a short time out of dizziness.

Passive[]

  1. Children of Koios have the innate ability of hyper-cognition. They are able to perform more complex mental operations than a normal human could achieve. They are able to process thoughts and learning far quicker than others with little cognitive effort.
  2. Children of Koios can see a few seconds into the future; allowing them to possibly predict the actions of others or possible outcomes of an event, but also obscuring their sight at times.
  3. Children of Koios have minor telepathic abilities.

Supplementary[]

  1. Children of Koios have the ability to conjure a miniature version of the Polaris, which will alight an area for a short time before disappearing.

3 Months After Character is Made[]

  1. Children of Koios, due to the strength of their minds, are now gifted with the ability of clairvoyance. They are able gain information about an object, person, location or physical event through means other than the known human senses, for example beyond their normal sensory range or when unable to use their physical senses. Some techniques of clairvoyance are veridical dreaming, scrying and parasight.

6 Months After Character is Made[]

  1. Children of Koios have the ability to distort the axis of objects and structures to the point that they behave abnormally (losing cohesion, explosions, violent rattling and shaking, etc). This can be used for a multiple purposes, and the bigger the object, the more energy it drains.

9 Months After Character is Made[]

  1. Children of Koios are able to use cosmic force to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting, the user is incapacitated. The longer the construct is held together by the demigod's mind, the more energy drained.

Traits[]

  1. Children of Koios always know where the direction of north is pointing, as their father was the Titan of the north. Because of this, they rarely get lost. They also tend to feel "drawn" to the northern pole, where their father resides.
  2. Children of Koios are mostly very intelligent and knowledgeable.
  3. Children of Koios can see the North Star, Polaris, without even trying to look for it, and differ it amongst other stars. They can also point its exact location even if it is covered by anything such as clouds, roofs, trees, etc.


Kronos Powers[]

Kronos on theoi.com (not to be confused with the protegenoi Chronus)
Template:Kronos Powers

Offensive[]

  1. Children of Kronos are able to distort time on their bodies in combat, making themselves and their attacks appear extremely fast for a short time. They can also apply this effect to objects, such as distorting time on a throwing knife to make it travel faster, etc.
  2. Children of Kronos can fire blasts of chronal energy that age targets they hit. Enemies will feel temporarily exhausted and less powerful, while objects will permanently erode and weaken. The effects compound with multiple hits, which could eventually age objects to dust given repeat use.

Defensive[]

  1. Children of Kronos can greatly accelerate time on an opponent’s body without warning for a few seconds, making them stumble or mistime attacks as they can’t keep up with their own movements.
  2. Children of Kronos can release an extremely-short-range pulse of chronal energy that freezes time on inanimate objects, briefly locking them in place. The pulse only extends about 10 cm from their body, and the larger the objects affected, the more they are drained. It can be used to block weapons, but this requires expert timing.

Passive[]

  1. Children of Kronos can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.
  2. Children of Kronos are able to see the lifespan of others, but are forbidden to share information about the lifespan in any way.
  3. Children of Kronos become progressively stronger and more powerful over long battles.
  4. Children of Kronos have an innate “harvest sense”, that lets them sense coming opportunities to capitalize on advantages for maximum effect. This could be in battle or in their day-to-day lives.

Supplementary[]

  1. Children of Kronos have the ability to travel back and forth in time, but they are unable to interact with or change past events, only see the events play out. When they go forward in time they only see “possible” futures, that does not mean those future events will come to pass.
  2. Children of Kronos can infuse their words with power to command others to do their will; the person will remain under the control of the command for a few minutes or until control is relinquished. The person can resist the command, especially if told to harm themselves or their allies.
  3. Children of Kronos can accelerate and control the growth of nearby living plants, which can be used to create constructs or hamper foes.
  4. Children of Kronos have the ability to heal from non-fatal wounds by slowly draining the life essence from surrounding plant life. This could take a few minutes for minor cuts and scrapes to several hours for deep wounds.

3 Months After a Character is Made[]

  1. Children of Kronos are able to “invest” energy into a specific point in the future, weakening themselves for the duration. At the chosen moment, they can harvest the stored energy for an explosive burst of power and agility that is stronger the longer they were drained.

6 Months After a Character is Made[]

  1. Children of Kronos have the ability to slow time in a small area around them roughly three times their size, gradually slowing all movement but their own over ten seconds. People close to them would feel resistance as if underwater, making it progressively harder to move the longer they spend inside the area. Anyone who remains for the full effect will be briefly frozen in time, unable to move at all for a short duration. The user is considerably drained afterward.

9 Months After a Character is Made[]

  1. Children of Kronos can rip the life essence from surrounding plant life in a wide area to create a powerful astral scythe for a time. Any attacks the child makes with the scythe will leech power from the target, exhausting them while empowering the wielder to become faster and stronger. It will also harvest the lifespan of any mortals it kills, letting the child of Kronos stop aging for a number of years based on how long their victim would’ve lived naturally. The scythe only lasts for a short time before fading. Afterward the user would be left very exhausted and they would possibly pass out.

Traits[]

  1. Children of Kronos are often natural leaders.
  2. Children of Kronos always know what time it is, even if they don’t have a watch.
  3. Children of Kronos have a knack for long-term planning.


Leto Powers[]

Leto on theoi.com
Template:Leto Powers


Offensive[]

  1. Children of Leto can cause someone to forget all sense of modesty for a short time, causing them to act with indecency, and leaving them partially vulnerable to attack.
  2. Children of Leto can cause someone to feel as if they were suffering through a lot of emotional pain, which can cause the person to lose the will to fight for a short time.

Defensive[]

  1. Children of Leto can cause themselves to appear innocent and harmless for a short amount of time. If the user attacks, then this effect goes away immediately.
  2. Children of Leto can temporarily curse any nearby weapons with kindness, rendering them unable to attack for a short period of time. This includes the user's own weapons.

Passive[]

  1. Children of Leto have an aura of modesty surrounding them at all times. This can make nearby people slightly modest while in the presence of the user. This can be turned off for a long time, if desired.
  2. Children of Leto can sense random acts of kindness happening around them, within a city block's reach. They can't sense acts of kindness happening to them, however.
  3. Children of Leto are stronger in settings associated with children such as playgrounds, maternity wards and home settings.
  4. As their mother is a protector of the young like her immortal children, Children of Leto become slightly empowered when they are protecting those younger than them.

Supplementary[]

  1. Children of Leto can make themselves unnoticeable by others for a short period of time. While the user will be visible, anyone affected will either ignore the user or interact with them, instead of just noticing them.
  2. Children of Leto can control the clothing, but not the armor, of others, create and transform it at will. They could turn a girl’s prom dress into a red bikini, create a scarf around someone’s neck and command it to strangle someone etc. Commands and transformations only last for a short time and the target’s clothes revert to normal.
  3. Since it is said that a rooster was by Leto's side during her labor, Children of Leto can call forth a rooster that they can command, within reason. If too many commands are given, the rooster will no longer obey the user.
  4. Children of Leto can take on the appearance of a proud mother, which can empower nearby allies for a short amount of time.

3 Months After Character is Made[]

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

6 Months After Character is Made[]

  1. Children of Leto can make a target, regardless of gender, feel as if they are pregnant with a child for a short amount of time. This makes the target feel slightly heavier than normal, as well as making them feel very exhausted. This is quite draining on both the target and the user.

9 Months After Character is Made[]

  1. Children of Leto can take on the role of a mother for a short amount of time, and thus be able to command up to seven other people at once. Those affected cannot be commanded to harm themselves or each other for that matter. This can be very draining on the user, and once this wears off, both the user and those affected are met with a lot of confusion.

Traits[]

  1. Children of Leto do not get along very well with children of Hera, since Hera is not very fond of Leto at all.
  2. Children of Leto can make for amazing mothers.
  3. Children of Leto are very kind, often preferring a calm conversation to any sort of sparring.
  4. Children of Leto get along really well with children of Asteria, as Asteria helped Leto when Leto needed it most.


Lelantos Powers[]

Lelantos on theoi.com
Template:Lelantos Powers

Offensive[]
  1. Children of Lelantos have the ability to create powerful gusts of wind, the more powerful the gust, the more it drains the user.
Defensive[]
  1. Children of Lelantos can surround themselves in a tornado like gust of wind, which prevents any attacks for a short time, but leaves them severally drained.
  2. Children of Lelantos have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
Passive[]
  1. Children of Lelantos are very stealthy and are able to move so quietly they are practically, but not virtually unseen
  2. Children of Lelantos are skilled at camouflage so that they are able to blend in with their environment to the point of being virtually undetectable to the naked eye, however if they move, they risk becoming detected
Supplementary[]
  1. Children of Lelantos have the ability to hover or fly, however, the longer they fly the more it drains them.
  2. Children of Lelantos possess great talent and instinct in/for hunting all things. They can track anything under any condition, sense the weaknesses of their prey and exploit them for a short time
3 Months After Character is Made[]
  1. Children of Lelantos are able to form armor out of the surrounding air. The design varies from user to user, but a theme of quick movement and speed is usually common. This blunts most projectiles and the longer they maintain it the more energy it drains.
6 Months After Character is Made[]
  1. Children of Lelantos are able to transform their body completely into air, while in this state they are impervious to attack, and can move faster than when flying or on the ground, the longer they remain in this state the more energy it drains and the more time they must rest between transformations. Also while in this state they can use air currents to teleport to one place to another. The stronger the wind is, the farther the user will go with this.
9 Months After Character is Made[]
  1. Children of Lelantos can create any creature (be it real or not) out of air, and be able to control it, no larger than 2 to 3 times the size of the user. The user can make the creature do his bidding and follow his thoughts. They can use it for a few purposes whether to scout or attack, but while the creature is made they are incapacitated and the longer the maintain the creature, the more energy is drained.
Traits[]
  1. Children of Lelantos are generally good at tracking.
  2. Children of Lelantos generally make good spies and thieves.


Oceanus Powers[]

Oceanus on theoi.com
Template:Oceanus Powers

Offensive[]
  1. Children of Oceanus have the ability to conjure a weapon out of water which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of water.
Defensive[]
  1. Children of Oceanus can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  2. Children of Oceanus have a slightly higher resistance to burns.
  3. Children of Oceanus have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
Passive[]
  1. They can make air bubbles form under water.
  2. They, and everything they touch, stay or become dry in water, unless they want to become wet.
  3. Children of Oceanus can innately breathe underwater.
Supplementary[]
  1. Children of Oceanus have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
  2. Children of Oceanus are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.
3 Months After Character is Made[]
  1. Children of Oceanus are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.
6 Months After Character is Made[]
  1. Children of Oceanus are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains
9 Months After Character is Made[]
  1. Children of Oceanus are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations
Traits[]
  1. Children of Oceanus are typically eco friendly.
  2. Children of Oceanus always know their exact coordinates when in water.
  3. Children of Oceanus can feel the difference between fresh water and salt water.
  4. Children of Oceanus have a love for water, and generally excel at water sports.


Perses Powers[]

Perses on theoi.com
Template:Perses Powers

Offensive[]

  1. Children of Perses can send a wave of energy that hits like a solid, blunt blow, taking a bit more energy than a punch with the same force. It can also be applied directly to their opponent, allowing it to be intensified to blow the opponent away.
  2. Children of Perses can vibrate themselves and weapons at high speed, allowing them to loosen seals, wear down joints, and basically rattle machines to pieces, if given enough time. Due to the high speed vibration, the affected object would also gain a significant amount of heat. This would require contact.
  3. Perses being sometimes considered the Titan of peace, children of Perses have the ability to force a false state of peace upon someone, making them blind to any attack for a very short time.

Defensive[]

  1. Children of Perses can create a mild earthquake that causes opponents to lose their balance.
  2. Children of Perses can create a short range, omnidirectional wave from themselves. This wave only travels about 10 cm from every part of their body and only lasts an instant. It can be used to break holds or constraints. It can also deflect weapons, although this takes expert timing.
  3. Children of Perses can transfer the vibrations from their weapon to their opponent's if both weapons come in contact with each other. This in turn would make the opponent's weapon difficult to handle and may cause them to drop their weapon. However, the vibrations only last for a short time.

Passive[]

  1. Children of Perses can sense when a natural disaster will strike.
  2. Children of Perses are innately stronger when destruction or destructive feelings are present.
  3. Children of Perses possess a destructive aura around them that, in turn, would cause others to feel like more willing to destroy things. They can stop this for a long time if they so desire.

Supplementary[]

  1. Children of Perses can establish a connection with an object that will alert them if the object is being damaged or is destroyed. The connection will last over a distance of 500 meters (about 1/3 of a mile), but after that the connection fades, tapering off completely at a kilometre (about 2/3 of a mile).
  2. Children of Perses can apply the heat gained from their vibrating bodies (caused by the second offensive power) to objects on physical contact.
  3. Children of Perses have the ability to slightly calm the minds or increase their desire to destroy of everyone near them, no matter what side they are on.
  4. Children of Perses have the ability to charm a weapon so that it cause more damage; this drains the child of Perses and the user of the weapon extremely.

3 months after character is made[]

  1. Children of Perses can create a small explosion at a range of about 10 meters, but the blast radius is only about half a meter and it takes a few seconds to explode, during which the point of the explosion sparks and pops.

6 months after character is made[]

  1. Children of Perses can create a powerful quake affecting everything within 10 meters of them. The power of the quake can be scaled depending on how long the user wants it to last. A quake that just knocks the opponent over may last 20 seconds. A quake that throws them a few feet in the air may last 5. Finally, the whole quake may be focused into a single shock-wave with the power to bounce a car a half meter or so. This requires several seconds of focus beforehand, lasts only a few seconds, and can only be used once every few hours. During the quake, the user is immobile.

9 months after character is made[]

  1. Children of Perses can enter a hyper-destructive state where the force and speed of their attacks is greatly increased. However, this is extremely draining and it is unlikely that they will be able to use any other powers for several minutes afterwards.

Traits[]

  1. Children of Perses are naturally very destructive
  2. Children of Perses can be very peaceful, normally more destructive than peaceful and fluidly changing from either peaceful or destructive to the other.
  3. Children of Perses would make great demolition workers.

If you want a non-cabin god parent that hasn't been used yet, check out theoi.com for a list of all sorts of gods and goddesses. If you need powers for a god parent not listed here, you may create your own and contact an Admin for further approval.

Aether Powers[]

Aether on Theoi.com
Template:Aether Powers

Offensive[]
  1. Children of Aether have the ability to conjure weapons out of pure light which can be used for combat; only one weapon can be conjured at a time and it cannot be bigger than the user.
  2. Children of Aether have the ability to create powerful gusts of wind, the more powerful the gust, the more it drains the user.
Defensive[]
  1. Children of Aether have the ability to create a dome-shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Aether have the ability to conjure a cloak of pure light which will blunt most attacks but slow the movement of the conjurer.
Supplementary[]
  1. Children of Aether have the ability to hover or fly, however, the longer they fly the more it drains them.
  2. Children of Aether are able to create a ball of light that can be used for multiple purposes.
3 Months After Character is Made[]
  1. Children of Aether are able to form armor out of the surrounding air. The design varies from user to user, but a theme of quick movement and speed is usually common. This blunts most projectiles and the longer they maintain it the more energy it drains.
6 Months After Character is Made[]
  1. Children of Aether are able to transform their body completely into air, while in this state they are impervious to attack, and can move faster than when flying or on the ground, the longer they remain in this state the more energy it drains and the more time they must rest between transformations. Also while in this state they can use air currents to teleport to one place to another. The stronger the wind is, the farther the user will go with this.
9 Months After Character is Made[]
  1. Children of Aether can create any creature (be it real or not) out of the air, and be able to control it, no larger than 2 to 3 times the size of the user. The user can make the creature do his bidding and follow his thoughts. They can use it for a few purposes whether to scout or attack, but while the creature is made they are incapacitated and the longer the maintain the creature, the more energy is drained.
Traits[]
  1. Children of Aether have calm, serene personalities
  2. Children of Aether usually have "heavenly" appearances


Acheron Powers[]

Acheron on Theoi.com
Template:Acheron Powers

Offensive[]

  1. Children of Acheron have the ability to send a mental blast, causing a person to feel pain (there are no real injuries, the pain is entirely in the person's mind), the effects last anywhere from a few seconds to a few minutes
  2. Children of Acheron have the ability to charm their weapon to inflict more damage on their enemy, for a short time, this does not increase the odds their weapon will hit, only increasing the potential for damage.

Passive[]

  1. Children of Acheron are slightly more powerful when others around them are feeling mental or physical pain.
  2. Children of Acheron feel less pain than others might.
  3. Children of Acheron are able to temporarily alleviate the pain in someone, the wounds are still there, they just don't feel the pain for a short time

Supplementary[]

  1. Children of Acheron can become completely immune to pain for a short time, allowing them to think clearly and continue to move despite grievous injury.

3 Months After Character is Made[]

  1. Children of Acheron, while experiencing pain, especially after receiving an injury, are able to channel this pain increasing their agility and combat skills for a brief time, the longer they try to channel the pain, the more energy it drains.

6 Months After Character is Made[]

  1. Because Acheron is an underworld god of the dark river waters of Acheron children of Acheron have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.

9 Months After Character is Made[]

  1. Children of Acheron are able to trap someone in an illusion that they are being tortured in excruciating pain for a short time, while they are maintaining the illusion they are incapacitated and the longer they maintain it the more energy is drained.

Traits[]

  1. WIP


Akhlys Powers[]

Akhlys on Theoi.com
Template:Akhlys Powers


Offensive[]

  1. Children of Akhlys have the ability to solidify poison and create it into weaponry, no larger than 2 to 3 times the size of the user. Although only one can be conjured at a time, they may also form other objects out of their poison. If hit with a weapon made from poison, the poison can enter a target’s bloodstream through a cut or through their pores, so the target will feel sick and nauseous for a short time.
  2. Children of Akhlys can fire a small cloud of tear gas towards their opponent. The gas causes crying, sneezing, coughing and difficult breathing for a short time and leaves opponents open to attack.After being fired, the cloud quickly fades away into the air after a few moments.

Defensive[]

  1. Children of Akhlys can solidify poison to create a protective cloak which is hung tight around the user. The longer the cloak is present, the more it drains.
  2. Children of Akhlys can create a cloud of paralysis gas around them. Whoever inhales it will have their nerves tighten, disabling movement for a short time and preventing him from attacking while the cloud is up. The longer this is maintained the more energy the user loses.

Passive[]

  1. Children of Akhlys are immune to any sort of poison.
  2. Children of Akhlys have an aura of poison around them, which causes people around them to be slightly sick and nauseous.
  3. Children of Akhlys can draw power from toxic materials around them, but not their own aura.

Supplementary[]

  1. Since Smog can be considered a poison, as it’s a substance that can cause illness when entering the body, Children of Akhlys can create a dense fog of it, which causes the opponent to be temporarily blinded and cough madly for a short time.
  2. Children of Akhlys can heal their allies from the effects of any poison, but only on physical contact. The target will be effectively cleansed of any toxins in their system.
  3. Children of Akhlys can generate and control liquid poison with their minds. The more poison that is generated or controlled, the more energy that is drained.(Note: This liquid poison possesses the same effects as Offensive 1.)

3 Months after Character is Made[]

  1. Children of Akhlys can coat their weapons, whether a regular one or one made from poison, with a rather powerful venom. The venom can be ingested through a cut, or upon entering the pores of their skin. The venom causes intense pain, swelling, and possibly paralysis. It only lasts for a short time.

6 Months after Character is Made[]

  1. Children of Akhlys can create any creature out of their poison (be it real or not) and be able to control it, no longer than 2 to 3 times the size of their user. The user can make the creature do his bidding and follow his thoughts, the creature’s poison can enter through the pores and give the target nausea and sickness. The creature can be used for a few purposes whether to scout or attack, but while the creature is made they are incapacitated. The longer they maintain the creature. The more energy is drained.

9 Months after Character is Made[]

  1. Children of Akhlys can shed their flesh and turn into liquid poison (Note: This poison has the same effect of the 6 month’s, except it's to a higher degree. But not to the point where it can cause death.). While in this state they are immune to attacks and can move faster and more freely. Entering this form takes a good amount of energy, and the longer they maintain this form, the more energy is drained.

Traits[]

  1. Children of Akhlys have a natural interest in poisons or anything of a toxic nature.
  2. Children of Akhlys naturally have a wide variety of knowledge on many things poisonous.
  3. Children of Akhlys tend to be very gloomy and miserable, sometimes for no reason at all.

Ananke Powers[]

Ananke on Theoi.com
Template:Ananke Powers

Offensive[]

  1. Children of Ananke can cause someone's vision to lag a second into the past, obscuring their vision and potentially leaving them vulnerable to attack.
  2. Children of Ananke can force a sense of inevitability on someone for a short time, making them believe that a certain event or outcome cannot be prevented no matter what they do.

Defensive[]

  1. Children of Ananke have the ability to become intangible for short periods; making them immune to attacks but also unable to attack naturally. Once used, they cannot do so again for a short time after.
  2. Children of Ananke can erase a target’s compulsions for a short time, making them forget what they intend to do in the immediate future and potentially stopping them from attacking.

Passive[]

  1. Children of Ananke exude an aura of finality and compulsion that strengthens others’ resolves and lets them reach decisions more easily. They can shut the aura off for a long time if they wish.
  2. Children of Ananke can look a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.
  3. Children of Ananke can have prophetic visions of the future on rare occasions, like those of oracles. They are also adept at interpreting prophecies.
  4. Children of Ananke can sense the fates of themselves and others, such as their life span, important things that may happen to them, decisions they will have to make in the future, and more. This sense usually comes as vague, cryptic impressions, however - not exact information.
  5. Children of Ananke are able to communicate with and command snakes.

Supplementary[]

  1. Children of Ananke can view the pasts of another person that they can see, in real time. They may struggle to zero in on specific moments, however, and the target can notice and resist them if they are too forceful.
  2. Children of Ananke have the ability to travel back and forth in time, but they are unable to interact with or change past events, only see the events play out. When they go forward in time they only see “possible” futures, that does not mean those future events will come to pass.
  3. Children of Ananke can place subtle compulsions in the minds of people nearby to encourage a certain thought, emotion, or idea, which isn’t especially powerful, but is difficult to notice or resist.

3 Months After a Character is Made[]

  1. Children of Ananke can create wings of chronal energy to fly with, which distort time with each beat. From the user’s perspective, every time they flap their wings, the world slows around them while they stay the same speed, making them a blur to others. It will not work if they’re just on the ground with the wings out; only when flying, diving, or doing other aerial maneuvers.

6 Months After a Character is Made[]

  1. Children of Ananke can draw out a long, indestructible golden thread from within themselves or from a willing ally - a reflection of their thread of fate. The child of Ananke can telekinetically control it over short distances to defend themselves, bind enemies, or however else they wish. They can also read someone’s fate much more clearly while holding their thread, and can communicate with them telepathically regardless of distance. However, a thread’s owner feels very slightly weaker until it’s returned, as if some part of them is missing.

9 Months After a Character is Made[]

  1. Children of Ananke can choose to “break” their fate thread for an extremely short time, giving them a few seconds where they can change their destiny. They are invulnerable to all harm for the duration and any actions they take will not be accounted for by forces that predict the future. They could block a mortal blow, defy a curse, or potentially change their role in a prophecy. The child can also break the fate of an ally whose thread they are holding, but they will permanently lose the ability to draw out that person’s thread afterward (including their own if used personally), as a safeguard by the Fates. The child would be left extremely drained when the effect ends, and may be left unconscious for days or weeks.

Traits[]

  1. Children of Ananke tend to be fatalistic and believe that all things are inevitable.
  2. Children of Ananke tend to get along well with the children of Chronos.
  3. Children of Ananke age slower than normally, beginning around the age of 12, and remain in their prime far longer than most.
  4. Because of their vague impressions of fate, they often happen to be “in the right place, at the right time” for important events.


Ate Powers[]

Ate on Theoi.com
Template:Ate Powers

Offensive[]
  1. Children of Ate have the minor ability to create illusions of attacks so realistic that they are most likely to catch an enemy off guard; however, if they miss they are left vulnerable to counter-attack.
  2. Children of Ate can make others fight recklessly in battle, not knowing friend from foe and attacking all in sight for a short time. The longer they are within this frenzy, the more energy it drains.
Defensive[]
  1. Children of Ate can delude their enemies into thinking that they are an ally, maybe even a friend, and make them lose all desire to attack them.
  2. Children of Ate are able to trick charging enemies to face the opposite directions and charge at those directions instead. The more enemies and the longer the distance, the more it drains the demigods. After the effects have wore off, enemies will be immune to further effects of it for the battle.
Passive[]
  1. Children of Ate are innately able to see through lies, illusions or any form of delusion, as they are innately so well skilled with delusion themselves.
  2. Children of Ate are innately able to resist desires or impulses they may have, and so, are able to resist powers that try and control their actions or desires very well.
  3. Children of Ate have the innate ability to confuse, mislead or deceive others for a short time, the longer they try and keep up with the lies/deceptions, the more energy it drains.
Supplementary[]
  1. Children of Ate can inflict blind folly on others for a short time, causing them to act foolishly and lose all common sense. The person will remain under the control of the user for a few minutes or until control is relinquished. The longer control is held on, the more energy drained.
  2. Children of Ate can use their powers to delude someone into lying or coming into agreement with them when they truly don't want to without the person influenced even noticing. The bigger the lie, the more power drained. A person with a strong will can fight this, and most will remember being deluded shortly after.
  3. Children of Ate are able to make the objects in a small area shift appearance or location, confusing those who will see it. While the skill is in effect, it continuously drains the user.
  4. Children of Ate are able to lead another to act impulsively or recklessly for a short time. They cannot, however, influence what the specific action they do is. The person will remain under the control of the user for a few minutes or until control is relinquished. The longer control is held on, the more energy drained.
  5. Children of Ate are able to make a fake copy of an object not bigger than them, but they must clearly imagine the object in their minds for it to completely imitate the original object. Also, if the original object possess magical properties or whatsoever, the imitation will not copy those properties.
3 Months After Character is Made[]
  1. Children of Ate can create illusions in order to twist other's perception of reality or make everyone around them see something that isn't really there. However, the illusion isn't physical and therefore is only a trick of sight. The bigger the change in perception, the more power drained. They can also delude single individuals in the same fashion.
6 Months After Character is Made[]
  1. Children of Ate can make others become infatuated with them for a short time, leading them to doing their will or revealing a secret rashly and in blind folly. 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.
9 Months After Character is Made[]
  1. Children of Ate can inflict recklessness upon their allies to make them fight in a frenzy for a short time. Similarly, they can inflict recklessness upon their enemies so they won't think before attacking on the battlefield. The affected people are not able to tell friend from foe, however, which be both an advantage and a disadvantage. The longer control is held on, the more energy drained.
Traits[]
  1. Children of Ate are often reckless and impulsive, acting very rashly.
  2. Children of Ate are generally not trusting and are very perceptive.
  3. Children of Ate tend to be sly and cunning.


Aigaios Powers[]

Aigaios on Theoi.com
Template:Aigaios Powers

Offensive[]
  1. Children of Aigaios can create medium sized storms, using the rain and wind to knock back and distract anyone within the area. This causes the user to be vulnerable and stunned for a short period. This power works best with storms at sea.
  2. Children of Aigaios have the ability to conjure a weapon out of water which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of water.
Defensive[]
  1. Children of Aigaios are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.
  2. Children of Aigaios have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
Passive[]
  1. Children of Aigaios can survive falling from high altitudes as long as they land in water. They can also go as deep into the ocean as they desire without any effects from the water pressure.
  2. Children of Aigaios have a slightly higher resistance to burns.
  3. Children of Aigaios can innately breathe underwater.
  4. Children of Aigaios can sense nearby storms, and are much stronger near or in a storm.
  5. Children of Aigaios and everything they touch, stays or becomes dry in water, unless they want to become wet.
  6. Children of Aigaios can make air bubbles form under water.
Supplementary[]
  1. Children of Aigaios have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
  2. Children of Aigaios are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.
3 Months After Character is Made[]
  1. Children of Aigaios are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains
6 Months After Character is Made[]
  1. Children of Aigaios can create a massive hurricane, about five times the size of the user, which can be used to violently assault others with strong winds and debris.
9 Months After Character is Made[]
  1. Children of Aigaios are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations
Traits[]
  1. Children of Aigaios make great meteorologists.
  2. Children of Aigaios always know their exact distance from the Aegean Sea and know the best route to reach it, as their father is its ruler.
  3. Children of Aigaios always know their exact coordinates when in water.
  4. Children of Aigaios can feel the difference between fresh water and salt water.
  5. Children of Aigaios have a love for water, and generally excel at water sports.


Bia Powers[]

Bia on Theoi.com
Template:Bia 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.


Charon Powers[]

Charon on Theoi.com
Template:Charon Powers


Offensive[]

  1. Since their father was considered to be one of the most ugly gods in existence, they can supernaturally highlight their ugliest physical features causing anyone looking at them at the time to be temporarily blinded. The longer they highlight these features, the more energy is drained.
  2. Children of Charon have the ability to summon a shade from the Underworld, which will instantly begin wailing and stun anyone who is not intangible for a short time before vanishing.

Defensive[]

  1. Children of Charon can cause a person to feel/be lost, as if they don’t know how to reach their desired destination and wander off aimlessly which may induce distress, confusion and loss of concentration, for a short time. The effect can be used on a larger number of people, but drains more energy.

Passive[]

  1. Children of Charon are able to communicate with and command the dead, and can sense nearby spirits and other undead beings.
  2. Children of Charon can sense when a mortal, half-blood, nymph/spirit that they know has died through a "buzzing" in their ears.
  3. Children of Charon have innate knowledge of the Underworld and enter and exit as they please, as it is where their father is stationed.
  4. Children of Charon have the ability to see perfectly in the dark.
  5. As Charon is an Underworld god, children of Charon can enter and exit the Underworld as they please. They can also enter and exit Tartarus as they please instantly rather than the usual time it takes to get in and out of there for other people, which are nine days and nights.

Supplementary[]

  1. Children of Charon have the ability to Shadow Travel, to teleport from shadow to shadow; the further the distance, the more energy drained.
  2. Children of Charon can bend shadows around them, concealing them for a short time.
  3. Children of Charon can establish a set boundary. When someone steps over this boundary, the user is alerted. Anyone crossing the boundary isn’t prohibited from doing so, and the longer the boundary is held, the more power is drained.
  4. Children of charon can telekenetically move coins with their mind.

3 Months After Character is Made[]

  1. Children of Charon can mediate contracts or oaths between two people or parties, by enchanting a coin and keeping it in their pocket. The oath is somewhat like the oath on the Styx, however it can with great difficulty be subverted or broken. If the oath is broken, the child of Charon is alerted by a burning sensation created by the coin.

6 Months After Character is Made[]

  1. Children of Charon can cause someone to hallucinate that they are drowning in the River Styx, causing them to feel lost, confused, and extremely panicked for a moderate period of time. However, the illusion isn't physical and therefore is only a trick of sight. The bigger the change in perception, the more power drained.

9 Months After Character is Made[]

  1. In rare cases, children of Charon have the ability to conjure the water one of the Five Rivers of the Underworld (Phlegethon, Lethe, Styx, etc.), no larger than 2 to 3 times the size of the user, which if it hits someone, will have the river's effect. (Phlegethon will burn, Lethe will cause amnesia, Styx will cause hatred and agression towards self or others, Acheron will cause pain, and Cocytus will cause intense depression and emit screaming sounds)

Traits[]

  1. Children of Charon often feel comfortable in boats, water, and the dark.
  2. Children of Charon are natural navigators and often become ferrymen/sailors/etc.

Delphin Powers[]

Delphin on Theoi.com
Template:Delphin Powers

Offensive[]
  1. Children of Delphin have the ability to conjure a weapon out of water which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of water.
Defensive[]
  1. Children of Delphin can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  2. Children of Delphin have a slightly higher resistance to burns.
  3. Children of Delphin have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
Passive[]
  1. They can make air bubbles form under water.
  2. They, and everything they touch, stay or become dry in water, unless they want to become wet.
  3. Children of Delphin can innately breathe underwater.
Supplementary[]
  1. Children of Delphin have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
  2. Children of Delphin are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.
  3. Children of Delphin, while in the water, have the ability to communicate with other aquatic life, and while in the water may summon nearby dolphins to their aid
3 Months After Character is Made[]
  1. Children of Delphin are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.
6 Months After Character is Made[]
  1. Children of Delphin are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains
9 Months After Character is Made[]
  1. Children of Delphin are able to transform their bodies into a dolphin for a short time while in water, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations
Traits[]
  1. Children of Delphin always know their exact coordinates when in water.
  2. Children of Delphin can feel the difference between fresh water and salt water.
  3. Children of Delphin have a love for water, and generally excel at water sports.


Dolos Powers[]

Dolos on Theoi.com
Template:Dolos Powers

Offensive[]
  1. Children of Dolos have the minor ability to create illusions of attacks so realistic that they are most likely to catch an enemy off guard; however, if they miss they are left vulnerable to counter-attack.
  2. Children of Dolos are able to command a weapon to go against it's master's will. However, they cannot command a weapon bigger than them. Also, the master of the weapon can resist the will of the weapon. Once the effect has wore off, the weapon is immune to further effects of it.
Defensive[]
  1. Children of Dolos are able to make the objects in a small area shift appearance or location, confusing those who will see it. While the skill is in effect, it continuously drains the user.
  2. Children of Dolos are able to trick charging enemies to face the opposite directions and charge at those directions instead. The more enemies and the longer the distance, the more it drains the demigods. After the effects have wore off, enemies will be immune to further effects of it for the battle.
Passive[]
  1. Children of Dolos are innately able to see through lies, illusions or any form of deceit, as they are innately so well skilled with deceit themselves.
  2. Children of Dolos have the innate ability to confuse, mislead or deceive others for a short time, the longer they try and keep up with the lies/deceptions, the more energy it drains
Supplementary[]
  1. Children of Dolos are able to make a fake copy of an object not bigger than them, but they must clearly imagine the object in their minds for it to completely imitate the original object. Also, if the original object possess magical properties or whatsoever, the imitation will not copy those properties.
  2. Children of Dolos can use their powers to lure someone into lying or coming into agreement with them when they truly don't want to without the person influenced even noticing. The bigger the lie, the more power drained. A person with a strong will can fight this, and most will remember being deceived shortly after.
  3. Children of Dolos are able to mimic sounds or the voice of a person or creature they already heard speaking or making noise. The quality of the mimicry depends on the focus and skill level of the user.
3 Months After Character is Made[]
  1. Children of Dolos can create illusions in order to twist other's perception of reality or make everyone around them see something that isn't really there. However, the illusion isn't physical and therefore is only a trick of sight. The bigger the change in perception, the more power drained. They can also delude single individuals in the same fashion.
6 Months After Character is Made[]
  1. Children of Dolos are able to make a copy of their body, that they are mentally connected to, but cannot interact with its physical environment. It can be used to spy on others, bring back intel, distract others, carry messages, etc. It drains the user moderately.
9 Months After Character is Made[]
  1. Children of Dolos are able to make a copy of their body, that they are mentally connected to. It is essentially a real copy of themselves, with all their powers to a weakened extent and can actually interact with their surroundings, however while the copy is active the user is entirely incapacitated. While the copies are active, the user is drained, so the longer the copy is active the more they are drained. Once the copy is gone, they must wait a substantially long time before making another copy.

Traits[]

  1. Children of Dolos tend to be treacherous, fond of treachery or amused by it.
  2. Children of Dolos are cunning, sly and uneasily fooled.
  3. Children of Dolos are very good liars and at making alibis.
  4. Children of Dolos are good at forging signatures and hacking systems.
  5. Children of Dolos have deceit "intuitions", meaning they may have a hunch if someone will try to deceive them. However, their predictions may not be accurate every time.


Eileithyia Powers[]

Eileithyia on Theoi.com
Template:Eileithyia Powers

Offensive[]
  1. Children of Eileithyia are able to form a cloud of anesthetic gas around them. This obscures the user from sight and makes those affected by the cloud feel numb and somewhat dazed, which makes them open to attack. This cloud drains energy the longer it lingers.
  2. Children of Eileithyia can curse an opponent to harbor morning sickness and induce nausea. This will dehydrate an opponent and cause them to feel tired and suffer a loss of strength. However the effects can be countered with rehydration and the effects wear off over a moderate period of time.
Defensive[]
  1. Children of Eileithyia are able to numb physical pain for a short time, as their mother is the goddess of childbirth and labor pains.
  2. Children of Eileithyia are able to make someone unable to focus on anything except the desire to have a baby for a short time, the longer this is held the more drained the user. The user cannot attack or the control is broken, so the power can only be used for defensive purposes.
Passive[]
  1. Children of Eileithyia are innately familiar with the various methods used to deliver a child, and are more resistant to pain and revulsion than other demigods.
  2. Children of Eileithyia have the ability to calm someone down who is in extreme pain, however this must be done through physical contact.
  3. Children of Eileithyia can tell if someone is pregnant, how far along they are and whether there are any risks of further complications in the pregnancy.
  4. Children of Eileithyia are stronger in settings associated with children such as playgrounds, maternity wards and home settings.
Supplementary[]
  1. Children of Eileithyia are able to make someone feel bloated and cause the illusion of massive weight gain, this can be used for a variety of purposes from slowing an enemy attack to allowing the user to make a quick getaway.
  2. Children of Eileithyia have a limited ability to tamper with the hormones of an opponent, causing them to suffer erratic mood swings. This can either cause an opponent to become angry and attack without any remorse or become sleepy and lethargic. The choice to act on these emotions however, relies on the opponent.
  3. Children of Eileithyia have the gift to summon a stork which will scout for them and relay intelligence telepathically, as storks are typically associated with delivering children through various mythologies.
  4. Children of Eileithyia are able to bestow feelings of happiness upon themselves or allies to simulate the feeling of a maternal glow, this makes them feel younger and more refreshed for a short period of time.
3 Months After Character is Made[]
  1. Children of Eileithyia have the ability to conjure up nourishing milk out of any liquid on touch. When drunk, this milk heals moderate wounds and revitalizes the user. Additionally those who drink it gain a moderate boost to their energy levels and healing rate for a short time. Repeated use severely drains the conjurer and causes the milk to become ineffective.
6 Months After Character is Made[]
  1. Children of Eileithyia are able to secrete a hormone which creates feelings of love and simulates a familial bond with the affected. This causes those affected to cease all attacks against the user for a moderate period of time and makes them suggestible to verbal commands from the user. However the choice to act on these emotions is up to those affected and suggestions can possibly be resisted. Any attempt to harm those afflicted breaks the control held by the user.
9 Months After Character is Made[]
  1. Children of Eileithyia are able to force an opponent of either gender to experience an illusion of giving birth. This can only be used once per battle and lasts for an extended period of time. This power tricks the opponent's body into thinking that they're about to go into labor and forces the body to collapse and go through cramps and labor pains. In addition, the affected is shown various illusions of people giving birth around them and doctors, similar to the experience of giving birth in a maternity hospital. This is extremely painful and disorienting for someone who is not a child of Eileithyia and drains a lot of energy from the opponent and the user. Those affected will struggle to stand up or fight until the illusion passes and will feel drained afterwards.
Traits[]
  1. Children of Eileithyia tend to be family oriented.
  2. Children of Eileithyia typically make excellent midwives and maternity nurses.
  3. Children of Eileithyia normally relate well with babies and children.
  4. Children of Eileithyia are blessed with high fertility and often have large families.


Enyo Powers[]

Enyo on Theoi.com
Template:Enyo Powers

Offensive[]
  1. Children of Enyo have the ability to unleash their battle-lust and fight to their full potential; however, as they are in a chaotic frenzy, they are temporarily blind to friend or foe and attack anyone nearby.
  2. Children of Enyo are changed during battle and become stronger and quicker in combat than a normal human could achieve.
Defensive[]
  1. Children of Enyo can become resistant to all types of physical attacks for a short time.
  2. Children of Enyo can create an invisible forcefield around them which can bring images of mass bloodshed of devastation upon contact, causing the inflicted to back away. It only withstands for a short time, and later disperses.
Passive[]
  1. Children of Enyo are innately proficient in all form of combat and hold a higher state of physical prowess. They do tend to become, however, ruthless and barbaric in battle.
  2. Children of Enyo are innately stronger in times of battle, chaos, mass bloodshed or devastation. They can also sense sites of battle or bloodshed.
  3. Children of Enyo have innate battle reflexes which allows them to attack and dodge quickly.
Supplementary[]
  1. Children of Enyo 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.
  2. Children of Enyo can enstrengthen nearby allies and instil fear and terror upon nearby enemies with a deafening war cry.
  3. Children of Enyo 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.
3 Months After a Character is Made[]
  1. Children of Enyo are able temporarily corrode an enemy's armor/clothing/weapons for a short time, if the corrosion breaks through to skin it has the potential to injure a person. The effects only last for a short time and the longer the demigod tries to maintain the corrosion, the more power it drains from them.
6 Months After a Character is Made[]
  1. Children of Enyo can create a short lived “storm of devastation” which may cause inanimate materials and objects within it to warp, or break, or be destroyed. The effects are random, but typically powerful and can stretch over a wide area depending upon the amount of energy put into it. The more energy used, the more that can be effected at once. This power drains the user depending on the amount of energy invested.
9 Months After a Character is Made[]
  1. Children of Enyo can create an illusion of massive bloodshed, destruction and devastation on a battlefield, instilling everyone around them with cowardice and terror, causing them to panic and be routed for some time, until it wears off and they return to battle. Similarly, they can also do the opposite, causing everyone nearby to go into a battle frenzy, in which they recklessly fight the enemy. This power drains them significantly.
Traits[]
  1. Children of Enyo are often ruthless, barbaric, and destructive.
  2. Children of Enyo are more courageous than most, especially when facing danger. They are also fearless, and tend to inflict fear and terror in others.
  3. Children of Enyo, in contrast to those of Ares, are skilled in creating chaos where there is order.
  4. Children of Enyo tend to value greatly their freedom and independence.


Erato Powers[]

Erato on Theoi.com
Template:Erato Powers

Offensive[]

  1. Children of Erato can fire sound waves, which can hurt an opponent with it’s sheer force.
  2. Children of Erato can force an opponent to dance for a short time, leaving them vulnerable to attack.

Defensive[]

  1. Children of Erato can create a protective veil of sound waves. The veil would protect them from damage for a short time
  2. Children of Erato can create a dome of energy around themselves, every sound in it would be greatly amplified. So if an opponent steps through it, their ears could be assaulted by the sounds of their own breath or footsteps. The user cannot move while the dome is in place.

Passive[]

  1. Children of Erato are innately physically fit, possessing the speed, agility, coordination and flexibility needed for dance.
  2. Children of Erato are stronger when listening to music.
  3. The ears of a child of Erato cannot be harmed by loud sounds.
  4. Children of Erato can copy movements after observation, this would make learning dance moves very easy. It can also be used to copy complicated fighting movements. Only movements can be copied, not powers.

Supplementary[]

  1. Children of Erato are able to use their voices to sing at such a high pitch that it temporarily deafens anyone nearby, but it has the disadvantage of not differentiating between enemy or friends, the longer the pitch is maintained, the more energy is drained.
  2. Children of Erato are able to mimic sounds or the voice of a person or creature they already heard speaking or making noise. The quality of the mimicry depends on the focus and skill level of the user.
  3. Children of Erato can curse someone to sing loudly for a fair amount of time, the target can fight and operate while singing. But they cannot hide and could suffer from a sore throat over time.
  4. Children of Erato can teleport themselves by merging their body with sound waves and travelling along them. Which could be called "sound-travel". To do so, there must be source of sound at where they're leaving and going to. Like someone's singing or any device that plays music. The further traveled, the more energy drained.

3 Months After Character Is Made[]

  1. Children of Erato can infuse magic into their songs and ‘charm-sing’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-song for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character Is Made[]

  1. Children of Erato can turn sound waves into tools, objects, weapons and other items, create semi-living constructs (Such as animals or golems) and/or create structures/buildings of varying permanence; however, only one combative item or semi-living construct can be conjured at a time and it cannot be larger than roughly twice the size of the one that conjured it. The longer they maintain combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive.

9 Months After Character Is Made[]

  1. Children of Erato can fire incredible sound waves into the ground to create a powerful quake affecting everything within 10 meters of them. The power of the quake can be scaled depending on how long the user wants it to last. A quake that just knocks the opponent over may last 20 seconds. A quake that throws them a few feet in the air may last 5. Finally, the whole quake may be focused into a single shock-wave with the power to bounce a car a half meter or so. This requires several seconds of focus beforehand, lasts only a few seconds, and can only be used once every few hours. During the quake, the user is immobile.


Traits[]

  1. Children of Erato often make great dancers and singers
  2. Children of Erato innately possess mastery over any instrument.
  3. Children of Erato could find themselves often singing or dancing when idle.
  4. Children of Erato normally have an appreciation for music and dance.
  5. Children of Erato tend to excel at writing poetry and literotica.


Erebus Powers[]

Erebus on Theoi.com
Template:Erebus Powers

Offensive[]
  1. Children of Erebus have the ability to conjure weapon out of pure shadows which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. This can also be used for other non-combative objects, but within reason, something might be shaped like an iPod, but as shadows do not have any working parts and source of electricity, such as batteries, they would not actually play music.
  2. Children of Erebus have the ability to conjure a rope of shadows which are bound around an unsuspecting victim; the ropes remain on the person for a short time before vanishing.
Defensive[]
  1. Children of Erebus have the ability to conjure a cloak of pure shadows which will blunt most attacks but slow the movement of the conjurer.
  2. Children of Erebus can bend shadows around them, concealing them for a short time.
Passive[]
  1. Children of Erebus are innately stronger when they are in complete darkness.
  2. Children of Erebus can see perfectly in the dark as if it were light.
Supplementary[]
  1. Children of Erebus have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more is energy drained.
3 Months After Character is Made[]
  1. Children of Erebus are able to create complete darkness in a small area for a short time, extinguishing all light sources
6 Months After Character is Made[]
  1. Children of Erebus are able to use the shadows to make a shadow creature, no larger than 2 to 3 times the size of the user, to fight for them for a short time, while the shadow creature is fighting they are incapacitated and the longer they use the shadow creature the more energy it drains
9 Months After Character is Made[]
  1. Children of Erebus have the ability to shed their flesh and turn into a state of pure shadows and while in this state, the user is granted flight, immune to all attacks and anything they touch has their vision stripped away is flung into a state of intense terror and paranoia; however, once the user changes back they will be extremely drained and immobile for a long time.
Traits[]
  1. Children of Erebus tend to prefer the dark


Eurybia Powers[]

Eurybia on Theoi.com
Template:Eurybia Powers

Offensive[]
  1. Children of Eurybia have the ability to conjure a weapon out of water which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of water.
Defensive[]
  1. Children of Eurybia can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  2. Children of Eurybia have a slightly higher resistance to burns.
  3. Children of Eurybia have the ability to create a wall of water to deflect attacks, roughly 2 to 3 times the size of the user, the longer they maintain the wall, the more energy it drains.
Passive[]
  1. Children of Eurybia can innately breathe underwater.
  2. Children of Eurybia can sense nearby forces of the sea i.e. rain, storms, waves, tides etc.
  3. They, and everything they touch, stay or become dry in water, unless they want to become wet.
  4. They can make air bubbles form under water.
Supplementary[]
  1. Children of Eurybia can telekinetically move water, though the larger amount of water they move, the more it drains them.
  2. Children of Eurybia have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
  3. Children of Eurybia have the ability to force a false state of drowning upon another person for a limited time, allowing the child of Eurybia to attack or flee freely.
3 Months After Character is Made[]
  1. Children of Eurybia can create a large tidal wave, which can be used to violently assault others with strong waves and water. The larger the wave, the more energy it drains and it cannot be larger than a tsunami.
6 Months After Character is Made[]
  1. Children of Eurybia are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains.
9 Months After Character is Made[]
  1. Children of Eurybia are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations.
Traits[]
  1. Children of Eurybia always know their exact coordinates when in water.
  2. Children of Eurybia make good sailors and sea navigators.
  3. Children of Eurybia can feel the difference between fresh water and salt water.

Gaia Powers[]

Gaia on Theoi.com
Template:Gaia Powers

Offensive[]
  1. Children of Gaia have the ability to use Geokinesis, take a piece of Earth, no larger than the size of a person, and hurl it at an enemy.
  2. Children of Gaia have the ability to shoot small sharp pieces of rocks from their palms for a short time, the longer they use this, the more energy it drains
Defensive[]
  1. Children of Gaia have the ability to summon a thick wall of earth, roughly 2 to 3 times the size of the user, that dulls attacks coming to it on contact. The larger and longer the wall is used, the more it drains the user.
  2. Children of Gaia have the ability to create quicksand or pits around a small area for a short time, over time it will slowly solidify allowing anything stuck in it to slowly regain their footing
Passive[]
  1. Children of Gaia are more powerful when their surrounded by pure Earth.
  2. Children of Gaia have the innate ability to talk plants to life, either making them grow more quickly or bringing them back from a recent death.
  3. Children of Gaia can "feel" nature and the elements. Can feel for all biomes (forests, deserts, tundras, wetlands, mountains, etc). A tree naturally falling or predator catching their prey in a near by forest would be felt by the user, leaving them feeling calmly relieved. Unnaturally, would leave the user sickened. Can detect natural changes as well (raise in temperature, humidity, etc).
Supplementary[]
  1. Children of Gaia can move, shape and otherwise manipulate any "earthen" elements, including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil. They cannot, however, make any object or weapon that is larger than the user, nor control any man-made materials.
3 Months After Character is Made[]
  1. Children of Gaia are able to create armor around them from earthen materials, such as stone, crystal, soil, and mud, for a short time. The armor's appearance can vary from person to person, but they often have a theme of defense and durability to them. The longer they maintain the armour the more energy it drains.
6 Months After Character is Made[]
  1. Children of Gaia can use dirt, mud, rock,stone, etc. to teleport anywhere on Earth. The user merges with the earth beneath them and reforms elsewhere. The further they travel the more energy it drains.
9 Months After Character is Made[]
  1. Children of Gaia are able to transform their body completely into earth, including soil, stone, metal, clay or other earthen substance, for a short time, the longer they maintain the form the more energy it drains. They have a higher resistance to most attacks while in this state, but are not able to attack as quickly or as strongly while in this state.
Traits[]
  1. Children of Gaia often have motherly attitudes, Gaia was "the great mother all"


Hedone Powers[]

Hedone on Theoi.com
Template:Hedone Powers

Offensive[]

  1. Children of Hedone can focus their pleasure and delight into a beam of emotional energy which will burn anything it touches.
  2. Children of Hedone can bring a state of ecstasy upon another person, making them dazed for a short time.

Defensive[]

  1. Children of Hedone can generate a veil out of the emotional energy of pleasure and delight, the veil would protect them from damage for a short time, but it cannot be used if the child doesn't have the pleasure and delight to fuel it.
  2. Children of Hedone can cause people of their preferred gender to lose all desire to attack them for a short time (in the case being that they are bisexual or pansexual etc it would be the gender of their current or most recent partner).

Passive[]

  1. Children of Hedone gain strength from acts and feelings of lust.
  2. Children of Hedone emit an aura of lust, causing people to feel at least slightly aroused and desire pleasure when their around.
  3. Children of Hedone cause anyone of the opposite gender to be, at least slightly, attracted to them, they also attract people of the same gender that consider themselves gay or lesbian.
  4. Children of Hedone can automatically tell whether someone’s had sex, how often they’ve had it and how good it was.

Supplementary[]

  1. Children of Hedone can lower or increase someone’s desire for sexual intercourse or simply wiping it out. A libido increase can be resisted by sheer willpower and will only last for a short time. Depending on their libido before.
  2. Children of Hedone can boost someone’s feelings of enjoyment or remove them and generate a fair amount of pain and discomfort. Both feelings can distract an opponent and give the user a chance to attack or flee.

3 Months After Character is Made[]

  1. Children of Hedone can infuse magic into their grasp and ‘charm-touch’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-touch for a few minutes or until control is relinquish; the child of Hedone must touch the skin of the other person.

6 Months After Character is Made[]

  1. Children of Hedone can turn their pleasure and delight into tools, objects, weapons and other items, create semi-living constructs (Such as animals or golems) and/or create structures/buildings of varying permanence; however, only one combative item or semi-living construct can be conjured at a time and it cannot be larger than roughly twice the size of the one that conjured it. The longer they maintain combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive.

9 Months After Character is Made[]

  1. Children of Hedone can feed off the sexual pleasure they’ve felt or caused in their lives and become an embodiment of pleasure. This would make them more powerful, enhancing their physical prowess, rate of healing and power over emotional energy they previously possessed. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time.

Traits[]

  1. Children of Hedone often suffer from high sex drives, getting easily aroused.Sometimes even getting to the point where they are diagnosed with nymphomania.
  2. Children of Hedone tend to make very good sexual partners, even when it’s their first time.
  3. Children of Hedone can feel enjoyment and delight from the smallest things.


Hermaphroditus Powers[]

Hermaphroditus on theoi.com
Template:Hermaphroditus Powers

Offensive[]
  1. Children of Hermaphroditus have the ability to force the feeling of gender dysphoria on an enemy for a short time, which stuns the enemy due to the emotional impact. The longer this ability is in use, the more it drains the user.
  2. Children of Hermaphroditus have the ability to affect any enemy with a uterus' fertility cycle, causing them to feel symptoms such as cramping, bloating and PMS.
  3. Children of Hermaphroditus have the ability to temporarily alter an enemy's testosterone and estrogen levels. This causes an intense feeling of depression, causing the target of this ability to not have enough energy to even move. The longer this ability is in use, the more it drains the user.
Defensive[]
  1. Children of Hermaphroditus have the ability to make an enemy unable to focus on anything but a want to have a child for a short amount of time. The longer this ability is in place, the more it drains the user.
  2. Children of Hermaphroditus have the ability to soften an opponent's muscles, temporarily causing a decrease in overall strength.
Passive[]
  1. Children of Hermaphroditus are able to change their appearance magically. However, these changes are physical - for instance, their skeletal structure would alter to create a differently shaped face. Furthermore, children of Hermaphroditus can not make changes they do not have the physical material to make. For example, they cannot increase or decrease their muscle mass, nor their fat percentage. These changes can be maintained for long periods, but they will drain the user over time until they revert to their regular form.
  2. Children of Hermaphroditus can sense a person's fertility levels.
3 Months After Character is Made[]
  1. Children of Hermaphroditus have the ability to curse an enemy's reproductive organs, causing said organs to feel as if they were set on fire. The longer this ability is in use, the more it drains the user.
6 Months After Character is Made[]
  1. Children of Hermaphroditus have the ability to cause a person to go into a similar state to an animal in heat, leaving the opponent vulnerable.
9 Months After Character is Made[]
  1. Children of Hermaphroditus have the ability to physically change an opponent's reproductive organs, testosterone and estrogen levels, and looks, causing extreme disorientation and pain. The effects of this ability lasts roughly twenty-four hours, the target reverting to their original form at midnight the following evening. In order to use this ability, a child of Hermaphroditus requires skin on skin contact.
Traits[]
  1. Children of Hermaphroditus are almost never cisgender (typically being transgender, non-binary, two-spirit, or otherwise non-conforming to gender norms).
  2. Children of Hermaphroditus typically wish to have children of their own someday.
  3. Children of Hermaphroditus tend to be excellent advocates for the LGBTQA+ Community.
  4. Children of Hermaphroditus often have excellent empathy and understanding of those different from themselves.


Kakia Powers[]

Kakia on Theoi.com
Template:Kakia Powers

Offensive[]

  1. Children of Kakia have the ability to induce the vice of wrath on a person, causing them to lose their morality and act savagely for a short time, leaving them more vulnerable to attacks for being reckless; conversely, this can be induced in a group of people, causing them to act the same way and fight amongst each other for no reason, but drains more energy, which solely depends on the number of people.
  2. Children of Kakia have the ability to induce the vice of pride on person, causing them to act high and mighty as if above everyone and will proceed to assert themselves that they completely forget about everything around them for a short time, leaving them blind and dazed to any kind of attack.

Defensive[]

  1. Children of Kakia have the ability to perpetuate a field purely made of energy, which induces the vice of sloth on everyone stepping inside it. Doing so causes the affected to become incredibly lazy and naive, losing all desire to attack and generally any action. The longer the field is held, the more energy it drains from the user. Once the field ceases to exist, the affected are immune to further effects of it for a moderate time.
  2. Children of Kakia have the ability to use the vice of heresy to induce heretical thoughts into others, causing them to consider second thoughts on doing something that is against their beliefs. Eventually, they become stunned due to the result of moral conflict, which lasts for a short time.

Passive[]

  1. Children of Kakia are stronger when those around them are engaged in immoral and wicked behavior. They are also drawn to a site where an immoral act is being done.
  2. Children of Kakia are able to sense the vices in those around them.
  3. When in the presence of a child of Kakia, a person becomes more tempted to bring out their worst vices.

Supplementary[]

  1. Children of Kakia have the ability to induce the vice of fraudulence into their voices and bring a person hearing their temptations into a state of compulsion, leading them into doing their will or revealing a secret to them; nothing guarantees the person will complete the task, if they figure out they are being tricked. Other than that, the user can only keep control of the victim for a short period of time.
  2. Children of Kakia have the ability to induce the vice of envy upon allies, causing them imagine someone they envy the most, empowering them with the fervor to fight to "surpass" that person for a short time; they may also induce this upon themselves, inducing them with the same effects.
  3. Children of Kakia, while someone is performing a vice, can enhance the moral badness of what the person is doing, opening a bigger impact on the perception of others.

3 Months After a Character is Made[]

  1. Children of Kakia have the ability to induce the vice of violence to revert the mind to a primal state prone to shameful, violent, low-esteemed and criminal-like acts which can be used for a multitude of purposes. While this may give them a great offensive bonus, they become more reckless in their actions and may even become blind from friend or foe if their will is weak and suddenly attack anyone nearby.

6 Months After a Character is Made[]

  1. Children of Kakia have the ability to conjure a real manifestation of a person's worst vices, which varies between each beholder (i.e. vice of lust manifests a voluptuous man/woman that tempts the victim to perform explicit acts, vice of greed manifests an overwhelming amount of a desired object that tempts the victim to do nothing but covet for it, vice of gluttony manifests a large amount of food that tempts the victim to do nothing but eat etc.); however, the user is not able to control any of these manifestations, and is susceptible to anything that may happen. The user is also drained of a considerable amount to conjure it.

9 Months After a Character is Made[]

  1. Children of Kakia have the ability to induce the vice of treachery and cast significant influence over his/her enemies, making it possible to make them subordinates for the user for a short period of time. At a maximum, a child of Kakia can cause human subordination over three people at the same time. The more people used and the longer the control is maintained, the more it drains the user. Also, the subordinates may break free from the influence if they have a strong will, a strong attachment to their first-hand side or if the user tries to make them hurt themselves. Once the control is relinquished, the user will not able to move for a moderate time and become extremely drained.

Traits[]

  1. Children of Kakia are often vain, immoral, and wicked and outrageous in behavior.
  2. Children of Kakia are more likely to commit sins or other crimes, and they are not hesitant nor afraid to do commit it, regardless of any consequences that may occur in the future.


Keto Powers[]

Keto on Theoi.com
Template:Keto Powers

Passive[]

1.Children of Keto can innately breathe underwater and everything they touch in their human form, stays or becomes dry in water, unless they want to become wet.

2.Children of Keto can sense the presence of whales, large sharks and sea monsters, these animals generally act favourably towards children of Keto, as she rules over them.

3.Children of Keto can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.

4.Children of Keto are innately stronger in times of chaos and danger. They often seek dangerous situations, and can make an opponent become more angry or aggressive as a result.


Supplementary[]

1.Children of Keto are able to summon and telepathically command large animals that dwell in the sea, such as large sharks, whales, and minor sea monsters. However more energy is drained, if more animals are summoned, or if they are larger.

2.Children of Keto can speak to and understand the thoughts of large sea animals and sea monsters. They have the ability to speak to them telepathically, however the animal may not always cooperate with them.

3.Children of Keto have minor control over water, but not to the extent of a child of Poseidon. More energy is drained, if large volumes of water are summoned, or if this control is held for a lonG duration of time.

4.Children of Keto have the ability to track down opponents by using echolocation. This ability is most useful when finding an opponent or an ally lost at sea. However it can also be used in small, confined spaces or where there is limited vision.


3 Months After Character is Made[]

1.Children of Keto can curse an opponent to be more likely to suffer from danger and misfortune for a moderate amount of time. This can take place in a variety of ways. However, the ability is strongest when there are adverse weather conditions, the child of Keto is at sea, and when there are large marine animals or sea monsters nearby.


6 Months After Character is Made[]

1.Children of Keto now have the minor ability to shapeshift into large marine animals, or into lesser sea monsters. This ability can only be held for a short time, and the longer it is held, the more energy is drained. In this form they can swim faster and are much stronger. Once the transformation ends, they are substantially drained


9 Months After Character is Made[]

1.Children of Keto are able to summon either a replica of a dangerous sea monster (those classified as hard/suicide in the Monster Encyclopedia), or a powerful storm to wreak havoc on an opponent for a short amount of time. Any replica monsters or storms are weaker than the real thing, and the more powerful the storm, the more energy drained from the user.


Traits[]

1.Children of Keto always know their exact coordinates when in water and can tell the difference between saltwater and freshwater.

2.They are often aggressive or primal; and are thrilled by acts of aggression or violence.

3.Children of Keto make good sailors, navigators and hunters.

4.They tend to prefer the company of marine animals and monsters, over that of other demigods.


Khione Powers[]

Khione on theoi.com
Template:Khione Powers

Offensive[]
  1. Children of Khione can conjure weaponry out of pure ice which is extremely sharp; however, they are also fragile and may break often, needing more energy to be repaired. This can also be used for armor, or other non-combative objects, but within reason - something might be shaped like an iPod, it wouldn't be able to have working electrical parts.
  2. Children of Khione are able to launch a flurry of tiny frozen snowflakes from their hands which are sharp enough to cut skin or scratch armor.
Defensive[]
  1. Children of Khione have the ability to create a dome shaped shield of ice and snow, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Khione can freeze moisture in the air around them, quickly encasing objects and people nearby in a layer of solid frost if they stay close. The user has to remain still while channeling the effect.
Passive[]
  1. Children of Khione are innately more powerful while in cold climates, further increased during snow or blizzards.
  2. Children of Khione always emit an aura of coldness, making others around them feel slightly cold. The user can shut it off for a long time if they choose to.
  3. Children of Khione are completely immune to the effects of cold, including hypothermia and frostbite. They are also less inhibited by hazards like wind or low visibility in snowstorms, or low traction on ice.
  4. Children of Khione have a naturally lower body temperature than normal which makes them cold to the touch, and keeps them cool in hot climates.
Supplementary[]
  1. Children of Khione can telekinetically control snow and ice. The more snow or ice moved, they more they are drained.
  2. Children of Khione have the ability to call upon a massive blizzard over a battlefield for a time, which obstructs view and creates freezing cold. They are more drained the longer the blizzard is upheld.
  3. Children of Khione can rapidly lower the temperature of anything they touch, which could be used for a variety of purposes such as freezing liquids, weakening the structure of an object, or lowering an opponent's body temperature. With long enough contact and energy they could completely freeze a target.
  4. Children of Khione are able to use snow and ice to create a floating path that they can use to take them anywhere (up into the air, over trees, etc.). The path naturally melts behind them as they move.
3 Months After Character is Made[]
  1. Children of Khione can create short-lived ice-sculpture clones to serve their will. The clones are fragile to damage and will melt after a short time. The more clones created at once, the shorter they will last.
6 Months After Character is Made[]
  1. Children of Khione can dematerialize their bodies into snowflakes for a short time. They are effectively intangible in this form and can control the snowflakes, letting them drift large distances to a target destination before re-forming. The longer they remain this state, the more time they will need before they can do so again. They are also highly susceptible to heat powers while in this form; they would be forced to re-form if the snowflakes are melted and would feel heavily drained.
9 Months After Character is Made[]
  1. Children of Khione can create a massive snow elemental, up to ten times the size of the user, to fight for them for a short period. The elemental can take any form the user wishes, and can be telepathically commanded for the duration. The child is heavily drained once the elemental is released and would likely be incapacitated for a time.
Traits[]
  1. Children of Khione generally prefer cold weather.
  2. Children of Khione usually have icy personalities.


Kratos Powers[]

Kratos on theoi.com
Template:Kratos Powers

Offensive[]

  1. Children of Kratos are stronger in times of battle
  2. Children of Kratos are able to make an opponent weaker and less powerful for a short time, leaving them vulnerable to attack

Defensive[]

  1. Children of Kratos are able to clap their hands so hard and fast that it sends a shock-wave out. Stunning a target for a short time
  2. Children of Kratos can become highly resistant to physical attacks for a short time.

Passive[]

  1. Children of Kratos have enhanced stamina.
  2. Children of Kratos usually have enhanced strength
  3. Children of Kratos are able to instantly know the strength of their opponent's power and are also able to detect any weaknesses.

Supplementary[]

  1. Children of Kratos are able to increase the strength of their allies for a short period of time.
  2. Children of Kratos are able to transfer all their strength to their legs for a short time, enabling them to jump 2 to 3 times the normal distance of a person their size

3 Months After Character is Made[]

  1. As one of the winged bearers of Zeus, children of Kratos can sprout wings for a short time. This enables them to fly, the longer they maintain this state the more energy it drains and they must rest between flights. The wings can be customized to look however the child desires.

6 Months After Character is Made[]

  1. Children of Kratos can make an opponent feel incredibly weak and defenseless compared to them. Bending the opponent to the child’s will for a short time. they gain temporarily control over their body and can cause them to attack others nearby, however, the person being controlled has the ability to resist if they are forced to attack themselves, for a very short time; the child of Kratos is then extremely drained of energy and will not be able to fight or even move for a moderate time.

9 Months After Character is Made[]

  1. Children of Kratos can create a field around them, and anyone within that field has their demigod powers shut down for a short time, anywhere from a few seconds to a few minutes, this puts anyone fighting around the child of Kratos on even turf as they all can only use their melee/hand to hand combat skills to fight with. While the child is perpetuating this field, they are not able to attack themselves and are vulnerable.


Methe Powers[]

Methe on Theoi.com
Template:Methe Powers

Offensive[]

  1. Children of Methe can induce a state of inebriation within their opponent; This would leave the opponent confused and off-balance, making them an easy target for attacks. However, the effects only last for a short time and the opponent is immune to the effects for a moderate time.
  2. Children of Methe can make themselves inebriated in order to become stronger and more violent for a short time; In this state, they cannot distinguish between friend or foe.

Defensive[]

  1. Children of Methe can nullify the pain from any wound they have received for a short time.
  2. Children of Methe can create a field of energy around them, anyone who steps through it will feel the effects of being drunk. The opponent will be confused, off-balance, nauseous, drowsy and they may briefly forget about what they were doing beforehand, causing them to forget about the battle and the user. The power is purely defensive as the user cannot move while the field is up. The longer the field is kept up, the more energy is drained.

Passive[]

  1. Children of Methe emit an aura of drunkenness, people would feel at least slightly drunk around them. It can be shut off for a long time if they please.
  2. Children of Methe can make any beverage alcoholic and make a small amount of alcohol out of nothing.
  3. Children of Methe have an innate partial resistance to alcohol, and an immunity to alcohol poisoning.

Supplementary[]

  1. Children of Methe can strengthen themselves through alcohol consumption. The more alcohol they consume the more strength, speed and agility they obtain.
  2. Children of Methe can cause their opponents to experience one of the effects of alcohol withdrawal. This may include anxiety, hallucinations, fever, agitation etc. Thereby hindering the opponent. This allows the child of Methe to attack or flee freely. The effects wear off after a short time and the opponent begins to feel normal again.

3 Months After a Character is Made[]

  1. Children of Methe can cause their opponents to experience the effects of alcohol poisoning, this can put their opponents into a drunken stupor, lower their body temperature, slow their breathing, make them lose coordination and even make them vomit. The effects only last for a moderate amount of time and the opponent will recover afterwards. The opponent is immune to this power for the rest of the fight. After using this power the user is moderately drained.

6 Months After a Character is Made[]

  1. Children of Methe can drive everyone in a wide area into a maddened alcoholic frenzy. Affected people will be unable to recognize others, and feel surges of both insatiable lust and violent aggression for anyone and anything near them. However, the user also suffers the same effects, and is drained while the power is active.

9 Months After a Character is Made[]

  1. Children of Methe can draw power from all the drunkenness they’ve seen, felt or caused in their lives and become an embodiment of drunkenness. This would make them more powerful and immune to all attacks, enhancing their physical prowess and ability to cause drunkenness they previously possessed. This only lasts for a short time, after which the user will be so exhausted they’d lack the ability to even move for some time and could even faint.

Traits[]

  1. Children of Methe generally have a taste for alcohol and partying.
  2. Children of Methe tend to give in to thoughts of madness and insanity.
  3. Children of Methe tend to be unpredictable.

Momus Powers[]

Momus on theoi.com
Template:Momus Powers

Offensive[]

  1. Children of Momus are able to use stinging criticism to attack their opponent's self consciousness and self-esteem. The opponent may try to hold back knowing the user's disapproval of such movement or attack or if a mistake(s) is made it may have increased effect onto the opponent's performance. (E.x., If the opponent drops their sword they may feel increased panic and scramble in lost to find it.)
  2. Children of Momus are able to create a field of energy that causes the opponent to feel an incredible amount of guilt, embarrassment and self-pity. This can cause the opponent to second thought whether their action is worthy and cause them to be buried in thoughts of self-pity.
  3. Children of Momus can ridicule an opponent's armor and weapons, causing the opponent to get rid of it, due to embarrassment.

Defensive[]

  1. Children of Momus have the ability to ridicule their opponent, reducing a quality of the person. (E.x., lowering the person's quality of battle skills.)
  2. Children of Momus can mock a person's attack and alter it against their will.
  3. Children of Momus can censure their opponent's attack, stopping the use of or significantly weakening the ability. The weakening of the ability depends on the energy level of the user and the experience level of the user. To a month power the effect is weakened and the ability is only able to minorly lowering the strength and effect of it. Doing so drains them depending of the amount of energy needed to use that attack, the energy drained is significantly increased if used on a month power.

Passive[]

  1. Children of Momus can, using blamery, transfer their pain or wound in their current state to their opponent. Doing so drains them of some energy.
  2. Children of Momus are empowered when people around them are mocked and ridiculed.
  3. Children of Momus can force a heavy feeling of scorn on someone causing them to feel contempt whether like they're worthless and hated causing them to lose the will to fight. In this state it is possible, but very difficult to fight.

Supplementary[]

  1. Children of Momus are able to scorn their opponent to do things against their will or influence their opponent's decision; however, if the target is influenced to attack they are able to urge or resist.
  2. Children of Momus can cast a curse upon a person to a small group of people, causing them blurt out critical and insulting comments at each other.
  3. Children of Momus can mimic the appearance of others they've seen for a short time; however, the user is not able to mimic the target's abilities and powers.

3 Months After a Character is Made[]

  1. Children of Momus can complain about things and have what they were complaining to their will. (E.x., if a children of Momus complains that his opponent's weapon is too sharp, it will become dull.) This can only be used once per fight, and drains the user of some energy.

6 Months After a Character is Made[]

  1. Children of Momus can mentally censure their opponent away, trapping them in a mental state of mockery, ridicules, scorns and complaints. This drains the user of some energy.

9 Months After a Character is Made[]

  1. Children of Momus, because mockery and ridicule are often used in comedy, can induce laughter into others. This power can also distract your enemies providing time for you to escape. In this state, the enemy is often laughing so hard they are immobile, lying on the ground laughing uncontrollably for a short time. This drains them of a lot of energy.

Traits[]

  1. Children of Momus tend to to be talented and enjoying at mocking and ridiculing others.
  2. Children of Momus tend to whine and complain for little reason at all.
  3. Children of Momus tends to censure things they don't like.
  4. Children of Momus tends to blame others on things they did wrong and take anything for blame.
  5. Children of Momus are talented at telling jokes and other forms of comedy. Since Mockery and Ridicule are forms of comedy.


Moros Powers[]

Moros on theoi.com
Template:Moros Powers

Offensive[]

  1. Children of Moros have the ability to project a person's possible doom, putting them into either a state of fear or depression for a short period of time.
  2. Children of Moros have the ability bestow false doom upon a person, making them most likely run into minor accidents (tripping, slipping, bumping their head etc.) while the power is maintained. Control is broken when it is relinquished. The longer the control is maintained, the more energy is drained.

Defensive[]

  1. Children of Moros have the ability to make someone believe that their doom is near, making them too depressed to even attack for a short period of time. Once the ability wears off, the victim is immune to further effects of it for the rest of the battle.

Passive[]

  1. Children of Moros' senses of sight has the innate ability to see the exact date when will a demigod will meet his/her doom; however, they cannot speak of it.
  2. Children of Moros have an innate aura of doom around them. In their presence, a person will feel more sullen and gloomy.

Supplementary[]

  1. Children of Moros can cause someone to hallucinate about their impending doom, distracting them momentarily from the task at hand. This allows the child of Moros to attack or flee freely. The intensity of the hallucination can be augmented, but drains more energy.

3 Months After a Character is Made[]

  1. Children of Moros have the ability to cause a fatal attack directed at them to become less damaging by almost a half, as to prevent themselves from experiencing a terrible fate. Repeated use drains the user greatly, and weakens the effect of the ability. In other words, repeated use may cause the ability to become ineffective.

6 Months After a Character is Made[]

  1. Children of Moros have the ability to create an illusion of massive doom, similar to a scene of an apocalyptic world, which causes both panic, fear and depression, gloom and anguish. These effects turn the immediate area into a chaotic and suffering place, breaking the minds of everyone nearby. They may either enter a state of fear or a state of depression. The user, however, is susceptible to the chaos. After the illusion dissipates, the user is drained greatly.

9 Months After a Character is Made[]

  1. Children of Moros have the ability to manifest a person's impending doom in the form of a creature with a sentient mind that will fight for the user. The creature manifested, no bigger than 2 to 3 times the size of the user, has an appearance that varies between each person. When the creature attacks, great fear and terror are induced upon its victims, making them either cower in fear and flee, or become reckless. While the creature attacks, the user is completely incapacitated. The longer the creature is maintained, the more energy is drained. Once the creature is dismissed, the user enters a state of great depression and immobility for some time.

Traits[]

  1. Children of Moros are normally sullen, masochistic and pessimistic.
  2. Children of Moros, when about to meet their own doom, become euphoric, excited and anticipated.
  3. Children of Moros are not afraid of doom or death, no matter how painful, horrible or bad it is.


Oizys Powers[]

Oizys on theoi.com
Template:Oizys 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.


Pan Powers[]

Pan on theoi.com
Template:Pan Powers

Offensive[]

  1. Children of Pan can invoke woodland magic to cause a living vine, no more than twice the size of the user, to sprout from the ground and lash out at nearby opponents. The vine will wither away after a short time.
  2. Children of Pan can empower a group of animals for a short time, making them much stronger, faster, heartier and more ferocious.

Defensive[]

  1. Children of Pan are able to grant themselves or an ally Satyr’s Sanctuary. While someone is blessed with Satyr's Sanctuary, nearby wild animals will be compelled to come to their aid. Animals will help the person according to whatever commands the child gave when they bestowed it. The blessing lasts a few hours. The child can only have one Satyr's Sanctuary blessing given out at a time.
  2. Children of Pan can strike an opponent with a sense of panic that causes them to freeze and stop fighting for a short time. They will snap out of it if they’re attacked during the effect.

Passive[]

  1. Children of Pan possess an innate ability to detect and distinguish the unique "scents" given off by demigods, monsters, spirits, and other sources of mythic power.
  2. Children of Pan are able to communicate with animals.
  3. Children of Pan naturally form empathy links with people they are familiar with; this manifests as an intuition for others' emotions, sensing when they are in danger, knowing vaguely where they are, etc., even over great distances. This is unreliable and hard to do on command, but gets clearer and easier as their bond with a person grows. They can communicate telepathically through particularly strong empathy links.
  4. Children of Pan are able to channel their nature magic through a musical vessel, such as a pan flute. Their powers of nature magic are less draining when doing so.
  5. Children of Pan can perform a lengthy, ritualistic communion with nature to restore their exhaustion. On rare occasions, this can result in prophetic visions like those of oracles.

Supplementary[]

  1. Children of Pan can use nature magic to quickly heal minor wounds, or slowly heal major, but not fatal, wounds.
  2. Children of Pan can use nature magic to invigorate plants, making them grow rapidly. They can control how the plants grow, such as having a cluster of flowers grow around an opponent's legs to entangle them, or making roots grow into a protective dome, but plants grown in this manner will wither back to a natural shape afterward. The more control they exert, the more they are drained.
  3. Children of Pan have the gift of Tree Stride, allowing them to “step into” one tree or other plant, then seamlessly emerge from another nearby. This is effortless across short distances, but can also be used across great ranges akin to other teleportation powers, which leaves the user significantly drained.

3 Months After Character is Made[]

  1. Children of Pan are able to unleash an ear-splitting scream that instills pandemonium in a wide area. Anyone that hears the scream will be overwhelmed by fear and panic, losing the will to fight for a moderate time and likely fleeing in terror. This effect is weakened if the same target is affected multiple times in succession.

6 Months After Character is Made[]

  1. Children of Pan can invoke ancient nature magic to summon an elemental for a short time, which forms from surrounding plant life and natural elements. This powerful construct can take any shape they choose, up to five times the size of user, and obeys their will for the duration. The child must focus all their attention on controlling the elemental, and it will disappear early if they lose concentration on the spell. The child is substantially drained afterward.

9 Months After Character is Made[]

  1. Children of Pan can unleash the primal power of the wilds, covering the battlefield in an untamed natural landscape of their own design. The wilderness will appear layered over reality in an area up to a quarter mile wide. Earth and trees will form through concrete, and wildlife will appear based on the type of terrain created. The user’s powers are greatly improved and they do not tire from them at all while within the warped area. After a short time, the battlefield returns to normal without a trace, and the user is left incredibly drained. The user would not be able to move and could possibly faint.

Traits[]

  1. Children of Pan are a special subspecies of satyr known as the Panes. As such, they have the physical features of typical satyrs, including goatlike legs and horns.
  2. They enjoy eating recyclable material (tin, aluminium, plastic, etc.) and wood and grass.
  3. As satyrs, children of Pan biologically age at roughly half the rate of humans and do not perish of natural causes. When they die, they are reincarnated as plants, trees or flowers.
  4. As satyrs, children of Pan have extraordinary hearing and scent on par with that of most forest creatures.
  5. As satyrs, children of Pan’s caprine lower halves are generally very powerful, allowing them to jump and climb greater distances with ease.


Phanes Powers[]

Phanes on theoi.com
Template:Phanes Powers

Offensive[]

  1. Children of Phanes have the ability to turn their life-force into weaponry, no larger than 2 to 3 times the size of the user, although only one can be conjured at a time. If the user keeps on making objects out of it, the quicker it tires them out. They may also form other objects out of their life-force.
  2. Children of Phanes have the ability to drain some of the life force out of a person, so that they become weaker, slower, and almost sedated for a very short time. However, using this in succession will weaken the ability's effect.

Defensive[]

  1. Children of Phanes can turn their life-force into a protective sphere, no larger than 2 to 3 times the size of the user, around themselves and others for as long as they wish. They are drained based on the power of attacks that strike the sphere.
  2. Children of Phanes have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds.

Passive[]

  1. Children of Phanes have an innate faster rate of healing than others.
  2. Children of Phanes have a greater amount of stamina than most, and they tire slower.
  3. Children of Phanes can sense life within a moderate radius around them, and even discern one life-force from another.
  4. Children of Phanes' attacks can forcibly rip the energy from living constructs other demigods create, killing the constructs in a single blow while slightly restoring themselves.

Supplementary[]

  1. Children of Phanes have the ability to infuse their life in an object so that it heals wounds when touched. The effect lasts for a short time; and the more life infused, the more it drains the user.
  2. If a person is dying and the fates deem that death is imminent, children of Phanes can keep that person alive, but for every minute they do it drains them substantially. This could be useful if the person who is dying wishes to talk to someone or tell someone goodbye. The longer the user sustains their life past when they should have died, the more risk to their own life.
  3. Children of Phanes have the ability to bestow an aura of energy and life on others nearby, making them stronger and quicker for a short time.
  4. Children of Phanes can possess various objects and manipulate them by transferring their life-force and consciousness into it. Only one object can be possessed at a time, and it cannot be bigger than the possessor. The longer they control the object, the more energy it drains. However, their physical body is very vulnerable, any damage done to it will be suffered thereafter.

3 Months After a Character is Made[]

  1. Children of Phanes can invest a part of their life force into an object they are touching, bringing it to life. The object will follow the child's telepathic commands until its life force runs out. Stronger or smarter objects will burn through their life force faster. For example, the life force needed to bring an origami swan to life for an hour would only last a couple minutes in a statue strong enough to fight off a hellhound, or smart enough to think and speak like a human. They can recall the life force left in an object if they wish, refunding what remains.

6 Months After a Character is Made[]

  1. Children of Phanes can create any creature (be it real or not) out of their life-force, and be able to control it, no larger than 2 to 3 times the size of the user. The user can make the creature do his bidding and follow his thoughts. They can use it for a few purposes whether to scout or attack, but while the creature is made they are incapacitated and the longer the maintain the creature, the more energy is drained.

9 Months After a Character is Made[]

  1. As Phanes was the first king of gods, his children have the divine authority to strip another demigod of their powers for a short time. The user will tire substantially upon doing so. The target will regain their powers after about a minute, and won't be vulernerable to this ability again for at least a day. 

Traits[]

  1. Children of Phanes have a better understanding of life.
  2. Children of Phanes tend to be great life coaches and those in the field of health and medicine.
  3. Children of Phanes tend to get along well with children of Thesis and Physis.


Pheme Powers[]

Pheme on theoi.com
Template:Pheme Powers

Offensive[]

  1. Children of Pheme are able to amplify their voice to supersonic levels that deafens those that hear it for a few seconds, stunning them and rendering them unable to attack during this time. A child of Pheme can only intermittently use this otherwise they begin to feel incredibly drained of energy.
  2. Children of Pheme can enhance themselves for a short amount of time, appearing superior to their opponent. Their opponent, clouded with thoughts of inferiority as a result, doubt their own skills and quality of their leadership.'

Defensive[]

  1. Children of Pheme are able to increase their speed and stealth in short bursts, making them faster than most and undetectable for a short time. However, they cannot have a weapon drawn so the speed is purely for evasion.
  2. Children of Pheme are able to force their opponents to see them as the person they idolise the most, deterring them from attacking the Child of Pheme. This transformation is only in the eyes of their opponent and is dropped as soon as the Child of Pheme attempts to attack them.

Supplementary[]

  1. Since their mother is depicted as a winged goddess, Children of Pheme can grow a pair of wings to fly. The longer they use this, the more they are drained.
  2. Children of Pheme are able to mimic sounds or the voice of a person or creature they already heard speaking or making noise. The quality of the mimicry depends on the focus of the user.
  3. Children of Pheme can temporarily render a person unable to talk, however, the target becomes more resistant to this every time it is used.
  4. Children of Pheme are able to speak words infused with fame about themselves and/or their allies that empower them for a short time. They can, alternatively, speak words infused with infamy and scandal about their opponents and/or their opponent's allies that weaken them for a short amount of time. The child of Pheme can use the same two effects on either party's weapons instead of the people, if they so wish.

Passive[]

  1. Children of Pheme emit an aura that makes those around them feel increasingly confident, more self-assured and hold themselves in a high manner. They can, if they so choose, turn off this aura.
  2. Children of Pheme can tell the difference between a true rumour and a false one. Likewise, they can determine what can be scandalous and what isn't worth the effort
  3. Children of Pheme will know when a new rumour about them has been created or when gossip about them is being spread.
  4. Children of Pheme can distinguish between a truth and a lie. They find this easier when the detection is rooted in gossip or a rumour and more difficult when it comes to anything else.

3 Months After Character is Made[]

  1. Children of Pheme can create a weird and nonsensical news story and make it come into being. For example, they can "report" that cats and dogs are falling from the sky, and cats and dogs will fall from the sky. Only one news story can be reported at a time, and it cannot in any way deal any significant damage to the opponent. This ability has no regard for allegiances, nor does it render its user immune to the happening. It is only effective in the immediate surroundings of the user, within half a city block's reach. The longer this is held in effect, the more draining it is.

6 Months After Character is Made[]

  1. Children of Pheme can create a copy of any legendary weapon of particular fame from Greek myth. They are unable to create a copy of anything that cannot be wielded by the user's hands. The copy of the weapon exhibits any legendary attributes the original had/said to have had, albeit weakened severely, or an attribute typically connected to the original wielder. The copy exists for only a short amount of time but can be artificially lengthened through the child of Pheme pouring their energy into it's conjuration. The longer the child of Pheme keeps the copy in existence, the more drained they are. Only one copy can be made at a time and considerable time must be passed between each copy being made. Any and all enhancements the weapons bring to the child of Pheme run out when the weapon ceases to exist.

9 Months after Character is Made[]

  1. Children of Pheme can channel all the fame they have seen, heard or felt and become an embodiment of fame. In this state, their abilities are empowered, but they are not invulnerable, instead becoming more resilient to damage. This ability lasts a short time, and once the form is left, the user is drained heavily, to the point where it would be a struggle to move.

Traits[]

  1. Children of Pheme excel when they're well known by others.
  2. Children of Pheme can make for excellent journalists and bloggers.
  3. Children of Pheme often find themselves in professions wherein fame is involved; i.e. acting or music.
  4. Children of Pheme love to spread gossip around, but they don't appreciate being gossiped about.
  5. Children of Pheme make great public-speakers and thrive when the attention is on them.
  6. Children of Pheme are often the center of any friendship group they're in, leading regularly to them being labelled as the head of a clique.
  7. Children of Pheme, when liked, have the best reputation amongst those around them but, when disliked, they have the worst reputation.
  8. Children of Pheme have a tendency to be overdramatic, especially when rumours are concerned.


Phlegethon Powers[]

Phlegethon on theoi.com (Note: technically the name is spelled wrong, but it's already spelled like that all over the wiki and I didn't feel like changing it >.<)
Template:Phlegethon Powers

Offensive[]

  1. Children of Phlegethon can conjure a objects made of liquid flames, 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. Weapons of liquid fire will melt as well as burn.
  2. Children of Phlegethon can conjure a fireball, which can reach roughly two to three times the size of the conjurer, however the larger the fireball the more energy is used
  3. Children of Phlegethon have the ability to coat weapons and armor in flames making them more powerful as long as the power is active. The longer this is maintained the more energy it drains.

Defensive[]

  1. Children of Phlegethon can incinerate small objects and stop large objects with fire on contact or when they are in proximity of the user.
  2. Children of Phlegethon can create a dome made of pure flames, no more than 2 to 3 times the size of the user, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.
  3. Children of Phlegethon can become resistant to all physical damage for a short amount of time.

Passive[]

  1. Children of Phlegethon can generate heat from their bodies in order to warm a small radius around themselves
  2. Children of Phlegethon are generally more powerful in warmer temperatures
  3. Children of Phlegethon are more resistant to heat and flames than other demigods
  4. Children of Phlegethon can feel the presence of the wicked around themselves whether it be monster or human


Supplementary[]

  1. Children of Phlegethon have the ability to create liquid fire in the palms of their hands when cupped which heals anyone who drinks from it. That person will be left shaking and gagging after drinking it however but that subsides in seconds during which that person is left vulnerable.
  2. Children of Phlegethon are able to create a smoke screen that suffocates and hinders enemies for a short time, using it to either escape or do one sneak attack
  3. Children of Phlegethon have the ability to create and control liquid fire which will melt as well as cause burning, however, the longer the fire is maintained the more energy it consumes.
  4. Children of Phlegethon have the ability to Fire Travel, to teleport from a source of fire to fire; the further the distance, the more is energy drained.

3 Months After Character is Made[]

  1. Children of Phlegethon can wreathe themselves in a column of liquid fire that will rapidly heal non-lethal wounds for roughly 30 seconds. The user can move while wreathed in these flames and will be moderately drained after completion.

6 Months After Character is Made[]

  1. Children of Phlegethon can create a lake of flames around their opponents trapping them like the wicked are in Tartarus. The amount of damage an opponent takes is based on the time they spend in the lake and how much power the Child of Phlegethon puts into the lake when created. The longer the lake is maintained the more energy it takes from the child of Phlegethon.

9 Months After Character is Made[]

  1. Children of Phlegethon are able to transform their bodies into pure fire for a short time, and gain a boost to all powers while in this form, while in this form they are unaffected by weapons as they will pass through the liquid fire body. The longer this power is maintained the more energy it drains and the user will not be able to move after using the nine month and can possibly pass out.

Traits[]

  1. Children of Phlegethon generally love fire.
  2. Children of Phlegethon are naturally inclined to help.
  3. Children of Phlegethon tend to be great swimmers.


Phobeter Powers[]

Phobeter on theoi.com
Template:Phobeter Powers Template:Phobeter Powers

Phobos Powers[]

Phobos on Theoi.com
Template:Phobos Powers

Offensive[]

  1. Children of Phobos have the ability to send a wave of terror out in front of them which causes anyone affected by it to imagine something they fear; the bigger the wave, the more energy used. This can leave them vulnerable to attack.
  2. Children of Phobos have the ability to unleash their battle-lust and fight to their full potential; however, they are temporarily blind to friend or foe and attack anyone nearby.

Defensive[]

  1. Children of Phobos can become resistant to all types of physical attacks for a short time.
  2. Children of Phobos can send out waves of terror and fear that may paralyze an opponent and cause them to stop attacking for a short time. But the user cannot attack the opponent while the paralysis is in effect.

Passive[]

  1. Children of Phobos are immune to any senses of fear and terror, making it impossible for them to get scared and panic in battle.
  2. Children of Phobos are innately proficient in most forms of combat and hold a higher state of physical prowess.
  3. Children of Phobos emit an aura of fear and terror, making people at least slightly afraid when near them. They can turn it off for a long time if they wish.
  4. Children of Phobos know the fears of everyone around them, as well as how a person is likely to cope with that fear.

Supplementary[]

  1. Children of Phobos have the ability to calm the fear of others.
  2. Children of Phobos are able to project a person’s worst fears into their mind, causing temporary trauma and confusion into them. This power is only active for a short time, and loses some of its effect the more it is used on the same person.
  3. Children of Phobos have the ability to conjure a real version of someone's worst fears, however, the child of Phobos is not able to control the conjured fear and is susceptible to them as well; they are also drained of a moderate amount of energy when the fear is conjured.
  4. Children of Phobos have the inhuman ability to leap great distances at once which can be used to dodge or attack. Upon landing, a small tremor is unleashed which causes anybody within a few feet to lose their balance.


3 Months After Character is Made[]

  1. Children of Phobos have the ability to focus on a person’s fears and mimic the abilities of that fear for a short time. If the user focuses on a pyrophobe, they will get some powers over fire. If the target is scared of a specific animal, they gain some abilities of the animal. (If the feared animal is a spider, the user will be able to generate webs from their wrists and crawl on walls.) And if the target is afraid of death, the user can drain some of their life-force and make them think they’re about to die. This power cannot be used to become incredibly powerful or instantly kill and the power can only be used once in a fight.


6 Months After Character is Made[]

  1. Children of Phobos can turn the fear and terror of others around them into emotional energy and then tools, objects, weapons and other items, create semi-living constructs and/or create structures/buildings of varying permanence; however, only up to 3 combative/non-combative items or 1 semi-living construct can be conjured at a time and it cannot be larger than roughly 3 times the size of the one that conjured it. The longer they maintain combative/non combative items and semi-living constructs, the more it drains their energy, so they are more limited for the time they can keep these things cohesive. The fear constructs will terrify/scare anyone they touch.

9 Months After Character is Made[]

  1. Children of Phobos have the ability to become a spirit made entirely of terror. In this state, they can change into a tangible form of someone or a group’s worst fear. The tangible form of the fear is the same size as that fear exists in naturally, is immune to all attacks, and the fear’s strength is greatly increased from its natural strength. The more the user is feared, and the more the form the user is in is dreaded, the stronger the user’s form is. The user can only stay in this state for a short time, after leaving this form, the user will be extremely drained, not able to move and could possibly even faint.

Traits[]

  1. Children of Phobos are known to hate the idea of losing people they care about.
  2. Children of Phobos typically enjoy fighting and combat, since their father is considered a war god.
  3. Children of Phobos normally love scaring people and watching them drown in fear and terror, making Halloween a special holiday for them.


Physis Powers[]

Physis on theoi.com
Template:Physis Powers

Offensive[]

  1. Children of Physis can create a small amount of fire, water, wind or earth, roughly two times smaller than the size of the child, this can be used for attacking, or used as a weapon. However the longer the element is used, the more energy is drained.
  2. Children of Physis can create a small tornado formed of fire, water, wind or earth. Only one element may be used at a time, and the faster the tornado, the more energy drained.

Defensive[]

  1. Children of Physis can generate a single shield of fire, water, wind or earth, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Physis can arm themselves with armor made from fire, water, wind or earth which for a short time. The longer the armor is maintained, the more energy is drained.
  3. Children of Physis can cover an opponent in a cylindrical tube made of fire, water, wind or earth, to contain their opponent without hurting them. The longer the confinement is maintained, the more energy is drained.

Passive[]

  1. Children of Physis feel stronger and faster in proximity to nature (rivers, mountains, etc)
  2. Children of Physis heal minor wounds faster and slowly heal major wounds when they touch fire, water, wind or earth, but not fatal wounds.

Supplementary[]

  1. Children of Physis can telekinetically move fire, water, wind or earth. The element must be roughly two to four meters away from the child, and cannot be 2 or 3 times the size of the user. The bigger the element and the more elements moved, the more energy is drained.
  2. Children of Physis can restore matter to its original state and control it for attacking opponents, since their mother is the goddess of original nature.
  3. Children of Physis can use water, wind or earth to teleport anywhere on Earth. The user merges with any source of water, wind or earth near them and reforms elsewhere. The further they travel the more energy it drains.

3 Months after Character is Made[]

  1. Children of Physis can turn fire, water, wind or earth to a different matter that is the same state (plasma for fire, liquid for water, gas for wind and liquid for earth) and gain control over it. Only one element and one matter at a time, and the more matter you turned into, the more energy is drained. Ex: The user can turn water to another liquid (acid, etc) and control it; turn earth to another solid (wood, etc); turn fire to another plasma (lightning; etc) and/or turn wind to another gas ( nitrogen, oxygen, etc).

6 Months after Character is Made[]

  1. Children of Physis can create a small volcano erruption, a flood, a tornado or an earthquake, but not to the extent of a child of gods/goddesses that possesses these powers. One element may be used at a time, and more energy is drained depending on the scale of the disaster. 

9 Months after Character is Made[]

  1. Children of Physis can shed their flesh and turn into pure fire, water, wind or earth for a short time, while in this state they possess different powers and can only use the element they turned into. Once the transformation subsides, they are extremely exhausted, are barely able to move and risk fainting.

Traits[]

  1. Children of Physis typically love the nature and act protective of it. Becoming environmentalists and protecting nature are common actions for children of Physis.
  2. Children of Physis tend to be caring towards nature and her children; they innately have a close relationship with fire/fresh water/wind/meadow nymphs and spirits and they typically get along with Thesis’ children.
  3. Children of Physis normally love being outside and enjoying what nature has to offer.
  4. Children of Physis will often grow up to be environmentalists and sometimes chemists.


Proteus Powers[]

Proteus on theoi.com
Template:Proteus Powers

Offensive[]
  1. Children of Proteus have the ability to conjure a weapon out of water which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of water.
Defensive[]
  1. Children of Proteus can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  2. Children of Proteus have a slightly higher resistance to burns.
  3. Children of Proteus have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
Passive[]
  1. They can make air bubbles form under water.
  2. They, and everything they touch, stay or become dry in water, unless they want to become wet.
  3. Children of Proteus can innately breathe underwater.
Supplementary[]
  1. Children of Proteus have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
  2. Children of Proteus are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.
3 Months After Character is Made[]
  1. Children of Proteus are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.
6 Months After Character is Made[]
  1. Children of Proteus are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains
9 Months After Character is Made[]
  1. Children of Proteus are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations
Traits[]
  1. Children of Proteus always know their exact coordinates when in water.
  2. Children of Proteus can feel the difference between fresh water and salt water.
  3. Children of Proteus have a love for water, and generally excel at water sports.


Soteria Powers[]

Soteria on theoi.com
Template:Soteria Powers

Offensive[]

  1. Children of Soteria have the ability to see each specific weakness in another person’s armor and are proficient at striking them in order to do the most efficient amount of damage.
  2. Children of Soteria can force an opponent to feel they are completely safe and forget about any possible dangers for a short time, leaving them open to attack.

Defensive[]

  1. Children of Soteria can create a dome of protective energy, which is roughly two or three times the size of the user, which can be used to block attacks for a very short time.
  2. Children of Soteria can become resistant to all types of physical attacks for a short time.
  3. Children of Soteria have the ability to teleport away from situations that present intense breaches of safety to the child, or companions of the child. The teleportation can only be used in life-threatening, or close to life-threatening, situations. Automatically transporting them to the nearest area of immediate safety, the user does not select the destination and this power can only be used once during a fight.

Passive[]

  1. Children of Soteria always emit an aura of a desire for safety, people will be at least slightly more careful and less likely to create and take part in hazardous actions.
  2. Children of Soteria wield a “danger sense” giving them a 5 second warning of whenever there will be danger.The danger sense does not always work and the user might not be able to react fast enough to do anything about the danger.
  3. During battle, an invisible protective aura automatically casts over the user, making attacks slightly less effective.

Supplementary[]

  1. Children of Soteria can curse an opponent’s weapon to make it completely ineffective for a short time.
  2. Children of Soteria are able to act as a guardian for an ally, forming a psychic link with them that will alert the user whenever the ally is in danger. The guardian link can only be activated when the ally endures injuries worse than the child of Soteria and the child experiences an increase in their physical prowess and combat skills, allowing them to become better protectors. The link only lasts for a moderate time and can be broken by the ally or user.
  3. Children of Soteria can force 1-3 animals to act as the user’s guardian for a short time. The animals will only care about the user’s safety and nothing more. They will follow and watch over the user as long as their guardianship lasts, attacking anyone who poses harm to the user. The larger the animals, the more energy is drained.
  4. During battle, children of Soteria are able to utilise their life-force and use it as a protective skin level barrier over their allies. The barrier protects the child's allies for a short period of time, and can be used on groups of up to ten demigods. the more allies the child protects, the weaker the barrier will be. The use of the power is severe draining and while in use the user is completely incapacitated. The allies are able to move and attack freely under the barriers.

3 Month After Character is Made[]

  1. Since their mother is the goddess of safety, her children wield some control over safety equipment such as helmets and armor. They have the ability to make their opponent’s armor become brittle and rusted for a short time and can repair and enhance their own armor or that of an ally. They can also create helmets, shields and armor out of protective energies, only one item can be conjured at a time. It cannot be bigger than 2 or 3 times the user.

6 Months After Character is Made[]

  1. Children of Soteria can penetrate any sort of shield and cancel out any sort of protection of an opponent’s for a short time. This power is quite draining and can only be used once in a fight. When this power is in use, the opponent can still fight and dodge attacks normally, but the user’s movements may slow slightly.

9 Months After Character is Made[]

  1. When a child of Soteria is injured and is at risk of more harm, they can summon a humanoid sentinel made of protective energy. It cannot be bigger than 3 or 4 times the size of the user, it takes the color, facial appearance and one weapon the user desires and resembles the gender of the user. The sentinel will manifest around the user and completely protect them and deliver them from harm. While the user floats in the sentinel’s stomach able to see through it and breathe, the sentinel will stop at nothing to defend its creator and follow their mental commands. After a short time, the sentinel will fade away and leave the user extremely drained. They cannot use any other powers that aren't passive while the sentinel’s present and it’s hide can possibly be broken with sufficient force. Also the sentinel cannot manifest when the user's current location does not provide enough space for it to take shape.

Traits[]

  1. Children of Soteria are normally very protective of themselves and those they care about. They can seem like cowards and are very defensive and worrisome over their friends, family, allies and lovers.
  2. Children of Soteria almost always have an affinity for safety equipment and protective items, such as armor, helmets, bubble wrap and kneeguards.
  3. Children of Soteria often make great body guards.
  4. Most Children of Soteria can easily see how dangerous something is.
  5. Children of Soteria generally have a dislike for taking a dangerous risks that could cost them dearly. As an example, a child of Soteria would reject any offers to gamble with a large amount of money, preferring to play it safe and hold onto their money.


Silenus Powers[]

Silenus on theoi.com
Template:Silenus Powers

Offensive[]

  1. Children of Silenus can invoke woodland magic to cause a living vine, no more than twice the size of the user, to sprout from the ground and lash out at nearby opponents. The vine will wither away after a short time
  2. Children of Silenus can fire powerful blasts of wine from their hands with high pressure, up to the equivalent of a powerful fire hose.

Defensive[]

  1. Children of Silenus are able to grant themselves or an ally Satyr’s Sanctuary. While someone is blessed with Satyr's Sanctuary, nearby wild animals will be compelled to come to their aid. Animals will help the person according to whatever commands the child gave when they bestowed it. The blessing lasts a few hours. The child can only have one Satyr's Sanctuary blessing given out at a time.
  2. Children of Silenus can create a field of energy around them, anyone who steps through it will feel the effects of being drunk. The opponent will be confused, off-balance, nauseous, drowsy and they may briefly forget about what they were doing beforehand, causing them to forget about the battle and the user. The power is purely defensive as the user cannot move while the field is up. The longer the field is kept up, the more energy is drained.

Passive[]

  1. Children of Silenus possess an innate ability to detect and distinguish the unique "scents" given off by demigods, monsters, spirits, and other sources of mythic power.
  2. Children of Silenus are able to communicate with animals.
  3. Children of Silenus naturally form empathy links with people they are familiar with; this manifests as an intuition for others' emotions, sensing when they are in danger, knowing vaguely where they are, etc., even over great distances. This is unreliable and hard to do on command, but gets clearer and easier as their bond with a person grows. They can communicate telepathically through particularly strong empathy links.
  4. Children of Silenus are able to channel their nature magic through a musical vessel, such as a pan flute. Their powers of nature magic are slightly less draining when doing so.
  5. Children of Silenus have an innate partial resistance to the effects of alcohol.

Supplementary[]

  1. Children of Silenus can use nature magic to quickly heal minor wounds, or slowly heal major, but not fatal, wounds.
  2. Children of Silenus can use nature magic to invigorate plants, making them grow rapidly. They can control how the plants grow, such as having a cluster of flowers grow around an opponent's legs to entangle them, or making roots grow into a protective dome, but plants grown in this manner will wither back to a natural shape afterward. The more control they exert, the more they are drained.
  3. Children of Silenus can enhance themselves through wine consumption. This can help them heal quickly heal minor wounds, sharpen their senses or focus, or increase their stamina; however if they consume too much wine, the user may become unpredictable, delusional to the point of hurting themselves, or rampant in anger.

3 Months After Character is Made[]

  1. Children of Silenus are able to imbue wine with nature magic during the fermentation process. The resulting wine can have a wide variety of temporary effects, such as minor healing, sharpened focus, brief invisibility, or even changed hair color or decreased weight, etc. This is a complicated art and requires practice and experimentation to get new results. While more powerful effects are possible, they may take weeks or months to perfect the stronger they are. Drinking too much magical wine in succession will cause alcohol poisoning (even to those with resistances to it, like children of Silenus themselves).

6 Months After Character is Made[]

  1. Children of Silenus can invoke ancient nature magic to summon an elemental for a short time, which forms from surrounding plant life and natural elements. This powerful construct can take any shape they choose, up to five times the size of user, and obeys their will for the duration. The child must focus all their attention on controlling the elemental, and it will disappear early if they lose concentration on the spell. The child is substantially drained afterward.

9 Months After Character is Made[]

  1. Children of Silenus have the ability to channel power into a nearby source of wine until it comes to a boil, then violently bursts in an offensive blast. They can choose to delay the explosion for a time, or until the wine bottle or keg holding it is opened or broken.

Traits[]

  1. Children of Silenus are a special subspecies of satyr known as the Silenoi. As such, they have the physical features of typical satyrs, including goatlike legs and horns. Silenoi sometimes have animalistic ears, tails, or both, in addition to or instead of the common satyr features.
  2. Children of Silenus often have behavioural quirks based on the animal they have features of.
  3. As satyrs, children of Silenus biologically age at roughly half the rate of humans and do not perish of natural causes. When they die, they are reincarnated as plants, trees or flowers.
  4. As satyrs, children of Silenus have extraordinary hearing and scent on par with that of most forest creatures.
  5. Children of Silenus often have unique physical advantages because of their animalistic features, such as impeccable balance if they have a cat's tail.


Styx Powers[]

Styx on theoi.com
Template:Styx Powers

Offensive[]
  1. Children of Styx are able temporarily corrode an enemy's armor/clothing/weapons for a short time, if the corrosion breaks through to skin it has the potential to injure a person. The effects only last for a short time and the longer the child tries to maintain the corrosion the more power it drains from them.
  2. Children of Styx are able to temporarily shatter an opponent's dream or goal in life; making them believe it could never be accomplished. Doing so stuns the opponent for one to five seconds, depending on the magnitude of the dream shattered. It gives the child of Styx the opportunity to flee or attack but attacks by the child will only be at half strength. The larger the dream crushed the more power it consumes.
  3. Children of Styx can allow themselves to be blinded by their own hatred, making them stronger and vicious. This only lasts for a short time; In which the child cannot tell the difference between friend or foe.
Defensive[]
  1. Children of Styx are able to force everyone near them to withdraw all hatred for a short period of time. Once the effects have subsided, they are immune to further effects of it.
  2. Children of Styx can force an opponent to relive a moment in which their dreams were broken or their hopes destroyed. This places the opponent in a distressed state to the point where they can even forget about the battle. This lasts for a short time and the opponent is immune to the effects for a long period of time.
Passive[]
  1. Children of Styx have an aura of hatred around them, making anyone feel slightly inclined to hate them.
  2. Children of Styx can see all the broken dreams and destroyed hopes that a person has experienced.
  3. Children of Styx can enter and exit the Underworld as they please.
  4. Children of Styx can feel oaths made by others on the River Styx.
Supplementary[]
  1. Children of Styx have the ability to force the realization of a dream on a target, tricking them into believing an action took place when it had not. For example, this could make them believe an attack connected that hadn’t or prevent them from noticing a wound, but the trick will break if the target is attacked or if they notice the illusion. The longer the false dream is successfully kept in place the more energy is drained.
  2. Children of Styx have the ability to Shadow Travel, to teleport from shadow to shadow; the further the distance, the more is energy drained.
3 Months After Character is Made[]
  1. Children of Styx can cause their opponents to enter a state of extreme emotional distress where they experience an extreme feeling of hopelessness. The opponent loses the will to fight and questions why they are fighting, possibly making them drop their weapons. This lasts for a moderate time.
6 Months After Character is Made[]
  1. Children of Styx can bless water to have the effects of allowing whomever dips themselves in it to be invincible to attacks for a moderate period of time, they are invincible except for one spot on the body that is known only by the child of Styx.
9 Months After Character is Made[]
  1. Children of Styx can warp the battlefield to resemble of the shores of the Styx, complete with a lesser version of the river itself. The river, filled with past broken dreams and hopes, will confront opponents with “reminiscents” - versions of themselves had their hopes and dreams worked out. For example, a shy opponent who failed to save a loved one would be met by a more courageous version of himself that was able to save them. Once the battlefield is returned to normal, the reminiscents will vanish and the user will be left extremely drained and possibly unable to move for a long time afterward.
Traits[]
  1. Children of Styx consider oaths to be sacred.
  2. Children of Styx are quick to hold grudges.
  3. Children of Styx generally feel hopeless.


Tartarus Powers[]

Tartarus on theoi.com
Template:Tartarus Powers

Offensive[]

  1. Children of Tartarus have the ability to send a wave of negative energy which causes anyone affected by it to feel as if they are falling in a deep pit for a short time, blinding them from seeing or doing any attacks out of panic. Once the effects have worn off, the victims are immune to this ability for a moderate period of time.
  2. Children of Tartarus have the ability to create a field of dark and negative energy around them, which restrains anyone stepping into it in place. The more time it is sustained and the tighter the restrain is, the more energy it drains. In some cases, prolonged hold of the power may render the victims' limbs and muscles numb for a short time.
  3. Children of Tartarus have the ability to vanquish lesser monsters (only those classified as "easy" in the Monster Encyclopedia) into Tartarus with a single attack; however, the bigger the monster, the more energy it drains.

Defensive[]

  1. Children of Tartarus have the ability to conjure a replica of the bronze walls of Tartarus, no larger than 2 to 3 times the size of the user, to block incoming attacks and projectiles for a short while; shortly after it's creation, the wall will corrode like most metals. The walls can be conjured at all directions to create an absolute defence, but drains more energy from the user. Conversely, this can be used to imprison enemies for a short time.
  2. Children of Tartarus have the ability to bend the darkness around them to their will, concealing them for a short time.

Passive[]

  1. As Tartarus is an Underworld god, children of Tartarus can enter and exit the Underworld as they please. They can also enter and exit Tartarus as they please instantly rather than the usual time it takes to get in and out of there for other people, which are nine days and nights.
  2. Children of Tartarus can sense when someone or something enters or exits Tartarus, no matter what the size is.

Supplementary[]

  1. Children of Tartarus have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more is energy drained.
  2. Children of Tartarus have the ability to create dark pits from the ground, which can be used to ensnare unsuspecting victims, to hide themselves inside the pit, or in anyway possible, for a short period of time. The larger and deeper the pit created and the longer it is held, the more energy it drains.

3 Months After a Character is Made[]

  1. As Tartarus itself weakened the powers of the imprisoned Titans from any struggling, children of Tartarus have the ability to "imprison" one's powers, weakening it by a large amount instantly to the point that i.e. a fireball dissipates into a wisp of smoke, a torrent of water turns into a droplet etc.; however, repeated usage drains the user severely and weakens the effect of the ability with each successive use.

6 Months After a Character is Made[]

  1. Children of Tartarus have the ability to conjure a shadowy form of a monster currently residing at Tartarus, which will attack for them for a short time; however, the monster is weaker than it's real counterpart would be. It is also much smaller in size if the real counterpart is large.

9 Months After a Character is Made[]

  1. In rare cases, children of Tartarus have the ability to conjure a shadowy form of an older Titan/one of the Twelve Titans formerly or currently imprisoned in Tartarus (with the exception of Kronos, Rhea, Mnemosyne and Themis), no larger than 2 to 3 times the size of the user, which will fight for them for a very short time; however, the shadowy Titan is much weaker than it's real counterpart would be, no matter what powers he/she possess. While the shadowy Titan fights for them, the user is completely immobilized.

Traits[]

  1. Children of Tartarus have an innate knowledge of all entryways into Tartarus, their exact distance from these, and the best way and means to reach it.
  2. Children of Tartarus generally have dark and negative personalities. They tend to isolate themselves from any larger crowd or gathering, making them most likely anti-social people.
  3. Children of Tartarus draw less attention from monsters than most demigods, excluding children of the Big Three.
  4. Children of Tartarus are skilled at creating traps, prisons, and any means of restraining others.


Techne Powers[]

Techne on theoi.com
Template:Techne Powers

Offensive[]

  1. Children of Techne have the ability to conjure a weapon out of any medium of art 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. They can also make other non-combative objects out of mediums of art.
  2. Children of Techne have the ability to see each specific weakness in another person’s armor and are proficient at striking them in order to do the most efficient amount of damage.

Defensive[]

  1. Children of Techne can summon a small amount of wax. This can be used as either a distraction, or even to immobilize someone by forcing the wax upon the opponent's feet.
  2. Children of Techne can conjure up a shield made of marble , roughly 2 or 3 times the size of the user, which can be used to block attacks for a very short time.
  3. Children of Techne are able to camouflage themselves into their surroundings while completely still and are invisible to even the keenest eyes, ears and noses. Upon movement the technique is broken and the longer held the more energy drained.

Passive[]

  1. Children of Techne gain power from well done works of art around them. Such as drawings and paintings. The only art forms that they do not gain power from is music and theatre.
  2. Children of Techne are stronger and less drained by their powers in vibrant places or in places that are made up of one solid color.
  3. Children of Techne are able to master any and all forms of art they take an interest in and gain power from art styles they are fond of.

Supplementary[]

  1. Children of Techne have the ability to create sculptures and statues from a moldable medium of art to fight for them for a short time. Only one figure larger than the child, three figures of the same size as the child, or five figures smaller than the child are allowed to be created at any given time. The longer maintained the more energy drained.
  2. Children of Techne have the ability to control a single artistic object with their mind; doing so, however, immobilizes the child of Techne until control is broken. This only works on objects that are made of a physical element of art.
  3. Children of Techne can conjure any material used in art and telekinetically move it. The more created and the longer controlled the more energy drained.
  4. Children of Techne have the ability to become solid mediums of art near them. The transformation will drain more energy the longer held and it they cannot grow, shrink or change size while using the power. Using the power repeatedly makes it more draining. (Examples of solid mediums are clay, stone, wood, canvas etc)

3 Month After Character is Made[]

  1. Children of Techne have the ability to inflict small wounds upon their opponents by summoning paint of the same shade as the color of the wound. Such as giving someone a bruise if that are hit with the right shade of blue or giving someone a cut if hit with the correct shade of red. A wound or injury cannot be fatal or fight ending.

6 Month After Character is Made[]

  1. Children of Techne have the ability to conjure up a tattoo (as tattoos are a form of art) and place it onto somebody, as the tattoo forms however, it will put the opponent in great pain, immobilizing them due to the pain. However while the child is conjuring said tattoo, they themselves are immobilized, leaving them in a vulnerable state

9 Month After Character is Made[]

  1. Children of Techne are able to pour their own blood, sweat and tears into their art making a “Masterpiece” with their sacrifice. Able to craft an original piece of art or a variation of a creature which will aid in battle until destroyed, stopped, or the child is unable to support it any longer. Because they poured so much of themselves into the work of art created they are unable to move and can possibly pass out.

Traits[]

  1. Children of Techne are very adept at art and crafting.
  2. Children of Techne are very skilled in working with their hands and making things out of nothing.
  3. Children of Techne tend to be good artists and mechanics.
  4. Children of Techne can see the beauty in everything.


Thalia Powers[]

Thalia on theoi.com
Template:Thalia Powers

Offensive[]

  1. Children of Thalia can make a single opponent around them burst into uncontrollable laughter for a short time, making them vulnerable to attacks.
  2. Children of Thalia can make someone feel like all their happiness and all the things that make them happy were taken from them. This causes most oppponents to have a hard time fighting, but they might be able to overcome it.

​Defensive[]

  1. Children of Thalia are able to create a wall of ivy around them, stopping opponents from attacking them, but also trapping them inside. This only lasts for a short time.
  2. Children of Thalia can make ivy grow around an opponent’s legs, making them unable to move for a short time. However, when trapped like this, they can’t be attacked.

​Passive[]

  1. Children of Thalia radiate an aura of laughter around them. They can shut this off for a long time, if they wish.
  2. Children of Thalia feel slightly empowered whenever someone around them is laughing. This does not include those who laugh because of being under control of the child of Thalia’s powers.
  3. Children of Thalia see the funniest memories of people around them. This can be shut off for a long time.
  4. Children of Thalia usually make people forget their problems for a very short time when they talk to them.

​Supplementary[]

  1. Children of Thalia can also make ivy grow around and cover a particular object.
  2. Children of Thalia can start poetically describing something around them, which makes everyone nearby focus on the described thing for a short time, making them confused and vulnerable to attacks.
  3. Children of Thalia are able to make another person recall a funny memory, making them slightly stronger and faster than usual. This only lasts for a short time.
  4. Children of Thalia can teleport via ivy: from a place where it grows to another place where it grows. The further the distance, the more energy drained. They are able to take others and objects with them, but again, the more people and the bigger objects summoned, the more energy drained.

3 Months After Character is Made[]

  1. Children of Thalia can summon and command up to ten carnivore sheep, as their mother was depicted with a shepherd's staff. These will attempt to eat whoever the child of Thalia commands them to. The more sheep summoned, the more energy drained.

6 Months After Character is Made[]

  1. Children of Thalia can summon a shepherd's staff (like the one their mother was depicted with). Any object or person that touches it is tied up with ivy (more durable than the normal plant) for a short time (this can help the user get others' weapons for themselves). This staff disappears after a short time, and when it does, the user feels remarkably drained.

​9 Months After Character is Made[]

  1. Children of Thalia can turn all opponents opponents in a 10 m radius into carnivore sheep. This lasts for a short period of time. When in this state, the opponents still behave as they normally would. They won't ​listen to the child of Thalia however. If they're killed while in this state, they change back to normal, but are remarkably drained. After transforming opponents, the user is very drained and could possibly even faint.

Traits[]

  1. Children of Thalia usually love to joke and make good comedians.


Thesis Powers[]

Thesis on theoi.com
Template:Thesis Powers


Offensive[]

  1. Children of Thesis can create weapons from elements in their immediate vicinity, which can be used for combat. However, only one weapon can be conjured at a time, and it cannot be bigger than the child who conjured it. The denser the element used to create the weapon, the more energy is drained from the creator.
  2. Children of Thesis can create spikes on the ground or a surface of their choosing (e.g.: generating spikes around a door handle, under a small- to medium-sized patch of leaves, or on the hilt of an opponent's sword). Spikes cannot be bigger than the average index finger. The more spikes are created, the longer they exist, and the denser the element used to create the spikes, the more the user is drained.

Defensive[]

  1. Children of Thesis can create a shield or a wall out of surrounding elements. The wall can not be any larger than 2 to 3 times the size of the creator. This could be the ground, stone, water, air, or any other available element. This is possible as long as the amount of the element being used is already present in that immediate vicinity. The denser the element used to create the shield or wall, the more energy is drained from the creator.

Passive[]

  1. Children of Thesis' presence boosts the creativity of allies in the immediate vicinity.
  2. Children of Thesis are naturally creative, meaning they come up with attacks and creative solutions to an issue extremely quickly.

Supplementary[]

  1. Children of Thesis have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds. This is because they can use their powers to recreate living tissue.
  2. Children of Thesis can create stars for a short time. These stars generate light able to illuminate the surrounding area or blind an opponent. The stars will stay lit for a few minutes after the child stops powering them.
  3. They can also create other objects that are for non-combative purposes, but within reason. Complex objects like electronics or musical instruments can be made, but the child has to have all the knowledge they would need to create the objects normally.

3 Months after Character is Made[]

  1. Children of Thesis can create a living construct out of any elemental material. Constructs can be no larger than 2 to 3 times the size of user. The denser the element used to create the construct, the more energy is drained from the creator.

6 Months after Character is Made[]

  1. Children of Thesis are able to create a soul and bond it to a nearby inanimate object, bringing the object to life for a short time. The object can then be commanded by the child. The bigger and further away the object is, and the more complex the commands it is given are, the more energy is drained.

9 Months after Character is Made[]

  1. Children of Thesis can create more of a substance when in contact with a small amount of said substance. However, they are drained of energy according to the amount of substance that they create. The total created substance cannot be 3 times larger than the user. The denser the substance is, the more energy is drained from the creator. The substance can be telekinetically controlled.

Traits[]

  1. Children of Thesis are normally extremely creative.
  2. Children of Thesis tend to be good at solving puzzles, rationalizing things, telling more than believable lies.
  3. Children of Thesis usually excel at building things with their hands, or by using tools around them.

Triton Powers[]

Triton on theoi.com
Template:Triton Powers

Offensive[]
  1. Children of Triton have the ability to conjure a weapon out of water which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of water.
Defensive[]
  1. Children of Triton can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  2. Children of Triton have a slightly higher resistance to burns.
  3. Children of Triton have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time.
Passive[]
  1. They can make air bubbles form under water.
  2. They, and everything they touch, stay or become dry in water, unless they want to become wet.
  3. Children of Triton can innately breathe underwater.
Supplementary[]
  1. Children of Triton have the ability to Water Travel, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
  2. Children of Triton are able to telekinetically move water at a high rate. The larger amount of water used, the more energy it drains.
  3. Children of Triton, while in the water, have the ability to transform the lower half of their body into a fish-like tail (so basically like a mermaid/man).
3 Months After Character is Made[]
  1. Children of Triton are able to create a sphere of water, that they can either use to surround themselves to slow down projectiles from all sides, or surround an enemy to hold them back for a brief few moments. The longer the user holds the sphere, the more energy is drained.
6 Months After Character is Made[]
  1. Children of Triton are able to use water to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. While the construct is fighting the user is incapacitated, the longer they maintain the construct the more energy it drains
9 Months After Character is Made[]
  1. Children of Triton are able to transform their bodies into pure water for a short time, they have a higher resistance to attacks but are weaker in their ability to counter attack while in this form, the longer they maintain this form the more energy it drains and the longer they will need to rest between transformations
Traits[]
  1. Children of Triton always know their exact coordinates when in water.
  2. Children of Triton can feel the difference between fresh water and salt water.
  3. Children of Triton have a love for water, and generally excel at water sports.


Zelos[]

Zelos Powers
Template:Zelos Powers

Offensive[]

  1. During battle when they are surrounded by rivalry, they are stronger and able to act quicker and with more force than they normally would.
  2. Children of Zelus are able to either break down a person mentally and emotionally by forcing feelings of jealousy and envy on them, forcing them to fight recklessly for a short time, more prone to making mistakes, or can enhance their allies with dedication and eagerness helping them to fight more focused and forceful for a short time.
  3. Children of Zelus are able to conjure weapons and non-combative items out of the channeled emotional energy of jealousy and eagerness. The item created must not be larger than two to three times of the user's size. It will also have the color, density, and intensity of the battle's aura.

Defensive[]

  1. Children of Zelus can enable themselves to be blinded by rivalry, making themselves temporarily more tolerant or resistant to all types of pain and suffering subjected. 
  2. Children of Zelus can stripe the eagerness instilled in the opponent and make them slowed, sloppy, slothful in their attacks and mind-processing for a short about of time.
  3. Children of Zelus are able to create shields which protects from a single attack out of channeled emotional energy of jealousy and eagerness instilled in battle; the child is drained a decent amount no matter what the shield is used to block.

Passive[]

  1. Because they are more dedicated and eager than most, they hold a higher state of physical prowess and have innate reflexes which allows them to fight and dodge quickly.
  2. Children of Zelus are empowered in any battle due to the pre-existing competitiveness instilled. The only change is that the more added eagerness behind the fighters, the more power the child is able to channel.

Supplementary[]

  1. Children of Zelus are gifted to temporarily empower or de-power weapons with eagerness or inferiority out of jealousy. This means they can enchant or curse an object, no bigger than them, to be 2x more or less powerful. After the turn, it can not be used again on the object for the remainder of the fight and it drains the user.
  2. Children of Zelus are sometimes able to cause a small (3-5) group , turn against each other out of jealousy and rivalry. They would become irrational and fight among themselves for no apparent reason, causing chaos for a short time. The more effected the more energy is drained.
  3. Children of Zelus know what one is jealous of, what one emulsifies for. They are able to sense and manipulate jealous and eager auras. They see the "drive" and why one pushes oneself to be better. Through the eagerness and dedication located in one's heart, children of Zelus are able to estimate others' full limitations and capabilities; they can estimate how far will one push oneself to win the competition. 

3 Months After Character is Made[]

  1. Having their father as one of the winged bearers of Zeus, children of Zelus can sprout wings for a short time. This enables them to fly, the longer they maintain this state the more energy it drains and they must rest between flights. The wings can be customized to look however the child desires.

6 Months After Character is Made[]

  1. Children of Zelus can manipulate jealousy and eagerness in the hearts of their hosts, enabling them to temporarily be blind to do the subject's bidding since jealousy enables a person to do "crazy" things. However, the person controlled won't do anything that would naturally go against their personality or nature, such as killing themselves or others. The control only works for a short time, the bigger the commands, the more energy drained, and once used upon someone, they are immune for the rest of the battle.

9 Months After Character is Made[]

  1. Children of Zelus are more adept with their powers to be able to use the emotional energy of jealousy and eagerness to create a semi-living construct, no larger than 2 to 3 times the size of the user, that lasts for a short time to fight for the user. The monster would take the color, size, intensity, and density of the battle's aura; making it only perfect for use during a fierce battle. The more intense the battle is, the less it would drain the summoner.

Traits[]

  1. Children of Zelus are hard-working achievers, great motivational speakers, dedicated competitors, and efficient catalysts.
  2. Children of Zelus naturally carry the swag-ish aura of taunt and superiority, making others more inclined to feel jealous. 
  3. Children of Zelus love being unique, having their own style, and being set apart from the mediocre. 
  4. Children of Zelus are sadistic or masochistic. In most cases, they do not back down and are merciless and guiltless towards their opponents in all competitions.
  5. Children of Zelus are very prideful, competitive, and strong-willed. They abhor losing and take competitions seriously; if a battle is lost, they dedicate and drive themselves to win the war.

Nymph

General Rules/Guidelines[]

  1. If a nymph is created/born a nymph, they wouldn't have last names, it's a small detail I realise, but the only time a nymph would have a last name is if they were born mortal or demigod, and turned into a nymph.
  2. Their history doesn't necessarily have to be quite as long and detailed as a demigod, but what you do have for them should be thorough and make sense.
  3. If a nymph is created they are created full grown and will no longer age or grow
  4. If a nymph is born a nymph, which would happen if say, a satyr mated with a nymph, a nymph mated with a male nature spirit, or a nymph mated with a god (or a male nature spirit mated with a goddess), the nymph or nature spirit that is born will grow until it reaches maturity, and then stop growing/ageing from that point forward.

General Rules to Making New Types[]

  1. Nymphs, are NATURE sprites/spirits/etc. This means that they personify things found naturally in nature. So any types involving man made things, such as electronics, the internet, war (it's not a physical object, but not something that occurs naturally in nature either), etc. will NOT be allowed.
  2. In general, the scope of what the nymph represents should be reasonable. For instance, hypnosis, is very specific and not something that needs a nymph type, but sleep and dreams, were both broad enough to be allowed.
  3. Bottom line, before trying to create a new type, contact an Admin for help

Animal Nymphs/Spirits (NOT in Greek Myth)[]

See Forum:Animal Nymphs 101

Cloud Nymphs/Spirits (From Greek Myth)[]

Template:Cloud Powers
Category:Cloud Nymphs
Category:Cloud Spirits

More than likely they would be created or turned into one by a god or goddess whose scope encompasses the sky or clouds

Offensive[]
  1. They can cause small clouds to become extremely dense which forces them to fall from the sky, the larger the cloud the more energy is used
  2. They are able to create small solid clouds and use them as a projectile weapon
Defensive[]
  1. They can create and solidify a wall of clouds, can only block one attack
  2. They can temporarily cause her body to become intangible, but the longer she stays intangible the more energy she use
Supplementary[]
  1. They can create a small cloud, solidify it, and uses it for transportation
  2. They can change aspects of her appearance to become a vague image of something else
Passive[]
  1. They are able to observe the world from a bird's eye view by looking into a pool of water
  2. They are able to levitate and float near endlessly
  3. They have a telepathic/empathetic connection with nature and other nymphs, it is the strongest with creatures in the sky
  4. As they are nymphs they do not age, remaining eternally young.
Traits[]
  1. They often have their head in the clouds
  2. They tend to have very whispy laid back attitudes



Darkness Nymphs/Spirits (NOT In Greek Myth)[]

Template:Darkness Powers
Category:Darkness Nymphs
Category:Darkness Spirit

Offensive[]
  1. They have the ability to conjure an inanimate object out of pure shadows; however, only one can be created at a time and it cannot be bigger than the one who conjured it. They can also use this power to form other objects as well, at delimited size.
Supplementary[]
  1. They have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more is energy drained.
  2. They have the ability to shed their flesh and turn into a state of pure shadows and while in this state, the user is granted flight, immune to all attacks
Passive[]
  1. They are innately strong during the night.
  2. They can see perfectly in the night as if it were day.
Defensive[]
  1. They can bend shadows around them, concealing them for a short time.
Traits[]
  1. They tend to prefer the dark.


Discord Nymphs/Spirits (NOT in Greek Myth)[]

Template:Discord Powers
Category:Discord Nymphs
Category:Discord Spirits

Discord nymphs would most likely be created by Eris, as the goddess of discord, but exceptions could be made, especially for any god or goddess who encompasses some type of chaos, or if the situation warrants it.

Offensive[]
  1. They have the ability to cause a group of people to become irrational and fight amongst themselves for no reason for a short time. (drains more energy depending on the size of the crowd)
  2. Can create an apple of discord that can temporarily cause a minor fight between people for as long as the apple is present, which usually only lasts a short time before disappearing.
Defensive[]
  1. They can create a short lived “storm of strife” which causes everything within it to change, warp, or break. The effects are random, but typically powerful and can stretch over a wide area depending upon the amount of energy put into it, the larger the field, the more energy it drains.
Supplementary[]
  1. They have the ability to force a state of confusion upon another person for a limited time, allowing them to attack or flee freely.
Traits[]
  1. They are often quick to cause arguments and fights between others.
  2. They are naturally gifted with "reading" someone and playing their insecurities.
  3. As they are nymphs they do not age, remaining eternally young.
  4. Discord nymphs are not connected to anything specific so their life force is not as at risk as that of a tree or flower nymph. However, they can still be killed in battle or of serious injuries.
  5. They have a telepathic/empathetic connection with nature and other nymphs.


Dream Nymphs/Spirits (NOT From Greek Myth)[]

Template:Dream Powers

Dream nymphs would most likely be created or turned into one, by one of the oneiroi.

Offensive[]
  1. They have the ability to send a small wave of energy which will cause anyone effected to believe they are dreaming for a short time; after the effects have worn off, a person is immune to further effects of this for a moderate time.
Defensive[]
  1. They have the ability to make someone think they are seeing their worst nightmares brought to life for a short time; attempting to scare them into not attacking.
Supplementary[]
  1. They can meditate in order to speed up their rate of healing; they are constantly drained while they do this.
Passive[]
  1. Dream nymphs can speak to people in their dreams
  2. Dream nymphs can enter a person's dream, but the longer they remain in the dream, the more it drains them of their energy.
  3. Dream nymphs can cause someone who is asleep to have a nightmare.
  4. Dream nymphs can slightly control dreams
  5. Dream nymphs can see into peoples dreams whilst they sleep
  6. As they are nymphs they do not age, remaining eternally young.
  7. They have a telepathic/empathetic connection with nature and other nymphs
Traits[]
  1. Dream nymphs are nocturnal.
  2. Dream nymphs like to see into random people's dreams, and know their ambitions.
  3. They are well adept at interpreting the dreams of others.
  4. They often tend to be day dreamers, with their heads always in the “clouds”.


Erotiads/Erotios (Love Nymphs/Spirits) (NOT in Greek Myth)[]

Template:Love Powers
Category:Erotiads
Category:Erotios

(no exceptions)

  1. They must have been created/born after the Trojan War.
  2. They CANNOT be created from fallen demigods, or in any other way. They can only be made from a romantic bond by an existing erotiad, which could be one of the elder Erotiads (inquire with User:GirlofDelusion). They would be weakened by tension between the couple, and it would effect their mood. Once the couple is broken up, the erotiad dies, with the exception of a deceased partner/couple, in which case the erotiad would start to have mood swings, as well as have her powers slightly weakened.
  3. Second Generation erotiads (non-elder) cannot create other love nymphs until they reach the time of death of their source-couple. The more they create, the fewer mood swings they have and the more power they regain.
  4. Love nymphs/spirits are created full grown
  5. Even if more than one nymph/spirit is created from a couple's love, they are not literally related, they are not twins, they are not brothers or sisters, they are just two entities that happened to both be created from the same powerful love.
  6. Eros and Aphrodite do not create the nymphs/spirits
  7. They appear directly at camp upon creation, they do not go to Olympus first and are not gifts from the gods.
  8. See User:NocturnalDelusion if you have any questions, she created them
Passive[]
  1. They can cause anyone of the opposite gender to be, at least slightly, attracted to them; they also attract people of the same gender that consider themselves gay or lesbian.
  2. They have the ability to alter and control clothes and makeup.
  3. When they sing, they can inspire love to bloom in those around them, as long as those feelings were already there to begin with. Their song can also calm unruly crowds.
  4. They have a telepathic/empathetic connection with nature and other nymphs
  5. As they are nymphs they do not age, remaining eternally young.
Supplementary[]
  1. They have a minor ability to sway a person’s feelings, causing them to feel a slight amount of love for another person; the final choice to act on the love is, however, out of their control.
  2. They can infuse magic into their words and ‘charm-speak’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-speak for a few minutes or until control is relinquished
  3. They can alter their appearance for short periods of time, the more they do to alter their appearance, and the longer they maintain the appearance, the more energy it drains.
  4. They can turn into a dove, the longer they stay in this form, the more energy it drains
Traits[]
  1. They can sense romance and love
  2. They tend to be hopeless romantics
  3. The ability to speak French as it is "the language of love"
  4. They tend to be fiercely loyal to their loved ones, friends and family.
First Generation Love Nymphs[]
  1. First generation love nymphs are more powerful than the second generation
  2. When romances are stable, they can create love nymphs from them. They must be careful when doing this for when the romance dies, so does the nymph.They often create nymphs from married couples who they know will not get divorced.
Second Generation Love Nymphs[]
  1. Second generation love nymphs are less powerful than the first generation
  2. Second generation are not able to create love nymphs
  3. Their emotions are strongly connected to that of the couple that's love created them, if the couple fights, the love nymph's mood becomes sour


Fear Nymphs/Spirits (NOT In Greek Myth)[]

Template:Fear Powers
Category:Fear Nymphs
Category:Fear Spirits

Most likely they would be creatd or turned into one by a god or goddess whose scope encompasses fear or terror, like Phobos and Deimos

Supplementary[]
  1. They have the ability to calm the fear of others.
Offensive[]
  1. They are able to project a person’s worst fears into their mind, causing temporary trauma and confusion into them. This power is only active for a short time.
  2. They are able to unleash a powerful wave of terror across a small group of enemies, causing them to hesitate with fear.
Passive[]
  1. They are innately stronger when people around them are filled with fear.
  2. They know the fears of everyone around them
  3. They have a telepathic/empathetic connection with nature and other nymphs
  4. As they are nymphs they do not age, remaining eternally young.
Traits[]
  1. They are generally immune to fear and terror.


Fire Nymphs/Spirits (NOT From Greek Myth)[]

Template:Fire Powers
Category:Fire Nymphs
Category:Fire Spirits

More than likely they are created or turned into one by a god or goddess whose scope involves fire of some sort

Passive[]
  1. They are innately extremely resistant to heat and fire.
  2. They can heal the minor burns of others, but the more severe the burn, the more energy it drains
  3. They have a telepathic/empathetic connection with nature and other nymphs
  4. As they are nymphs they do not age, remaining eternally young.
Supplementary[]
  1. They have the ability to release heat from their hands in order to cauterize an open wound.
  2. They have the ability to create and control fire, the larger the flame, or the more condensed, the more energy it drains
  3. They have the ability to shed their flesh and turn into pure fire for a short time and while in this state, the user is granted flight, immune to all attacks and anything they touch is intensely burned
Traits[]
  1. The more upset they are, the harder it is for them to control their powers
  2. They are stronger in the heat


Flower Nymphs/Spirits (In Greek Myth)[]

Template:Flower Powers
Category:Flower Nymphs
Category:Flower Spirits

  1. Flower nymphs' life force is attached to a specific flower, bush, etc. This must be stated at claiming, what type.
  2. They cannot travel far from their life force.
  3. They are usually born with the flower, but sometimes they are created or turned into one, in those cases it is most likely by a god or goddess whose scope encompasses flowers, plants, etc.
  4. Obviously because they can not travel far from their source, in order to be a character roleplayed at camp or at the BC, they would need to be relatively near by, which also means there would be no "sending them away". You'd either have to kill them off, or just pretend they aren't social any more at camp. (Or give them up for adoption) Unless their plant is small enough it could be potted, we could make an exception if it can be carried around with them, but they wouldn't be as strong.
Defensive[]
  1. They the ability to create a massive wall of flowers, roughly two to three times the size of the user, as a shield, although will instantly begin to die away following its creation.
  2. They can turn inanimate objects into a flowers for a short time, this can be used for a multitude of purposes. The larger the object the more draining it is, they have the most power over the type of flower that their life force is connected to
Offensive[]
  1. They have the ability to shoot multiple thorns out from their hands which can inflict pain on their opponents and distract them.
Passive[]
  1. They have the innate ability to talk flowers to life, either making them grow more quickly or bringing them back from a recent death, they have the most power over the type of flower that their life force is connected to
  2. They Can create flowers from nothing, the larger the flower the more drain on the user, they have the strongest control over the type of flower that their life force is connected to
  3. As they are nymphs they do not age, remaining eternally young.
  4. They have a telepathic/empathetic connection with nature and other nymphs
  5. Their life force is attached to a flower, the further they go from it, the weaker they get, eventually if they go too far they'll die, in some cases, depending on the size of their life source, it can be potted for transport to a new location
  6. Depending on the type of flower their life force is attached to, they retain minor characteristics of the flower.
Supplementary[]
  1. They have the ability to transform people into large flowers of their choosing; this effect does not last long, they have the most power over the type of flower that their life force is connected to
  2. They have the ability to turn into the flower that their life force is attached to
Traits[]
  1. They are excellent gardeners.
  2. They are generally happier in the spring and summer months, and more solemn/melancholy in the fall and winter months.
  3. They usually smell of whatever flower they are attached to


Fresh Water Nymphs/Spirits (In Greek Myth)[]

Template:Fresh Water Powers
Category:Fresh Water Nymphs
Category:Fresh Water Spirits

  1. Their life source would be attached to a specific source of fresh water. i.e. pond, lake, river, brook, well, spring, marshes, fountains, streams, wetlands, etc.
  2. They would not be able to travel too far from their life source
  3. Typically speaking, a fresh water nymph would be created by or turned by a god who's personification has to do with water of some sort
  4. Obviously because they can not travel far from their source, in order to be a character roleplayed at camp or at the BC, they would need to be relatively near by, which also means there would be no "sending them away". You'd either have to kill them off, or just pretend they aren't social any more at camp. (Or give them up for adoption)
Defensive[]
  1. They can dissolve into fresh water, while in this sate they are immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.
  2. They have a slightly higher resistance to burns.
  3. They can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  4. They have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time. They can also use this power to form other objects as well, at delimited size.
Supplementary[]
  1. They are able to telekinetically move water. The larger amount of water used, the more energy it drains.
  2. They have the ability to Water Travel in fresh water, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
Passive[]
  1. They can heal minor wounds and soothe more severe wounds.
  2. Are able to inspire men and uplift the spirits of those around them with their singing
  3. They have minor prophetic and oracular abilities, but not as strong as the oracles.
  4. They, and everything they touch, stay or become dry in water, unless they want to become wet.
  5. They can make air bubbles form under water.
  6. As they are nymphs they do not age, remaining eternally young.
  7. Their life force is connected to their source of water, if that water is polluted or destroyed, they will die. They can also die in battle or from serious injury.
  8. They have a telepathic/empathetic connection with nature and other nymphs, especially animals that dwell in fresh water sources.
  9. They are stronger the closer they are to their life/water source, the further away they go from it, the weaker they become, if they go too far they risk death.
Traits[]
  1. They always know their exact coordinates when in water.
  2. They can't stand when people litre or pollute nature, especially their water source.


Hearth Nymphs/Spirits (Hestiads/Hestios)[]

Template:Hearth Powers
Category:Hestiads
Category:Hestios

  1. They are a species of nymph created exclusively by Hestia.
  • Hestia may choose to turn a dying demigod into a hearth nymph having spoken to them every single time she has been down at Camp Half-Blood or, perhaps, if they are being tortured and being killed slowly.

Passive

  1. They are innately resistant to heat and fire.
  2. Their fire possesses a healing quality about it, being able to cauterize open woulds and heal burns. The bigger the wound or the larger the burn, the more energy is drained. Despite this, hearth nymphs expend less energy than fire nymphs in this sphere.
  3. They have a telepathic/empathetic connection with nature and other nymphs. They share a similar connection with mankind.
  4. They bring an air of peace about them wherever they go.

Supplementary

  1. They have the ability to create and control fire, the larger the flame, or the more condensed, the more energy it drains. As this fire is used primarily for healing purposes, it drains the nymph incredibly of energy if attempted to be used in a combative manner.
  2. Hearth nymphs are able to travel to places that they harbour strong emotional connections for. If in physical contact with someone else, they can produce the same thing with anywhere that the person considers as 'home' or has strong emotional ties to. This travelling can be either physical or in a projected sense, as if viewing a memory from a third person perspective.
  3. If faced with another person, they are able to alter their voice to be that of whoever the person is closest to as a form of charm speaking.
  4. They are able to force a sense of comfort on their opponents, akin to how they would feel at their most vulnerable.

Traits

  1. As their creator is prioritised during feasts and commands the respect of the Gods, they are highly respected beings and have an air of knowledge about them.
  2. As Hestia was seen as a goddess of the state, they are known to be natural leaders.
  3. They are known to be highly welcoming and trustworthy.
  4. They are extremely empathetic and often display large amounts of compassion.
  5. As they are nymphs they do not age, remaining eternally young.
  6. They tend to make excellent cooks.
  7. They tend to be unable to make enemies, instead being fiercely loyal in nature.
  8. They will avoid conflict at all cost.


Healing Nymphs/Spirits (NOT From Greek Myth)[]

Template:Healing Powers
Category:Healing Nymphs
Category:Healing Spirits

More than likely, a healing nymph would be created or turned into one by Apollo or another god or goddess who's scope encompasses healing, medicine, etc.

Passive[]
  1. For minor wounds they can quicken the healing process and completely take the pain away, the more severe the wound the harder this is and the more energy it drains. They cannot bring someone back from the brink of death.
  2. If a person is dying and the fates deem that death is imminent, a healing nymph can keep that person alive, but for every minute they do it drains them substantially. This could be useful if the person who is dying wishes to talk to someone or tell someone goodbye. The longer the nymph sustains their life past when they should have died, the more risk to their own life.
  3. As they are nymphs they do not age, remaining eternally young.
  4. They have a telepathic/empathetic connection with nature and other nymphs
Supplementary[]
  1. They can cause someone to feel overwhelmingly sick for a short period, preventing them from attacking
  2. They can cause someone to become paralysed for a short time, preventing them from attacking
Traits[]
  1. They know how to use music, water, herbs and chemicals to aid in curing and helping others
  2. They know every ailment and sickness as well as how to cure it


Honey/Bee Nymphs/Spirits (From Greek Myth)[]

Template:HoneyBee Powers
Category:Honey/Bee Nymph
Category:Honey/Bee Spirits

Supplementary[]
  1. They are able to control and summon bees
  2. They can turn into a bee, the longer they stay in this form the more power it drains
  3. They can make and manipulate honey
  4. They can shoot stingers from their hands, they are no bigger than the size of their hands, and the longer they shoot them, the more energy it drains
  5. Even when they are not in their bee form they have the minor ability to hover or fly, however, the longer they fly the more it drains them.
Passive[]
  1. They can use honey to heal themselves, and the minor wounds of others
  2. They can cause flowers to bloom and thrive
  3. They are stronger in the spring/summer months
  4. Their honey as restorative properties, similar to ambrosia
  5. They have a telepathic/empathetic connection with nature and other nymphs, the connection is the strongest with bees and flower nymphs
  6. As they are nymphs they do not age, remaining eternally young.
Traits[]
  1. They love sweet things
  2. They love flowers
  3. They hate the cold


Ice Nymphs (NOT From Greek Myth - Seasonal)[]

Template:Ice Powers
Category:Ice Nymphs
Category:Ice Spirits

  1. Ice nymphs are seasonal, and would not be at camp during the spring and summer months, they would go where it was colder
  2. More than likely they would be created or turned into one by a god or goddess whose scope encompasses ice or cold
Offensive[]
  1. They have the ability to call upon a focused ice storm which freezes a small area into solid ice, the larger the area, the more draining, effects are temporary. They can also use the same ice storm to send small icy shards at an opponent or enemy, the longer they try and sustain the ice storm, the more drained they become
  2. They have the ability to conjure an inanimate object out of pure ice; however, only one can be created at a time and it cannot be bigger than the one who conjured it. They can also use this power to form other objects as well, at delimited size.
Defensive[]
  1. They have the ability to create a dome shaped shield of ice, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
Supplementary[]
  1. They have the ability to turn pure water into ice at will using a cold breeze.
  2. They have the ability to shed their flesh and turn into a state of pure ice
Passive[]
  1. They can camouflage themselves in snow and ice, and can only be seen if they move
  2. They are stronger in the cold
  3. As they are nymphs they do not age, remaining eternally young.
  4. They have a telepathic/empathetic connection with nature and other nymphs
Traits[]
  1. They are able to withstand cold temperatures.


Lampades - Servants of Hecate (Found in Greek myth)[]

Template:Magic Powers
Category:Lampade

NOTE: Sorcery Nymphs, Torchbearing nymphs, magic nymphs, Hecate's servants, will be combined with this type of nymph, there's no rational reason why Hecate would have 2 types of nymphs that are essentially the same

  1. Gifts from Zeus to Hecate for her help in the titanomachy
  2. More than likely they would be created or turned into one by a god or goddess whose scope involves the underworld or magic
Passive[]
  1. As they are nymphs they do not age, remaining eternally young.
  2. They have a telepathic/empathetic connection with nature and other nymphs
  3. They are stronger when in the underworld
Supplementary[]
  1. They can shadow travel
  2. They can cast a levitation spell on themselves for short times, the longer they levitate the more power it drains.
  3. They are able to use some healing spells to heal minor wounds.
  4. They can curse objects and make them ineffective for a short time, or they can bless objects and make them unbreakable for a short time
Traits[]
  1. They have innate knowledge about the Underworld.
  2. They are able to read and interpret tarot cards.
  3. They are able to use crystal balls to interpret future events.
  4. They can read someone's aura


Light Nymphs/Spirits (In Greek Myth)[]

Template:Light Powers
Category:Light Nymphs
Category:Light Spirits

Typically speaking, a light nymph would be created by or turned by a god who's personification has to do with light of some sort, such as Hyperion or Apollo. Depending on the situation exceptions could be made if it's warranted and makes sense.

Defensive[]
  1. They are able to turn into pure light for a short time and while in this state, the user is granted flight and immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.
  2. They can unleash a quick burst of light which blinds anyone that was focused on them for a short time.
  3. They can bend light around them, concealing them for a short time.
Offensive[]
  1. They have the ability to conjure weapons and objects out of pure light which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.
Supplementary[]
  1. They have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.
Passive[]
  1. They are stronger during the light of day.
  2. They are weaker in the darkness of night.
  3. They cannot be blinded by bright lights.
Traits[]
  1. As they are nymphs they do not age, remaining eternally young.
  2. Light nymphs are not connected to anything specific so their life force is not as at risk as that of a tree or flower nymph. However, they can still be killed in battle or of serious injuries.
  3. They have a telepathic/empathetic connection with nature and other nymphs.


Lightning Nymphs/Spirits (NOT From Greek Myth)[]

Template:Lightning Powers
Category:Lightning Nymphs
Category:Lightning Spirits

Offensive[]
  1. They have the ability to create small bolts of lightning that can be directed to strike near them; doing so drains them a moderate amount.
Supplementary[]
  1. They have the ability to shed their flesh and turn into pure lightning for a short time and while in this state, the user is immune to all attacks and anything they touch is intensely burned; however, once the user changes back they will be extremely drained and immobile for a long time.
  2. They have the ability to hover or fly, however, the longer they fly the more it drains them.
Passive[]
  1. They can predict where lightning will strike and when during an electrical or lightning storm
  2. They are innately resistant to both electricity and lightning.
  3. They have a telepathic/empathetic connection with nature and other nymphs
  4. As they are nymphs they do not age, remaining eternally young.
Traits[]
  1. They are rarely afraid of heights.
  2. They are prone to being claustrophobic, as they generally prefer open spaces.


Luck Nymphs/Spirits (NOT In Greek Myth)[]

Template:Luck Powers
Category:Luck Nymphs
Category:Luck Spirits

More than likely, they would be created by Tyche

Passive[]
  1. They are able to see the possible outcome of gambles.
  2. They have a telepathic/empathetic connection with nature and other nymphs
  3. As they are nymphs they do not age, remaining eternally young.
Supplementary[]
  1. They are able to temporarily and slightly alter the luck of an individual. The effects do not last long, and the outcome can not bring harm to anyone.
  2. They are able to bless an object, making it into a “lucky” charm, that they can either keep for themselves, or give to someone else, the object when used can bless the user with one shot of extra luck, that can not be used to harm others, and can only be used once.
Defensive[]
  1. They have the minor ability to foresee the action of others, such as the course of action an opponent will take when attacking and dodge or parry according; however, if the prediction is wrong, this may cost the child of Tyche dearly.
Traits[]
  1. They are generally very lucky in all that they do.
  2. They are generally adept at playing games of chance.


Memory Nymphs/Spirits (Not From Greek Myth)[]

Template:Memory Powers
Category:Memory Nymphs

More than likely a memory nymph would be created or turned into one by a god or goddess whose scope encompasses memories.

Supplementary[]
  1. They have the ability to temporarily remove a person's memories, which can be used to distract someone for a variety of reasons, this only lasts a few moments before their memories come back
  2. They can alter someone's memories for a short time
Passive[]
  1. They can see a person's memories, even memories the person may not remember themselves
  2. They have a telepathic/empathetic connection with nature and other nymphs
  3. As they are nymphs they do not age, remaining eternally young.
Traits[]
  1. They have excellent memories


Moon Nymphs/Spirits (NOT From Greek Myth)[]

Template:Moon Powers
Category:Moon Nymph
Category:Moon Spirits

Most likely, they would be created or turned into one by a god or goddess whose scope encompasses the moon in some way, or the night

Offensive[]
  1. They have the ability to conjure objects out of pure moon-light; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.
Passive[]
  1. They are stronger at night when the moon is out
  2. They have a telepathic/empathetic connection with nature and other nymphs, this is the strongest with night animals
  3. As they are nymphs they do not age, remaining eternally young.
Defensive[]
  1. They can bend moonlight around them, to conceal them for a short time
  2. They can 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
Supplementary[]
  1. They have the ability to shed their flesh and turn into pure moonlight, while in this state they are immune from attacks and can fly
  2. They have the ability to actually ride moonbeams they have created, or that are there naturally
Traits[]


Mortiads/Mortios (Death Nymphs/Spirits) (NOT in Greek Myth)[]

Template:Death Powers
Category:Mortiad
Category:Mortios

(No exceptions)

  1. The first was created from the massive amount of death that occurred in WWII, so it any new death nymphs can NOT have been created or born prior to WWII.
  2. They must be created based on an event that created a ton of deaths.
  3. They can only be created by Hades, Thanatos, or Melinoe (basically anyone to do with death, dead, ghosts, etc)
  4. Only one nymphs/spirit per event
  5. See Death Nymphs of the Wiki
  6. See User:Oblivion26 if you have any questions, he created them

Supplementary[]

  1. They have the ability to Shadow Travel, a sort of teleportation; the further the distance, the more energy drained.
  2. They are able to call forth recently dead spirits to aid them for a short time.
  3. They have the ability to resurrect a single undead corpse which will fight, mindlessly, alongside them until it is broken down or dismissed.
  4. They can 'revive' small dead animals (like around as big as a dog or smaller, anything too big like a horse or like a human they can't) to a state of 'undeath', where they are like regular animals, though with skin missing, bones sticking out, kinda like a zombie version of the creature, and animals that she 'revives' are under her control.
  5. They can put someone in a deathlike coma for several hours. The more powerful they make the effect the more energy they use.

Passive[]

  1. They are able to see the lifespan of others, but are forbidden to speak of it.
  2. They can sense any death, mortal or monster.
  3. They can communicate with the dead
  4. They are able to have physical contact with ghosts, as in being able to touch them and feeling them as if they where alive.
  5. They are able to come and go as they please to the underworld
  6. They have a telepathic/empathetic connection with nature and other nymphs
  7. As they are nymphs they do not age, remaining eternally young.

Traits[]

  1. They generally have morbid personalities.
  2. They are not frightened by death
  3. They radiate death.
  4. They tend to have dark attitudes
  5. They like shadowy places.


Music Nymphs/Spirits (NOT In Greek Myth)[]

Template:Music Powers
Category:Music Nymphs
Category:Music Spirits

More than likely music nymphs would be created or turned into one, by a god or goddess whose scope encompasses music somehow, like Apollo or the muses.

Passive[]
  1. They can curse others to only speak in rhyming couplets that can take days or even weeks to wear off (depending on strength and number of people in the spell), the longer it lasts the more energy it drains
  2. They can curse others to sing everything, that can take days or even weeks to wear off (depending on strength and number of people in the spell), the longer it lasts the more energy it drains
  3. They have a minor ability to inspire the musical talents in those around them
  4. Their music can calm those around them for a short time
  5. As they are nymphs they do not age, remaining eternally young.
  6. They have a telepathic/empathetic connection with nature and other nymphs
Supplementary[]
  1. They can sustain a high pitch with their voice, that is so loud it will temporarily stun anyone around them, its effects are temporary and it effects everyone around them, friend or foe. They can also do this with a musical instrument as well.
  2. They can infuse magic into their song and ‘charm-sing’ another into doing their will or revealing a secret to them; the person will remain under the control of the charm-sing for a few minutes or until control is relinquished
Defensive[]
  1. They have such a beautiful voice, that when they sing, people can't help but listen, this can often distract enemies while in battle
Traits[]
  1. They can play any musical instrument, even if they have never seen it before
  2. They have pitch perfect singing voices


Peace Nymphs/Spirits (NOT From Greek Myth)[]

Template:Peace Powers
Category:Peace Nymphs
Category:Peace Spirits

More than likely peace nymphs are created or turned into one by Harmonia, or one that has to do with peace, harmony, that sort of stuff

Passive[]
  1. As they are nymphs they do not age, remaining eternally young.
  2. They have a telepathic/empathetic connection with nature and other nymphs
  3. In their presence, people form friendships more easily, or reach agreements more easily.
Offensive[]
  1. They have the ability to force a false state of peace upon someone, making them blind to any attack for a very short time.
Supplementary[]
  1. They have the ability to slightly calm the minds of everyone near them, no matter what side they are on.
Traits[]
  1. They tend to have well balanced and harmonious personalities.


Rain Nymphs/Spirits (In Greek Myth)[]

Template:Rain Powers
Category:Rain Nymphs
Category:Rain Spirits

  1. Their life force isn't so much attached to a specific thing, as long as there is rain in the world
  2. They are closely related to the fresh water nymphs
  3. Most likely they are created or turned into one by gods or goddess whose scope involves weather, the sky or rain
Passive[]
  1. They have a telepathic/empathetic connection with nature and other nymphs
  2. As they are nymphs they do not age, remaining eternally young.
  3. They are stronger in the rain
Supplementary[]
  1. They can summon rain, anywhere from drizzling to pouring, the longer they sustain the rain, the more energy it drains
  2. They can focus strong torrents of rain at some one for a short period of time, the longer they sustain it, the more energy it consumes
Defensive[]
  1. They are able to make a dome shaped torrent of rain that can blunt any attacks against them for a short time
  2. They can summon a light rain that can soothe and heal minor wounds
  3. When it is raining, they can make themselves blend into the rain and appear invisible, but they must remain stationary
Traits[]
  1. They enjoy rainy days


Rainbow Nymphs/Spirits (NOT From Greek Myth)[]

Template:Rainbow Powers
Category:Rainbow Nymphs
Category:Rainbow Spirits

More than likely they are created or turned into one by Iris

Offensive[]
  1. They have the ability to conjure an object out of pure rainbows; however, only one object can be conjured at a time and it cannot be bigger than the one who conjured it.
Defensive[]
  1. Ability to conjure a shield of pure rainbows, roughly two to three times the size of the user, which will blunt most attacks but slow the movement of the conjurer.
Supplementary[]
  1. Ability to split the light of a rainbow into seven beams which can be redirected in order to light an area or even blind people.
  2. They have the ability to actually ride rainbows they've created in order to travel large distances quickly.
  3. They can turn into a rainbow for a short time, but the longer they remain in this state, the more energy it drains
Passive[]
  1. As they are nymphs they do not age, remaining eternally young.
  2. They have a telepathic/empathetic connection with nature and other nymphs
Traits[]
  1. They usually have outgoing and colourful personalities.
  2. They do not need drachmas to send iris messages.


Revenge Nymphs/Spirits (NOT In Greek Myth)[]

Template:Revenge Powers
Category:Revenge Nymphs
Category:Revenge Spirits

More than likely a revenge nymph would be created or turned into one, by a god or goddess whose scope encompasses some type of revenge emotion. Another way could be that they were created out of a situation that required revenge.

Offensive[]
  1. After receiving a wound, they are able to empower their next successful attack, causing it to do more damage than it normally would (for revenge)
Supplementary[]
  1. They are able to empower a wounded ally with the fervor to achieve revenge upon the one who wounded them; this effect greatly increases the strength and speed of the ally when they fight the one who wounded them until revenge is achieved.
Passive[]
  1. If someone is wronged, a revenge nymph can aid that person in getting revenge on whom ever wronged them
  2. They have a telepathic/empathetic connection with nature and other nymphs
  3. As they are nymphs they do not age, remaining eternally young.
Traits[]
  1. They are quick to want revenge when they are wronged in any way
  2. They know when someone has been wronged


Sea Nymphs/Spirits (From Greek Myth)[]

Template:Sea Powers
Category:Sea Nymphs
Category:Sea Spirits

  1. As their life source is attached to the ocean, they could travel much further than a fresh water nymph, but not too far from the ocean in general.
  2. Typically speaking, a sea nymph would be created by or turned by a god who's personification has to do with water of some sort
Defensive[]
  1. They can dissolve into salt water, while in this state they are immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.
  2. They have a slightly higher resistance to burns.
  3. They can survive falling from high altitudes as long as they land in water, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  4. They have the ability to create a dome shaped torrent of water, roughly two to three times the size of the user, which can be used to block attacks for a very short time. They can also use this power to form other objects as well, at delimited size.
Supplementary[]
  1. They are able to telekinetically move water. The larger amount of water used, the more energy it drains.
  2. They have the ability to Water Travel in salt water, a sort of teleportation; the further the distance, the more is energy drained, and there must be a substantial amount of water at both ends.
Passive[]
  1. They can heal minor wounds and soothe more severe wounds.
  2. Are able to inspire men and uplift the spirits of those around them with their singing
  3. They have minor prophetic and oracular abilities, but not as strong as the oracles.
  4. They, and everything they touch, stay or become dry in water, unless they want to become wet.
  5. They can make air bubbles form under water.
  6. As they are nymphs they do not age, remaining eternally young.
  7. Their life force is connected to the ocean, if that water is polluted or destroyed, they will die. They can also die in battle or from serious injury.
  8. They have a telepathic/empathetic connection with nature and other nymphs, especially animals that dwell in salt water sources.
  9. They are stronger the closer they are to the ocean, the further away they go from it, the weaker they become, if they go too far they risk death.
  10. While in the water, they have the ability to take on different appearances, such as what some people refer to as mermaids
Traits[]
  1. They always know their exact coordinates when in water.
  2. They can't stand when people litre or pollute nature, especially their water source.
  3. They can find anything easily if it is in the ocean


Second Generation Hesperides (Chrysiads)[]

Template:Chrysiad Powers
Category:Chrysiads
Category:Chrysios

{ Nymphs of Light and the Tides, Patronesses of Evening and Twilight }

  1. Particularly stronger at the evening / twilight.
  2. Far weaker than the semi-godly Hesperides
  3. Must correspond with the following background:​

"The semi-godly Hesperides decided they would like to pass on their legacy to further nymphs by consorting with a mortal man their misteress, Hera, found worthy. Hera searched for a consort for her servitors, and came upon a hellenist named Chrysos, whose patron goddess was Hera. She came upon Chrysos in his dreams, and alluded him into thinking he would get to consummate his love to Hera by consorting with each of the Hesperides, Aegle, Erytheia, Hesperia and Arethusa whenever she would request. She led him on until each hesperis bore him six children, three males and three females. After Chrysos realized that he was being cheated, he started to lust after Aegle. Aegle, not having any feelings for the man, decided to request the help of the Erotiad matriarch, Sapphire. She requested that she would spawn an Erotiad in order for her to gain feelings for the man who she sympathized for greatly. Sapphire refused, causing the hesperis to contact the infuriated Hera, who instantly complained to Aphrodite and her council of the Erotes. After pressure from her patrons, she had to go against what she stood for in order to help Aegle. Aegle gained feelings for the man, bearing him two additional children. Eventually, a few of the newborn deminymphs fell in love with their cousins, causing a new nymph subspecies, the Chrysiads, the second generation Hesperides (who were depowered) to be born."

Offensive[]
  1. They have the ability to conjure objects out of pure light; however, only one object can be conjured at a time and it cannot be bigger than the one who conjured it.
Supplementary[]
  1. They have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.
  2. They have the ability to shed their flesh and turn into pure twilight (slightly weaker and less bright than the full light of day) for a short time and while in this state, the user is granted flight, immune to all attacks
Passive[]
  1. They are stronger at twilight/evening
  2. They are weaker than first generation Hesperides
  3. They have minor control over tides, but only for a short time, before the tides return to normal
  4. As they are nymphs they do not age, remaining eternally young.
  5. They have a telepathic/empathetic connection with nature and other nymphs
Traits[]
  1. They always know the time of the tides


Sleep Nymphs/Spirits (NOT From Greek Myth)[]

Template:Sleep Powers
Category:Sleep Nymphs
Category:Sleep Spirits

Sleep nymphs would most likely be created or turned into one, by one of the sleep gods, like Hypnos or one of the oneiroi

Passive[]
  1. People are prone to feeling somewhat tired while in their presence
  2. If a sleep nymph has received a minor injury, it will heal while she sleeps
  3. Sleep nymphs can communicate with people while they are sleeping
  4. Sleep nymphs can heal people while they're sleeping, as long as they aren't mortally wounded, the larger the wound the more energy it drains
  5. If someone is suffering from insomnia or nightmares, a sleep nymph can grant someone peaceful slumber
  6. They have a telepathic/empathetic connection with nature and other nymphs
  7. As they are nymphs they do not age, remaining eternally young.
Supplementary[]
  1. They are able to astral project, they can use this for multiple reasons, however, their physical body is vulnerable and they can not effect anything on the physical plane while astral projecting.
  2. Under direct contact, they can make people fall asleep for a short period of time, though this effort drains a lot of energy from them
Offensive[]
  1. Sleep nymphs can cause people to fall into a light sleep for a short period of time
Traits[]
  1. Sleep nymphs are usually always tired
  2. It is not uncommon for a sleep nymph to suffer from narcolepsy, a sleep disorder that causes excessive sleepiness and frequent daytime sleep attacks.


Snow Nymphs/Spirits (NOT From Greek Myth - Seasonal)[]

Template:Snow Powers
Category:Snow Nymph
Category:Snow Spirits

  1. Snow nymphs are seasonal, and would not be at camp during the spring and summer months, they would go where it was colder
  2. More than likely they would be created or turned into one by a god or goddess whose scope encompasses snow or cold
Supplementary[]
  1. They have the ability to call upon a massive blizzard which obstructs views and lowers the body temperature of all that are susceptible, the longer they sustain the flurry the more energy it drains
  2. They can create armor and weaponry out of pure ice which is quite sharp; however, it is also fragile and must be mended or replaced often, which uses up large amounts of energy.
  3. They can make it snow, the longer they sustain it, the more energy it drains
Passive[]
  1. They are stronger in the cold.
  2. They need the cold to survive, if they are kept in the heat for too long (summer/spring months) they could die
  3. They have a telepathic/empathetic connection with nature and other nymphs
  4. As they are nymphs they do not age, remaining eternally young.
Defensive[]
  1. When they are surrounded by snow, they can blend in with the snow, making them seem invisible to the naked eye, but only if they remain stationary
Traits[]
  1. They are able to withstand cold temperatures.

Star Nymphs/Spirits (In Greek Myth)[]

Template:Star Powers
Category:Star Nymphs

Typically speaking, a star nymph would be created by or turned by a god who's personification has to do with stars of some sort, such as Astraeus or Asteria.

Traits[]
  1. They know all of the stars and constellations in the night sky
  2. They can tell the time, date, and their location simply by looking at the sky.
Offensive[]
  1. They have the ability to summon miniature stars which can be thrown like a weapon; the stars, however, dissipate quickly.
Defensive[]
  1. They are able to turn into pure star light for a short time during the night or during the day if in the presence of Astraeus or Asteria or one of their children. While in this state, the user is granted flight and immune to all attacks; however, once the user changes back they will be extremely drained and immobile for a long time.
  2. They have the ability to summon a cluster of miniature stars directly in front of them which can be used to block incoming attacks; the stars, however, dissipate quickly.
Supplementary[]
  1. They have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.
Passive[]
  1. They can see perfectly in the night as if it were day.
  2. When the stars are out, they always know their location.
  3. They are innately stronger during the night.
  4. As they are nymphs they do not age, remaining eternally young.
  5. Star Nymphs are generally not connected to a specific star so their life force is not as at risk as that of a tree or flower nymph. However, they can still be killed in battle or of serious injuries.
  6. They have a telepathic/empathetic connection with nature and other nymphs.

Storm Nymphs/Spirits (NOT From Greek Myth)[]

Template:Storm Powers
Category:Storm Nymph
Category:Storm Spirits

More than likely storm nymphs would be created or turned into one by a god or goddess whose scope somehow encompasses storms

Supplementary[]
  1. They have the ability to hover or fly
  2. They have the ability to create small lightning storms which will begin to randomly strike the nearby area with small bolts of lightning, with no regard to friend or foe
  3. They can create small rain storms, using the rain and wind to knock back and distract anyone within the area
  4. They can create small snow storms, using the snow and wind to knock back and distract anyone within the area
  5. They have minor control over naturally occurring storms, but only to a small degree
Passive[]
  1. They are innately resistant to both electricity and lightning (as both are found in storms)
  2. They are most powerful when natural storms are occurring
  3. They are highly resistant to most elements and temperatures
  4. As they are nymphs they do not age, remaining eternally young.
  5. They have a telepathic/empathetic connection with nature and other nymphs
Traits[]
  1. They are generally good at predicting the weather
  2. They are rarely afraid of heights.
  3. They are prone to being claustrophobic, as they generally prefer open spaces.


Tree Nymphs/Spirits (In Greek Myth)[]

Template:Tree Powers
Category:Tree Nymphs
Category:Tree Spirits

  1. Tree nymphs' life force is attached to a specific tree. This must be stated at claiming what type.
  2. They cannot travel far from their life force.
  3. They are usually born with the tree, but sometimes are created or turned into one
  4. Obviously because they can not travel far from their source, in order to be a character roleplayed at camp or at the BC, they would need to be relatively near by, which also means there would be no "sending them away". You'd either have to kill them off, or just pretend they aren't social any more at camp. (Or give them up for adoption)
Supplementary[]
  1. They have the ability to turn into the tree that their life force is attached to
  2. They have the ability to transform people a tree of their choosing; this effect does not last long, they have the most power over the type of tree that their life force is connected to
Defensive[]
  1. They can manipulate the trees to form a barrier that can shield them for a short time from attack
  2. They can create a flurry of leaves, to blind an attacker, the longer they keep up the flurry of leaves, the more energy it drains
Passive[]
  1. They have the innate ability to talk trees to life, either making them grow more quickly or bringing them back from a recent death, they have the most power over the type of tree that their life force is connected to
  2. They Can create trees from nothing, the larger the tree the more drain on the user, they have the strongest control over the type of tree that their life force is connected to
  3. As they are nymphs they do not age, remaining eternally young.
  4. They have a telepathic/empathetic connection with nature and other nymphs
  5. Their life force is attached to a tree, the further they go from it, the weaker they get, eventually if they go too far they'll die, in some cases, depending on the size of their life source, it can be potted for transport to a new location
  6. Depending on the type of tree their life force is attached to, they retain minor characteristics of the flower.
  7. For trees that also flower, they sometimes have some of the traits/powers of a flower nymph
Traits[]
  1. They usually smell of whatever tree they are attached to


Wind Nymphs/Spirits (In Greek Myth)[]

Template:Wind Powers
Category:Wind Nymphs
Category:Wind Spirits

  1. Their life force isn't so much attached to a specific thing, as long as there is wind in the world
  2. They are most likely created or turned by a god/goddess related to wind somehow
Offensive[]
  1. They have the ability to create powerful gusts of wind, however, the stronger the gust, the more it drains them.
Defensive[]
  1. They have the ability to create a dome shaped torrent of wind, roughly two or three times the size of the user, which can be used to block attacks for a very short time.
  2. They have the ability to create a small tornado, about the size of the user, which can be used to block projectile attacks for a short time.
Supplementary[]
  1. They have the ability to hover or fly
  2. They have the ability to call upon the winds to speed their movements or attacks; this can also be used oppositely to slow the movements or attacks of others. It can alsobe moved to float or move objects, but the larger or heavier the object, the more energy it drains
  3. They have the ability to shed their flesh and turn into a state a pure wind/air for a short time and while in this state, the user is granted flight and immune to all attacks
Passive[]
  1. As they are nymphs they do not age, remaining eternally young.
  2. They have a telepathic/empathetic connection with nature and other nymphs
  3. They are stronger when it is windy out
Traits[]
  1. They generally prefer to be in wide open spaces


Wine/Drunkenness Nymphs/Spirits (From Greek Myth)[]

Template:Wine Powers
Category:Wine Nymphs
Category:Wine Spirits

  1. Their life force isn't so much attached to a specific thing, as long as there is wine, grapes, etc. in the world
  2. More than likely they would be created or turned into one by Dionysus
Supplementary[]
  1. They have the ability to create ropes of grape vines which can be used for a multitude of purposes.
Offensive[]
  1. They have the ability to force a state of mild drunkenness on another person for a short time.
Passive[]
  1. They can turn water into wine
  2. They have an innate partial resistance to the effects of alcohol.
  3. As they are nymphs they do not age, remaining eternally young.
  4. They have a telepathic/empathetic connection with nature and other nymphs
Defensive[]
  1. They have the ability to go into a drunken state where they become unpredictable and are near impossible to hit with an attack.
Traits[]
  1. They can tell what any type of wine is
  2. They generally have a taste for wine and partying.

Note: We are no longer allowing the creation of species that weren't in Greek myth, or allowing users to roleplay what would essentially be "monsters". For instance, a Siren, is a monster.

Automatons[]

Template:Automaton Powers
Category:Automatons

  1. When making an automaton, you need to explain who made it and why, and why it is now at camp.
  2. Some people have made automaton's as a sort of "container" for a soul of a fallen demigod or mortal, in these cases, they do NOT retain any of their demigod powers
  1. Automatons are very durable, with high tolerances for all temperatures. They can survive falls from higher distances than humans, as well as survive deeper deaths in the water, but if they do not completely dry off after being exposed to water, they are prone ro rust.
  2. Automatons are, on average, much stronger than humans, but in general are have less dexterity for small delicate tasks
  3. Some can store and release electricity, and can use this power to temporarily stun others or even power-up electronics. However, the more electricity they store, the more stress it will induce on their generator, which could lead to malfunctions or even a complete shut-down. If this happens they need to be repaired by a child of Hephaestus.
  4. Some can also fly, they can reach speeds up to 120 mph, though sustaining a speed over 60mph can cause their systems to overload and require a child of Hephaestus kid to fix them
  5. Automatons are generally faster than most humans, but not always as agile, depending on how they are built, as well as not being overly stealthy
  6. Some can conceal weapons within themselves, and are usually very adept at using a variety of weapons, and what they may not know, they can be trained and/or programmed to know
  7. Some are able to temporarily attract metals to them like a magnet, but the more force they use, the less control they have over what comes back
  8. Some are able to be programmed with knowledge on various things, ranging from combat skills to general knowledge to emotions and feelings. Because they have to be programmed to be able to have emotions or feelings, they are more immune to having them as well. Even if they know what "fear" feels like, they have more control over it so that it doesn't consume them.
  9. Some are able to mimic any sound they hear, from voices to music
  10. Some can record anything being played around them, whether it's music or a conversation
  11. Some have a USB port and can connect with other electronics
  12. They have a higher stamina than most humans, enabling them to push themselves further, as they do not feel "tired", but they still use energy, and that can be depleted if they over extend themselves
  13. They are immune to poisons, as they do not need food and drink to sustain themselves, but they are susceptible to things like acid.
  14. They do not need sleep, but they do need to re-charge their power supply at times
  15. Some can repair/induce glitches in technology. This sometimes allows her to heal minor internal problems in automatons.
  16. They can enhance another machine's speed and/or capacity, but it drains them
  17. They are adept at hacking computers
  18. They can jack in and communicate with a variety of different machines and technology
  19. They can activate and deactivate electronic devices at will
  20. Some can have special equipment that can determine heat temperatures and weak pressure points, store enemy images and data and enhance his accuracy.

Ghost Powers[]

Template:Ghost Powers
Category:Ghosts

  1. In order to remain a ghost, they must have some type of unfinished business to not want to pass over. Also, they'll only have ghost powers, no powers from their former selves, demigod, nymphs, etc.
  2. Someone would come back as a ghost, if they have some sort of unfinished business
  3. They only "haunt" places they went while alive, so if the ghost was once just a regular mortal, chances are they wouldn't appear at camp, and if they do, you would have to explain why they had gone there while alive

Passive[]

  1. They have the ability to disappear at will, they can choose who to reveal their presence too, with the exception of Thanatos, Melinoe and Hades kids, who can see them regardless
  2. They can sense if someone is evil or good
  3. They are stronger at night, in the presence of Melinoe children, as well as the place where they died

Offensive[]

  1. When they scream, humans in the basic vicinity freeze at the sound, or run in fright
  2. They can possess humans for a short period, but they cannot use this power to harm the possessed, the longer they maintain the connection, the more they are drained, if they remain within the possessed for too long, they'll need to recharge before becoming visible again

Supplementary[]

  1. They have telekinesis, moving objects with their minds, the larger the object or the longer the keep it within the air, the more energy that is drained

Weaknesses[]

  1. They cannot be hared by most weapons, with the exception of silver and magic, which can cause their visible form to temporarily be disintegrated, until they have enough power to reform and appear again
  2. They can only appear in places they once went when they were alive
  3. When their energy is drained, they disappear to recharge, the longer they try and interact with the physical plane, the more energy that is drained, and the longer they will have to remain invisible to recuperate.

Traits[]

  1. Because they are ghosts, they are intangible


Huntress Powers[]

Template:Huntress Powers
Category:Hunter of Artemis

Passive[]
  1. Huntresses are natural masters of archery, tracking and survival.
  2. Huntresses possess heightened agility and dexterity, beyond what their bodies would otherwise be capable of.
  3. Huntresses have enhanced vision that allows them to see clearly across long distances or in low lighting.
  4. Huntresses are resistant to the effects of extreme air temperatures.
Traits[]
  1. Huntresses' powers come from their vows to Artemis - "I pledge myself to the goddess Artemis. I turn my back on the company of men, accept eternal maidenhood, and join the hunt." If they violate the pledge, Artemis can revoke their abilities.
  2. Huntresses are issued blessed silver bows, and other silver weapons they request, that are effective against all forms of monsters and spirits.
  3. Mortal huntresses gain clear sight through the mist, if they do not already possess it.
  4. Huntresses stop aging upon joining the Hunt, remaining eternally young.
  5. Huntresses give off a subtle silver aura.


Centaur Powers[]

Template:Centaur Powers
Category:Centaurs

Offensive[]
  1. Centaurs can bang their hooves against the ground, creating a nearly supersonic sound, dazing or stunning their targets.
Supplementary[]
  1. Centaurs are able to gallop at extreme speeds. The faster they go, the more energy drained.
  2. Centaurs are highly endurable, being able to gallop for long distances without getting tired as fast. The more they gallop, the more energy drained.
  3. Centaurs possess great strength, agility and dexterity.
Passive[]
  1. Centaurs make great combatants and archers.
  2. Centaurs have senses far superior to those of humans.
  3. Centaurs make great hunters, attaining great tracking skill.
Traits[]
  1. Their blood is highly corrosive like acid.
  2. Many centaurs are known for excessive drinking and are often prone to violent outbursts while intoxicated
  3. Many centaurs are also known for being wild and lusty.


Priest/Priestess Powers[]

Template:Priest Powers
Category:Priests
Category:Priestesses
They should only have passive powers and traits

  1. Only 1 priest or Priestess per god/goddess in camp
  2. More priests can be made in New Athens
  3. They do not date or have sex
  4. If they are also a demigod, they may retain their demigod powers, but they will count as major
  5. The BC and COO would not have any

Passive[]

  1. Priests/Priestesses have a direct telepathetic connection to the god they represent, which is mostly used to deliver messages, for duties and for prayer.
  2. Priests/Priestesses are able to read auras and sense spiritual essences.
  3. Priests/Priestesses are able to see through the mist.
  4. Priests/Priestesses have a telepathic connection with the god they represent's animal symbol.
  5. Priests/Priestesses have the ability to heal minor wounds, and soothe the pain of major or fatal wounds.

Traits[]

  1. Priests/Priestesses tend to have the traits of the god they represent's demigod children.
  2. Priests/Priestesses do not date at any time, and are celibate. If they do decide to date, they lose their priesthood.


Oracle Powers[]

Template:Oracle Powers
Category:Oracle

Abilities (Passive/Traits)[]
  1. They are able to speak prophecies, as well as see the destiny of others, however while they are able to see the future, they do not always remember what they said while they are being possessed by the spirits
  2. They are able to see through the mist
  3. They are able to read auras and sense spiritual essences, as well as a minor ability to soothe them


Satyr Powers[]

Template:Satyr Powers
Category:Satyrs

Offensive[]

  1. Satyrs can use nature magic to cause a living vine, no more than twice the size of the user, to sprout from the ground and lash out at nearby opponents. The vine will wither away after a short time.

Defensive[]

  1. Satyrs are able to grant someone Satyr’s Sanctuary. While someone is blessed with Satyr's Sanctuary, nearby wild animals will be compelled to come to their aid. Animals will help the person according to whatever commands the satyr gave when they bestowed it. The blessing lasts a few hours. A satyr can only have one Satyr's Sanctuary blessing given out at a time.

Passive[]

  1. Satyrs possess an innate ability to detect and distinguish the unique "scents" given off by demigods, monsters, spirits, and other sources of mythic power.
  2. Satyrs naturally form empathy links with people they are familiar with; this manifests as an intuition for others' emotions, sensing when they are in danger, knowing vaguely where they are, etc., even over great distances. This is unreliable and hard to do on command, but gets clearer and easier as their bond with a person grows. They can communicate telepathically through particularly strong empathy links.
  3. Satyrs are able to channel their nature magic through a vessel, such as a pan flute. Their nature magic is significantly more powerful and less draining when doing so. Satyrs’ magic is otherwise much weaker than demigods’ powers when not channeled, however.
  4. Satyrs are able to communicate with animals.

Supplementary[]

  1. Satyrs can use nature magic to quickly heal minor wounds, or slowly heal major, but not fatal, wounds.
  2. Satyrs can use nature magic to invigorate plants, making them grow rapidly. They can control how the plants grow, such as having a cluster of flowers grow around an opponent's legs to entangle them, or making roots grow into a protective dome, but plants grown in this manner will wither back to a natural shape afterward. The more control they exert, the more they are drained.

Traits[]

  1. They enjoy eating recyclable material (tin, aluminium, plastic, etc.) and wood and grass.
  2. Satyrs biologically age roughly around half the rate as humans and do not perish of natural causes. When they die, they are reincarnated as plants, trees or flowers.
  3. Satyrs have extraordinary hearing and scent on par with that of most forest creatures.
  4. Satyrs’ caprine lower halves are generally very powerful, allowing them to jump and climb greater distances with ease.

If interested, please inform the admin team: ====Labyrinth Nymphs/Spirits==== (Needs Major Work) Most likely made by Ariadne

Offensive[]
  1. Have the ability to create monsters out of the Mist and have them fight for them. The longer the monster fights, the more it drains the user.
Defensive[]
  1. Can manipulate the Mist to hide them for five minutes from demigod and mortal eyes. After hiding, they cannot do so again until five minutes after hiding
  2. Can create dirt and stone walls from the ground to take hits. The bigger the wall, the more it drains the user.
Supplementary[]
  1. Have the ability to see the traps of the labyrinth and avoid them
3 Months After Character is Made[]
6 Months After Character is Made[]
9 Months After Character is Made[]
Passive[]
  1. As they are nymphs they do not age, remaining eternally young.
  2. They have a telepathic/empathetic connection with nature and other nymphs
  3. They are stronger in the labyrinth
Traits[]
  1. They enjoy solving puzzles and mazes
  2. Moods are effected with the changes of the labyrinth
  3. Are very skilled with directions

Lycans[]

Template:Lycan Powers
Category:Lycans

  1. They can only be in the BC
  2. If they retain any demigod powers they must count as major
Old Powers[]
  1. He has enhanced strength, speed, endurance, and agility.
  2. He also has enhanced sight, hearing, and smell.
  3. He also has some regeneration ability able to recover quickly from the injury. He can't be killed by most elemental attacks, and can be able to recover from steel, Stygian Iron, Celestial Bronze, Imperial Gold, or any other material.
  4. He has yet to master shifting from his werewolf form to Human form. Since he was born into his werewolf form, no one has yet seen what he look like in his human form.
New Powers[]
Offensive[]
Defensive[]
Passive[]
Supplementary[]
Traits[]

Menoetius (Needs a TON of Work)[]

Menoetius on theoi.com
Template:Menoetius Powers

Characters[]
  1. Brutalis
Current Powers[]
  1. Brutalis possesses vast superhuman strength regularly. This strength further increases when he is exacting revenge purely out of hatred or anger.
  2. Brutalis has a superhuman resilience, and is resistant to all but the strongest physical attacks.
  3. Brutalis can use the violent anger inherited from his father to block out pain for a short period of time. When this effect wears, the pain inflicted is intensified.
  4. Brutalis can give temporary physical power similar to his own to others for a short time.
  5. Brutalis tires at a slower rate than other demigods, making him capable of performing at peak exertion for several hours before tiring.
  6. Brutalis can make nearby people act rashly, reducing their competency and effectiveness in battle.
  7. Brutalis can encourage team-mates by instil hatred, vengeance, or violent anger into their minds.
  8. Brutalis will stop at nothing to exact revenge, and make it as painful as possible.
  9. Brutalis is a very good strategist (as he make intricate revenge plans) but can often act too quickly or rashly to put these plans into action.
  10. Brutalis is fond of people willing to help him seek revenge and rise to power.
  11. Brutalis shows emotion only when he is enraged.
New Powers[]
Offensive[]
Defensive[]
Passive[]
Supplementary[]
3 Months After Character is Made[]
6 Months After Character is Made[]
9 Months After Character is Made[]
Traits[]

Nymphs/Spirits of Pastures (In Greek Myth)[]

Template:Pasture Powers
Category:Pasture Nymphs
Category:Pasture Spirits

They would most likely be created of a god or goddess that has something to do with nature.

Powers[]
Offensive[]
Defensive[]
Passive[]
  1. They have a telepathic/empathetic connection with nature and other nymphs
  2. As they are nymphs they do not age, remaining eternally young.
Supplementary[]
Traits[]

Nymphs/Spirits of Mountain Meadows[]

Template:Meadow Powers
Category:Mountain Meadow Nymphs

They would most likely be created by a god or goddess that has something to do with nature.

Powers[]
Offensive[]
Defensive[]
Passive[]
  1. They have a telepathic/empathetic connection with nature and other nymphs
  2. As they are nymphs they do not age, remaining eternally young.
Supplementary[]
Traits[]

Palaestra‎ (Needs Major Worik)[]

Palaestra‎ on theoi.com
Template:Palaestra‎ Powers

Characters[]
  1. None
Powers[]
Offensive[]
Defensive[]
Passive[]
Supplementary[]
3 Months After Character is Made[]
6 Months After Character is Made[]
9 Months After Character is Made[]
Traits[]

Precious Metal/Rock/Gems Nymphs/Spirits Powers (Vote UP, Needs Work)[]

Template:Rock Powers
Category:Gem Nymphs
Category:Gem Spirits
Forum:Precious Metal Nymph Powers

They would most likely be created by a god or goddess that has to do with rocks, earth, natural metals, underground, etc

Offensive[]
  1. Precious Metal Nymphs can create weapons or other objects from rocks and precious metals/gems. The user can only create one object at a time, and it cannot be larger than the user.
  2. Precious Metal Nymphs have the ability to shoot small sharp pieces of rocks from their palms for a short time, the longer they use this, the more energy it drains.
Defensive[]
  1. Precious Metal Nymphs can curse objects made of precious metals/gems to become suddenly extremely cumbersome for a short time, making the victim temporarily slowed.
  2. Precious Metal Nymphs create quicksand or pits around a small area for a short time, over time it will slowly solidify allowing anything stuck in it to slowly regain their footing.
Passive[]
  1. Precious Metal Nymphs are more powerful when their surrounded by pure Earth.
  2. Precious Metal Nymphs are able to detect precious metals / gems, the closer they are, the stronger they can sense it.
Supplementary[]
  1. Precious Metal Nymphs are able to summon temporary supplies of precious metals/gems and rocks from the earths which naturally dissipate after a few hours.
  2. Precious Metal Nymphs can telekinetically control precious metals/gems and rocks. The longer this is done, and the larger the metal/gem is manipulated, the more energy it drains.
  3. Precious Metal Nymphs are able to earth travel as a means of transportation.
  4. Precious Metal Nymphs can cause objects to turn into precious metals, gems or rocks in particular for a short period of time. The larger the object, the more draining it is, and one object can only be turned into the said materials at a time.
Traits[]
  1. They like to collect precious metals and gems.

Hysminae[]

http://www.theoi.com/Daimon/Hysminai.html
Template: Hysminae Powers

Characters[]

Chao Cheung

Powers[]
Offensive[]
Defensive[]
Passive[]
Supplementary[]
3 Months After Character is Made[]
6 Months After Character is Made[]
9 Months After Character is Made[]
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