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PsycheButterflyPsyche's CabinPsycheButterfly
Deified Goddess of the Human Soul
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Psyche Psy
One will wonder if which one stands out more: the massive circular butterfly garden surrounding the glass-domed rotunda of Psyche's Cabin or if it's the other way around. Nonetheless, let's go over each location.

First, anyone visiting the abode of Psyche's children will be greeted by neatly trimmed bushes, shrubs, and hedges, which are dotted with countless species of flowers and are homes to an abundance of butterflies flying endlessly around. It forms a grand circle that ends in a white arched trellis that provides the entrance to the premises. Inside the perimeter of the circle is just as grand. Colorfully painted benches and tables rest under the shades of low-lying trees scattered throughout the garden. Standing between the trellis and the cabin is a three-tiered marble fountain spewing sparkling water. On top of the fountain is the statue of Eros holding Psyche in her arms, both of which are sculpted in all their godly glory. The garden alone seems to emanate a soothing effect to one's mind and soul. As such, it is an optimal venue for meditation, rest, or simply recreation.

Second, is the rotund cabin itself. Made of immaculately polished marble, ionic columns stand firmly to form the porch. At the foot of each column is a flower pot nestled on a bronze tripod and at the ceiling hangs numerous lanterns that glow a different hue depending on the general mood of the camp. Meanwhile, the door itself is quite simple. It is made of varnished poplar wood with a golden doorknob, while the head of a cherub pops out from its upper frame. The general design of the door seems to fool the visitor of the cabin's true wonder inside.

Upon entering the cabin, the first thing one will behold are eight stained glass windows that reach up to three storeys high, even though the cabin outside looks as if it only has one floor. Each window depicts a section of Psyche's life. Instead of a plain roof, a stained glass dome sits at the top, which depicts a giant butterfly in flight. The scenes of each window are enchanted to move as if they are alive. Meanwhile, the first floor of the cabin is the common room for Psyche's children. Only a few simple furniture such as white sofas and tables are neatly arranged in a circle at the center of the room. The second and third floors are then made for the campers' rooms. These can be accessed through a spiral staircase. Whenever a new resident arrives, a new room is made while keeping the cabin's size intact. Finally, at the end of the staircase is a door that leads to a small balcony. A decent view of camp can be seen from here, but is not that good of a vantage point.

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Meet the Campers!

Meet Psyche's Children

(To edit this list, go here)

Counsellor

  1. TBA

Lieutenant

  1. TBA

Year Round Members

  1. Jacob Carter
  2. Vienna Lovell
  3. Aisling Zephyr

Campers Not Year Round

(Officially Inactive Users)

Priest/Priestess

(Only 1 Per Cabin, if they are a demigod, they also go under the main cabin count as well as here.)

None

Former

Left Camp
Defectors
Other

Cabin Photo Album


Room Assignments

WIP

Powers of a Child of Psyche
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.


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Cabin Activities & Duties

Cabin Announcements

(Special announcements by the counsellors are to be placed here, like welcoming new members, saying goodbye to leaving members, birthdays, etc. Also put here if there's an ongoing counsellor spot challenge and maybe encouragement to go to events (like the new halloween one) and saying good luck to those who joined the battle royale and congratulating those who won and maybe like an IC call to eat dinner outside or ice skate etc.)

Cabin Activities

Here, it's like for example, there's a schedule activity for a certain day. Like every Mondays and Wednesdays, there's a scheduled morning jog at 5 am, and then at 10 am, there's swordfighting practice. Then every Tuesdays and Thursdays, they train in fighting WHILE flying and then maybe pegasi riding lessons etc.

Unlike the cabin announcements, this is pretty much scheduled and is like the daily activities that campers do while at Camp. So it really needs to have something to do with training, while on the cabin announcements, you can put there recreation stuff also.

Special Duties

Things that the cabin runs in Camp, like what are they in charge of (Infirmary for Apollo, Armory for Heph etc). Also put here assigned tasks like who goes on watch at what time.

Cabin Treaties

Treaties

Enemy Cabins

None

Camp Announcements
Camp Notice Board

Notice-board

In Character Notices/Announcements

  1. None

Out of Character Notices/Announcements

  1. Level 5's and up, please make sure to vote on current issues in the Voting:Level 5's and Up forum. 7 users must vote for any resolutions to be passed.

Edit the board here. This board is to show any information relative to camp, either in character or out of character. For instance, if you'd like to announce the death of one of your characters, or their kidnapping, or anything that other users should know.

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