Index > Roleplay Forum > Main Forum/General/Emergency Counselor Meeting - Airship Down - Option Three Passed
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Just after eight AM, campers noticed what looked like a meteor slowly approaching Camp's beach over Long Island Sound. By the time the object was close enough to be identified as a bona-fide floating battleship, most of Camp Half-Blood was awake and readying for the worst. The vessel was plainly on fire and rapidly losing altitude. At 10:23 AM, it crashed into the beach in a "controlled" emergency landing. Between the crash and what looked like massive tooth marks on its hull, it was a testament to its quality that it was still intact. Sure enough, a female osprey nymph and two towering android suits of armor emerged from the smoke.
Two hours later, after Camp Half-Blood finished lunch and the Apollo Cabin checked the nymph for injuries, Alexander gathered the Counselors for a meeting. Once everyone found their seats, the nymph stood at one end of the table and introduced herself. She was an Osprey nymph created by Hephaestus, she said, and she had built the now-crashed airship in one of Hephaestus's volcanic workshops. It was her pet project for the last three years: a combination flying home, personal workshop, and monster-slaying battleship. She got it into flying shape just a week ago, and immediately piloted it out on a maiden voyage for Camp Half-Blood. The idea was to request docking permission in Bunker 9, then recruit the Hephaestus Cabin's aid in "pimping it out." While crossing the Atlantic, however, her ship was caught in a storm and ambushed by a massive sea monster - a leviathan. She hadn't loaded the cannons beforehand, and only escaped after the leviathan caused some major damage to the engines. What was supposed to be a comfortable flight instead became a mad dash for Camp Half-Blood as the engines gradually failed. Evidently, she just barely made it. A signed writ of passage from Hephaestus confirms most of her story, save for the unexpected leviathan encounter.
Once she finished telling her story, Alexander proposed several options to the gathered counselors. Whether they approved of an armed warship inside their borders or not, the ship needs to be either moved into Bunker 9 for repairs, or scrapped. In its current state Avery couldn't remove it on her own. If repaired, then it also must be decided whether or not the ship will be allowed within camp's borders once in flying shape. The Hephaestus cabin would assist Avery in repairs if the ship isn't to be scrapped, but their head counselor would have the final say on if they help Avery improve it afterwards.
If you have any questions about how this works, please see Brocky, Miggy or another available Administrator. This keep tracks of which character/user has each cabin spot and how many quests each Lt/Head counsellor has led (or 0 if they haven't been on any). This also notes if there are any positions that are currently in a month of safety.
The aim of this meeting is to vote on what to do with Avery's crashed airship in the short term (brought back to flying shape, or scrapped), and if repaired, whether to allow it to stay in camp afterward. Please make just one RP post using your characters' word bubbles in the section of whatever option they are voting for.
Note:If characters have solutions they would like to suggest on top of what's included in the vote (I.E. they think the ship should be be repaired and kept in camp, but Avery shouldn't be allowed to pilot it freely, etc., ), then Alexander will take them into consideration too. He will make the final decision based on the counselors' responses. (Well, technically staff will, but you know.)
Further Note:Option 1 (scrapping the ship) will only succeed if it has more votes than Options 2 & 3 combined. If Option 2 or Option 3 are chosen, the airship will be added to Bunker 9's location page for a couple months while under repairs. If Option 3 is chosen, it will remain there afterward for people to RP with. It will be available for use in RPs, quests, events, etc., henceforward.
Before Alexander opens voting, Avery begins to speak. “My airship should stay and be repaired here because, first off it's a badass airship. And second off it's a badass airship. Why wouldn't you want this glorious piece of machinery around as defense for the camp?” She whispers to herself “when I'm not using it”, then she continues to speak to the rest of the room “It's a perfect spotter and defensive measure, it can be used to transport things and it has plenty of combat capabilities in case anything bad happens. I don't see a reason to not have it here, it's a great community project. Just no-one allowed in my room. Oh and it's also badass. Thank you.”
"First of all, I find your reasoning behind why it should stay to be incredibly lackluster. No matter how badass this ship is doesn't make that a good reason why it should stay here at our camp. Secondly, in the midst of chaos with a possible threat approaching, I just don't think it's a smart move to be deploying an entire cabin who can be used to help upgrade everything we currently have just to help fix your ship. If we could guarantee the ship's completement before the enemy's approach then I'd be all for it, unfortunately there is no guarantee there and we have no clue when a possible attack could take place. Long story short, my vote is to scrap the airship."
"I'm inclinded to agree with Landon on this one. Not only is there a threat looming over us, but we also have to continue to make sure our own campers are safe and prepared first before helping someone repair a ship that may not be finished by the time a war is upon us."
"Believing the lie that time will heal all wounds is just a nice way of saying that time deadens us."
"Are you that jacked enough to play buggin' jokes on us? You were given ample time to explain yourself for docking this monstrosity within camp's borders. And yet I hear the lack of objectiveness in your statement. 'Glorious piece of machinery'? 'Badass airship'? 'Perfect spotter and defensive measure'? We need specifications for your claims. War may happen at any time and as such, we cannot focus our manpower and resources on repairing your hunk of metal but on training everyone else instead. Who knows, you may even be working with those cretins at the Covenant. But you're not going to fool me. This airship can go to perish but," he glances at his fellow counselors, "Can we all be good darlings and let ourselves keep close watch on our new guest? I am highly suspicious of her."
Age: 19 Height: 5'9" Weight: 146 lbs
Sexuality: Bi-curious Relationship Status: Single
Birth Place: Alameda, California Main Weapon: Bow and arrows Accent: Californian English Titles: Wayward Prominence, Head Counselor
– "Don't be afraid to be confused. Try to remain permanently confused. Anything is possible. Stay open, forever, so open it hurts, and then open up some more, until the day you die, world without end, amen."
Powers of a child of Apollo (has 3/6/9 month powers unlocked early with the use of an Adopt a New power-up prize):
Children of Apollo have the ability to conjure weapons out of pure light which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.
Children of Apollo have the ability to focus an intense beam of light which will burn anything it touches.
Children of Apollo have the ability to create a protective dome of solid light around them which will defend them from attacks for a short time.
Children of Apollo have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds. (see history)
Children of Apollo are innately proficient archers.
Children of Apollo innately heal faster than the average human.
Children of Apollo feel stronger during the day, empowered by the sun.
Children of Apollo become slightly empowered when they are protecting those younger than them, as their father is the god of protection of the young
Children of Apollo are able to use their voices to sing or simply yell 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.
Children of Apollo 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 user must be able to hear the source of sound they're traveling to. The further traveled, the more energy drained.
Children of Apollo have the ability to create temporary light sources, similar to concept of a flare, which will alight an area or blind enemies for a short time.
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.
Children of Apollo have a degree of control over diseases and plagues, but not to the extent that they can cause death. They also have 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 flu-like symptoms such as nausea, vomiting, indigestion, congestion, sore throat, etc for a short amount of time.
Children of Apollo can create massive waves of heat and radiation, hindering others around him, but rendering him/her unable to move. The more heat generated, the harder it is for the user to recuperate after this power is used. If weakened enough, (s)he will have a hard time moving and staying conscious.
Children of Apollo 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, 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.
Most children of Apollo are experts at basketball and other missile weapons or games.
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.
Since Apollo is god of prophecy and oracles, his children are innately better at interpreting prophecies than others.
Children of Apollo can grow up to become great doctors in any field of medicine.
As Apollo is the god of protection of the young, his children are often inclined to protect and defend those younger than them.
Children of Apollo are usually in better moods during the day and enjoy waking up early.
Owned by: Hyu ~ Posted on: 10:21, November 18, 2017 (UTC)
"I have to agree with these four," Rhys speaks up, "having an airship in Camp just seems... ridiculous. This is the last thing we need considering camp, in itself, has too much on our plates and this airship would be too much to handle. If things were much more milder, then perhaps I would have a different opinion on it, but you must be illogical if you think we have the time to be focusing on this hunk of machinery. We don't need this, just get rid of it. Besides, we have no idea where it came from nor do we know if it's safe enough to have within the boarders of Camp. It could well enough be a trap from who know where. If you care about the well-being of our Camp, then you must understand where I stand."
New Orleans, LA
I often think that the night is more alive and more richly colored than the day.
“The keeping of bees is like the direction of sunbeams.”
"Plain and simple, we don't need to make ourselves bigger targets than we already are. As much as the ship could be used as a deterrent, all it takes is for a off-handed conversation from some Campers out in the nearby town for it to be known it's not completed and have us attacked. I just think as equally as it can be argued as being the best deterrent we have, it can also what makes them go all out on us. I mean, we have Akela but we all know she's just IM'd in saying she's being attacked. Do we really want that attack being launched on Camp itself?"
Age: 18 Height: 5'2 Weight: 124 lbs
Sexuality: Straight Relationship Status: Dating Landon Jeon Birth Place: Seoul, South Korea Main Weapon: Mace Accent: Neutral
– “Hope is the only bee that makes honey without flowers.”
Powers of a child of Aristaeus:
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.
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.
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.
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.
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.
Children of Aristaeus can innately communicate with and command nearby bees and sheep.
Children of Aristaeus are stronger during mid-May to mid-September, because the Etesian winds blow during these months.
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.
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.
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.
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.
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.
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.
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.
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.
Children of Aristaeus tend to be excellent leaders.
Children of Aristaeus tend to love/enjoy sweet things, flowers, making cheese, growing olives and tending to bees, sheep and fruit trees.
Children of Aristaeus are often quite defensive, normally willing to defend their allies or home territory.
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.
Children of Aristaeus are naturally gifted at building traps, able to quickly assemble them from natural materials.
Owned by: Oli ~ Posted on: 09:20, December 11, 2017 (UTC)
Joel: "I just don't think having a battleship of this calibre here is a good idea. As much as it could help us, I'd rather be having the Hephaestus kids work on something else that we can guarantee will be completed before this impending attack, rather than having something that could really just be a drain on our resources.
"Badass isn't enough of a reason, in my opinion, for us to work on it and to restore it for us to use 'when you're not.' The risk is too great to take."
Age: 17 Height: 5'10 Weight: 129 lbs
Sexuality: Straight Relationship Status: Single
Birth Place: Pyongyang, North Korea Main Weapon: Sword Accent: Korean
Powers of a child of Demeter: (Note 3/6/9 powers have NOT been unlocked)
Owned by: Oli ~ Posted on: 09:24, December 11, 2017 (UTC)
Option Two (Repair the Airship; Do Not Allow in Camp) (+6)
The airship is currently crashed on Camp's beach. This option is to repair the ship to working condition in Bunker Nine, but require Avery to remove it from Camp's borders as soon as possible after the repairs are complete.
"Nobody said the airship needs to take top priority. As we work towards protecting our campers and camp itself, we could spare one or two workers here or there to help with the repairs. Then as soon as the ship is done, send it on it's way."
Keep looking up, there might be a rainbow waiting for you.
"I agree, there's no harm in having a couple of Hephaestus kids repair it and let it be on its merry way. However, I have a bit of suspicions about its origin and the flyer, but, nonetheless, that isn't my business.
Busan, S. Korea
Perhaps family itself, like beauty, is temporary and no discredit need attach to impermanence.
"There's no harm in helping someone, but I feel unsafe with this person here - especially when it's someone we don't even know - but that doesn't mean we can't spread some kindness here and there. I say we help. We aren't savages, correct?"
Seoul, S. Korea
A dream doesn't become reality through magic; it takes sweat, determination and hard work.
"I believe as reasonable demi-gods and demi-titans we can agree that turning out back on someone is inherently wrong. So I suggest we fix this nice Nymphs ship and send her on her way. I believe that keeping it in the camp will only pain a larger target on camp itself. And that's not mentioning our more docile campers who will no doubt feel threatened and afraid of the ship should it remain. So I say we repair it and send it and the nymph back to the volcano they came from and think of it never more."
Age: 19 Height: 6'2 Weight: 137
Sexuality: Homosexual Relationship Status: Single
Birth Place: Williamsburg, Virginia Main Weapon: CB Scythe Accent: Slighty Southern
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.
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.
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.
Children of Thanatos can sense any death, whether it be mortal, demigod,nymph or monster.
Children of Thanatos can communicate with the souls of the recently deceased.
Children of Thanatos heal slightly every time they deal damage to their opponents.
Children of Thanatos are able to see the lifespan of others, but are forbidden to share information about the lifespan in any way.
Children of Thanatos have the ability to Shadow Travel, to teleport from shadow to shadow; the further the distance, the more energy drained.
Children of Thanatos are able to call forth recently deceased spirits to aide them for a short time.
Children of Thanatos are able to enchant weapons with soul-damaging powers, the effect only lasts for a short time.
Children of Thanatos can bend shadows around them, concealing them for a short time.
3 Months After Character is Made
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
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
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.
Children of Thanatos generally have morbid personalities.
Children of Thanatos are generally not frightened of death.
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.
Children of Thanatos can grow up to make great morticians.
"We are ironborn. We're not subjects, we're not slaves. We do not plow the field or toil in the mine. We take what is ours."
"Just fix the damn thing then kick it out quick. We have enough problems on our hands to make room for another one."
Age: 19 Height: 5'10" Weight: 138 lbs
Sexuality: Bisexual Relationship Status: Single
Birth Place: Marado Island, South Korea Main Weapon: Bow and Arrows, Daggers Accent: Korean Title: Spiteful Ruffian, Head Counselor
– "The ironborn will reave and pillage as it was in the old days all along the northern coast. We'll spread out dominion across the green lands securing the Neck and everything above. Every stronghold will fall to us one by one."
Powers of a Child of Palaemon (has 3/6/9 month powers):
Children of Palaemon have the ability to grow multiple rows of shark teeth and then dislocate their jaws in order to attack with them.
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.
Children of Palaemon can become thick skinned like a shark while in human form which causes them to be resistant to physical attacks.
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.
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.
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.
Children of Palaemon have the ability to hear prey or enemies from many miles away, as sharks have extremely sharp senses of hearing
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.
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.
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.
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.
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.
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.
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.
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.
Children of Palaemon, usually prefer to be near and/or in the water.
Children of Palaemon, generally enjoy water sports, and are excellent swimmers.
Children of Palaemon are normally talented at chasing and hunting their prey.
Children of Palaemon tend to be much more comfortable than other people with swimming in the ocean because they are not frightened by sharks.
Owned by: Hyu ~ Posted on: 10:03, January 14, 2018 (UTC)
Option Three (Repair the Airship; Allow it to Dock in Camp) (+19)
The airship is currently crashed on Camp's beach. This option is to repair the ship to working condition in Bunker Nine, and allow it to remain there as a powerful asset for camp. The Hephaestus Cabin, if they are willing, will help Avery further improve it. Otherwise she'll work on it on her own.
"If you want to think about this from a war stand point then it makes absolute sense to have the airship under our belt before anything like that begins. Sure it may take a decent amount of time but I have complete faith in Hephaestus' cabin to finish it on time amongst the rest of their workload."
Imperfection is beauty. Madness is genius and it's better to be absolutely ridiculous than absolutely boring.
"I believe it could well be a tide turner in this conflict. We need every little thing we can get, even if it's something of this scale."
Age: 17 Height: 5'6 Weight: "Ahem, what was that?"
Sexuality: Lesbian Relationship Status: Single
Birth Place: Bern, Switzerland Main Weapon: Trio of CB Javelins, CB short sword, light CB shield Accent: Swiss/Estonian mix
– "My only destination is each and every station, so let me pave the way."
Powers of a child of Themis: (3/6/9 Month Powers Unlocked)
Children of Themis can cause someone to forget their current morals and act savagely for a short time, leaving them vulnerable to attack.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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
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
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.
Owned by: Sofie ~ Posted on: 09:40, November 18, 2017 (UTC)
"Whatever it may bring, I will live by my own policies, I will sleep with a clear conscience, I will sleep in peace."
"The camp is low on people right now but I think lending a few helping hands on repairing the airship won't hurt. We need all the help that we can get if we want to survive by the time a war breaks out. I am sure the Hephaestus kids can do this in no time, no sweat."
Age: 21 Height: 5'7" Weight: 139 lbs
Sexuality: Bisexual Relationship Status: Single
Birth Place: Vancouver, Canada Main Weapon: Celestial bronze dagger Accent: Catalan Titles: Cheshire Cat, Head Counselor
– "The bed is a bundle of paradoxes: we go to it with reluctance, yet we quit it with regret; we make up our minds every night to leave it early, but we make up our bodies every morning to keep it late."
Powers of a Child of Hypnos (has 3/6/9 month powers):
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.
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.
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.
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.
Children of Hypnos have the ability to look into people’s dreams as they sleep.
Children of Hypnos heal faster while they are asleep.
Children of Hypnos are partially conscious while asleep, able to wake themselves up at will.
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.
Children of Hypnos can directly contact a sleeping person dreams to either cause paranoia or a blissful dream.
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
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.
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.
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.
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.
It is not uncommon for children of Hypnos to suffer from narcolepsy, a sleep disorder that causes excessive sleepiness and frequent daytime sleep attacks.
Children of Hypnos are typically lazy and enjoy sleeping, causing them to purposely fall asleep whenever they please.
Children of Hypnos are partially immune to the waters of the River Lethe, since the river runs through their father’s domain.
Since their father resides in the realm of eternal darkness, children of Hypnos normally feel more comfortable in dark areas.
Owned by: Hyu ~ Posted on: 10:31, November 18, 2017 (UTC)
Kat Stark - Daughter of Boreas ice queen • norwegian • head counselor -the cold never bothered me anyway
"In a time of war, it's imperative that we get access to as much weapons as we can. This airship could be one of them. I have full faith that Hephaestus' Cabin will be able to utilize their abilities in order to repair and restore the ship into its full-working state, and then some."
Daniel Russo - Son of Hephaestus the crafty arsonist • pompeiian • head counselor -if this is to end in fire then we should all burn together
"As the newly appointed Head Counsellor of my cabin, I am glad to announce that we, the children of Hephaestus, are willing to invest our time in helping restore the airship to its former glory, as long as we'd be allowed to keep it here in Camp and utilize it as a defensive measure or a weapon should the need arise."
Mason-Child of Nemesis -Revenge taker Age= 18 Height= 6'0" Weight= 123lbs Sexuality= Straight Relationship Status:= Single Health Status= Healthy Nationality= American Species= Demigod Main Weapon= 4 swords (others) – "While seeking revenge, dig two graves - one for yourself."
"So long as she doesn't try to kill us. I'm on board with keeping it in camp."
"Your arguments weren't the best. We don't care whether it's badass or a total spotter; we need equipment we can rely on for the safety of our camp and its occupants," Mariana chimes in, her brow furrowing as though she's still considering where to place her vote. For a brief second, she glances at the Hephaestus Counsellor, and then at Alexander. "The airship would be a great asset to us. And if the Hephaestus Cabin will work on it, then we earned the right to be able to use it once it's completed. So overall, I don't believe we should scrap it or send it on its way when it's done. But I don't trust her. How can we be sure the damages really were inflicted by a leviathan? How can we be sure she wasn't compromised on her way here? War is, though I hope to the gods I'm wrong, imminent. These aren't times to trust people freely. I'm sorry, but I don't trust her to navigate the airship freely once the Hephaestus Cabin is finished repairing it."
"Set your course by the stars, not by the light of every passing ship."
As the head of Astraeus' Cabin, Aria had rushed to the beach as soon as she heard about the UFO, wondering if it was an enemy attack or an honest-to-goodness meteorite. An avid fan of flying vehicles and steampunk technology, Aria could barely contain her excitement at seeing the airship itself, but she was less enthusiastic about the consequences of keeping it. "Mariana's right. While I have the utmost respect for your ability to construct, as you put it, such a "badass airship," you're completely new to Camp, and we have no idea whether or not we can trust you yet. Like the Greeks and the Trojan Horse, you could very well be bringing a bomb or other nefarious technology to destroy Camp with you. Also, leaving you with primary control of the warship would be a foolish move on our part, since you could very well turn it against us, and we'd have little we could do to defend ourselves. That being said, on a personal level, I don't get the feeling you have any ill will towards us, though I can't rule out the possibility of mind control or you being an exceptionally good liar. For now, I agree that the airship would be an invaluable asset to Camp's defenses, so I vote for repairing it and letting Avery stay, although not as the main person in charge of the airship. I just want to remind everyone to remain alert and watch out for any indications that we have been deceived.
Age: 19 Height: 5'7" Weight: 120-ish lbs.
Sexuality: Aro ace Relationship Status: Proud single pringle
Birth Place: Mountain View, California Main Weapon: CB sword
– "It is not in the stars to hold our destiny, but in ourselves."
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.
Children of Astraeus have the ability to focus an intense beam of plasma which will burn anything it touches.
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.
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.
Children of Astraeus are innately stronger during the night.
Children of Astraeus have the innate ability to see in all directions at once during the night.
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.
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.
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.
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.
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
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
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
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.
As Mercury, the user’s body would be continually be on fire without injuring the user. In this state it is extremely difficult for enemies to look upon the user as the fire burns so bright it would blind them or severely damage their eyesight.
As Venus, the user becomes surrounded with thick, toxic clouds that obscure them from view. As the clouds are toxic anyone who tries to touch them will be poisoned and become sick and nauseous. However, if they manage to get through the clouds they will be burned by the lava state of the user’s body, as Venus is an extremely hot planet.
As Earth, the user’s body becomes gravelly and made of dirt, and the user may leave trails of gravel and dirt behind them as they walk. However, in this state the user has the ability to merge with the earth and travel wherever they please.
As Mars, the user’s body becomes coated in fine red dust that falls off as they move. The surface of their body is cut by fine veins of water that can be used to shoot at people in sharp streams.
As Jupiter, the user becomes intangible and they float about half a foot from the ground, as Jupiter is a gas giant planet. They also become extremely cold and toxic as Jupiter is surrounded by ammonia clouds.
As Saturn, the user is granted the ability to fly, as the planet is another gas giant. The appearance of the user is blurry and hard to make out the features of.
As Uranus, the user gains blue skin, and their appearance is also blurred similarly to if they assimilated to Saturn. As Uranus is classified as an ice planet, the user has the ability to freeze anything they come in contact and they can move quickly as there are extremely fast winds on Uranus.
Children of Astraeus often wield innate knowledge of constellations, space and other planets in the solar system.
Children of Astraeus can tell the time, date and their location simply by looking at the sky.
Children of Astraeus typically dream of becoming astronauts, to explore the stars and other planets.
Owned by: Nata ~ Posted on: 15:45, November 18, 2017 (UTC)
It wasn't clear when Minka had arrived on the scene to stare at the hulking mass of smoking metal like everyone else. Whether it counted as staring when her eyelids were glued shut or not was another topic for another day. She'd sent out a brief, silent horde of undead mites to survey the new decoration to the beach and now at the table, had her head cocked at the decisions being dished out. There was also the question of the position of her skull being such for a habit, or shameless exhaustion. The newest counselor of Cabin Three was frankly cursing out her predecessor for not being around when she wasn't grasping for ways to cope with the workload dumped on her. Her tightly coiled braid swung lifelessly to one side after she removed the pins trapping it to the back of her head. "Give her a nonsympathetic chaperone slash parole officer, get the tech savvy to check for danger now if they haven't already - gods know if this is just a feint to wipe out half of the competent fighters we have - and keep the thing for Celestial bronze scraps if it comes down to that. It's similar to another Happy the Dragon, which we have blueprints and records of and don't tell me I'm wrong because I just checked yesterday." She opened her eyes at last it seemed, then she shut them again with a growl of frustration. "Your 'badass' pet ruined a lot of nocturnal cabin naps. No thanks."}}
As a counselor, he's informed on the threats going on to their safety. It really doesn't seem all that bad to adopt the ship. "Well, it is a badass ship," he comments cheerfully. "I don't think I can say no such badassery."
She was pretty late with a responce and by now, Tracey doubted her vote would even matter. She did however, need to vote on the matter so she spoke up. "In times of war, it would be a good idea to use anything we have to our advantage."
"Walking with friend in the dark is better than walking alone in the light."
"I forsee many practical uses for this new ship."
Age: 17 Height: 5'7" Weight: 127 lbs
Sexuality: Bisexual Relationship Status: Single
Birth Place: Ireland Main Weapon: Throwing knives Accent: Thick Irish
– Shoot for the moon, even if you miss you'll land among the stars.
Powers of an Asteria Child
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.
Children of Asteria have the ability to focus an intense beam of plasma which will burn anything it touches.
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.
Children of Asteria can see perfectly in the night as if it were daytime.
When the stars are out, children of Asteria always know their location.
Children of Asteria can communicate with the souls of the recently deceased.
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
Children of Asteria have the ability to create temporary light sources, similar to the concept of a flare, which will light an area for a short time.
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.
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 the Character is Made
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 produce 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
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
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
Children of Asteria make excellent astrologists.
Children of Asteria have an affinity for understanding prophecy
"I see great potential, so why not?" He says with a shrug.
Arian-Child of Nike -Cantankerous Warrior Age: 17Height: 5'8 Sexuality: StraightRelationship Status: Single Health Status: Healthy – 11:56, January 18, 2018 (UTC)
Arian sat around and rolled his eyes as some of the counselors who opposed the airship spoke. "You dipshits even hear yourselves right now?!" He stood from his desk, quite unhappy since he was convinced his fellow counselors were just being weak. "I'm hearing crap like how it'll stress people out or how we should be training? The stress of the campers doesn't matter and training campers is the whole point of the camp, we should've always been training people."
Though he was glad to hear that more of his comrades supported the idea, he especially valued the opinions of the Ares and Heph counselors. "He just said it himself, The Hephaestus kids are ready to work on our new weapon while the rest of us can get ready for war. Literally all that matters is that we all have a goddamn fight to win." Having said his piece, the son of victory sat back down. Arian believed that it was their responsibility to be ready for war, an airship would be a great asset to the Camp.
Lottie Davies - Daughter of Harmonia Head Counsellor -Peace cannot be kept by force; it can only be achieved by understanding"
She listens to everyone's opinion and wants to negotiate to bring peace, "I believe that we should fix and allow this ship to dock as we can use it for many purposes. Allow Avery to fix it with the help of Daniel's cabin, we can use this opportunity to help her and ourselves."
She'd been silent for the duration of the votes, but she knew she had to eventually speak up and shrugged. "I believe it would be a wasted opportunity if we allow something like this to pass by," she said, "let it be repaired in camp but...we should keep an eye on Avery, like other's have said."