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RhettWB
Demititan Menoetius 20
SPECIES GODPARENT AGE
Don't Need Friends Asexual/Aromantic
RELATIONSHIP ORIENTATION WEAPON
Son of Menoetius | Champion of Othrys

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Miller2020

Miller Sallow Hermes Counselor • Magic Man

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MeganWB

Megan Chambers Daughter of Apollo • Violinist

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ShilohWB

Shiloh Jeong Son of Ares • The Town Crier

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MartinWB2

Martin Lazcano Son of Aristaeus • Memer

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AndresWB

Andrés Narvaez Son of Melinoe • Bowler

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DewyWB

Dewy Park Son of Notus • Richboi

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GabrielWB
Demigod Poseidon 19 (immortal)
SPECIES GODPARENT AGE
single Homosexual / Homoromantic nothing rn
RELATIONSHIP ORIENTATION WEAPON
Son of Poseidon | Cursed Lover

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FernWB

Fernando Son of Elpis • Lt Counselor

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LitoWB2020

Lito Quezon Son of Dionysus • Fugitive

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Philippe
Demigod Nemesis 18
SPECIES GODPARENT AGE
single pansexual / panromantic
RELATIONSHIP ORIENTATION WEAPON
Son of Nemesis | Fallen Angel

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Lee Kyung-min ~ Star Spirit
Clayisdabest

'"I thought they were lighthouses, billions of lighthouses at the far end of the sky."'
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Character's Bio


 Age: Immortal  Height: 5'5"  Weight: 130
 Sexuality: Bisexual  Relationship Status: Single
 Birth Place: Dangducheon, S. Korea  Main Weapon: None
 Accent: Korean
 – "When this world is no more, the moon is all we'll see. I'll ask you to fly away with me until the stars all fall down, they empty from the sky. But, I don't mind. If you're with me, then everything's alright."

Character's Powers

 =====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.

Owned by: Yorkie ~ Posted on: {{{2}}}
Wilbur "Wil" C. Fitzgerald ~ Heir of the West Wind, The Aviator
WilWB

"Life is like flying. Exhilarating, but if you don't keep watch, you'll crash."
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Character's Bio


 Age: 17  Height: 5'6"  Weight: 145 lbs.
 Sexuality: homosexual/biromantic  Relationship Status: Single
 Birth Place: San Francisco, California  Main Weapon: Sword named Gwynt Orllewin
 Accent: American
 – "I'm the least qualified to be a demigod, yet here I am."

Character's 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.

Owned by: Yorkie ~ Posted on: {{{2}}}
NoahWB
Wolf Guardian ~ Owned by Manolo
Posted on {{{2}}}

{{{1}}}

Age
Immortal
Height
6'0
Weight
150 lbs
Sexuality
bisexual
Relationship
Single
Birthplace
Olympus
Accent
Neutral
Weapon
none
Arooooo



Shadow ~ Vagabond of The Night
Shadww

....
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Character's Bio


 Age: 16  Height: 5'2 ft.  Weight: 125 lbs.
 Sexuality: heterosexual  Relationship Status: Single
 Birth Place: Tel Aviv, Israel  Main Weapon: A dark pocket watch with a river engraving. inside lies a picture of Dagger and Shadow together. there are four buttons. one for minutes, one for hours, one for a Stygian iron sword, and one for a Stygian iron gauntlet.
 Accent: American
 – .....

Character's 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.

Owned by: Yorkie ~ Posted on: {{{2}}}
EvanWB

Evan Ross Son of Aeolus • Hothead

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SawyerWB2

Sawyer Dahn Son of Peitho • Civitas Lt

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Away

Rory Seonu ~ Fear Factor Half
RoryS

"Try until you die"
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Character's Bio


 Age: 17  Height: 5'10"  Weight: 180 lbs.
 Sexuality: Pomosexual, pomoromantic  Relationship Status: Single
 Birth Place: Toronto, Canada  Main Weapon: His belt that has two swords
 Accent: Canadian
 – "Fear is but a feeling"

Character's 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.

Owned by: Manolo ~ Posted on: {{{2}}}
Cedric Kang ~ Death's Dream Guy
Cedric04
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Character's Bio


 Age: 19  Height: 6'0ft  Weight: 145 lbs.
 Sexuality: bisexual  Relationship Status: Single
 Birth Place: outskirts of Las Vegas, Nevada  Main Weapon: undershirt that doubles as demigod kevlar and a stygian iron sword when ripped off
 Accent: American

Character's 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.

Owned by: Manolo ~ Posted on: {{{2}}}
Abnir ~ The Temperamental Deceiver
Abnir-
{{{1}}}
Character's Bio


 Age: 15  Height: 5'10"  Weight: 155 lbs.
 Sexuality: heterosexual  Relationship Status: Single
 Birth Place: idk  Main Weapon: magic wand that turns into two swords when broken
 Accent: American

Character's 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.

Owned by: Manolo ~ Posted on: {{{2}}}
Simon Kim ~ Son of Epimetheus
Simon

"They see me rollin', they hatin, patrolmen tryna catch me ridin' dirty"
{{{1}}}
Character's Bio


 Age: 17  Height: 5'9"  Weight: 123.5 lbs.
 Sexuality: heterosexual  Relationship Status: Single
 Birth Place: Clay County, Arkansas  Main Weapon: Pandora's Pack, which carries weapons of different manners
 Accent: American
 – I started a joke, which started the whole world crying. But I didn't see, that the joke was on me

Character's Powers

 ===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.

Owned by: Manolo ~ Posted on: {{{2}}}
Jansen Entwirren ~ Inquisitor, Child of Ariadne
JansenForMaria

"It's up to us to discover the impossible."
{{{1}}}
Character's Bio


 Age: 19  Height: 5'9"  Weight: 170 lbs.
 Sexuality: Homosexual  Relationship Status: Single
 Birth Place: Hoboken, New Jersey  Main Weapon: Ring that when swisted can becomes a shield clockwise or a sword counterclockwise (cb)
 Accent: Northern New Jersey
 – Maybe mazes aren't the questions, but the answers.

Character's 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.

Owned by: Yorkie ~ Posted on: {{{2}}}

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