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Hey, Merlin here. Thanks for visiting my page. I could make it all fancy with special coding and stuff, but like, I am WAY too lazy to do that. So I'll just list my level, characters, and other stuff you might (but probably don't) care about below. So yeah. Message me on my talk page or find me on chat if you wanna RP, or talk, or whatever.


My Characters

Theo Green ~ Son of Ariadne
Jordan-verhoeve-4

"Passion is a narcotic. Too little, and your life can be quite painful. Too much, and it will take over your life."
{{{1}}}
Character's Bio


 Age: 16  Height: 6'1"  Weight: 160
 Sexuality: Gay  Relationship Status: Single
  Main Weapon: Two dual swords disguised as a pin
 Accent: New York
 – "If only life was like a maze, where if you mess up, you can turn back around. But It's not. So It's a good thing I don't mess up."

Character's Powers

 3/6/9 month powers unlocked

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: Merlin ~ Posted on: {{{2}}}


Courtland Summers ~ X-24
3838034

"The greater one's anger, the greater the risk that someone is going to get hurt."
{{{1}}}
Character's Bio


 Age: 13  Height: 4'10"  Weight: 115
 Sexuality: Unsure  Relationship Status: Single
  Main Weapon: Two katars that transform into rings
 Accent: Western
 – "Only when one is angry do they express how they truly feel."

Character's Powers

 3/6/9 month powers locked

Offensive

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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


Traits

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

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


Max Morningstar ~ Son of Victory
MV5BMjI1OTIwNTc1MF5BMl5BanBnXkFtZTgwMjMzMTAyMjE@. V1 SX640 SY720

If you lost, that means that I won. Unless of course, you think you won, and I lost.
{{{1}}}
Character's Bio


 Age: 15  Height: 5'9"  Weight: 130
 Sexuality: Straight  Relationship Status: Single
 Birth Place: New York  Main Weapon: "Edge of Victory"
 Accent: American
 – In order to win, you have to REALLY want it.

Character's Powers

 doesn't have 3/6/9 month powers: ====Offensive====

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


Defensive

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


Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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


Owned by: Merlin ~ Posted on: {{{2}}}
Chase Cooper ~ The Ace of Clubs
NBC-phd-set-tour-miles-feature

"I'd tell you it was beginner's luck, but I'm not a beginner."
{{{1}}}
Character's Bio


 Age: 16  Height: 5'10"  Weight: 145
 Sexuality: Gay  Relationship Status: Single
  Main Weapon: Celestial Bronze Throwing Knives, Bow and Arrow
 Accent: Western
 – "Chance is unreliable. Luck however, is the most predictable thing in the world"

Character's Powers

 3/6/9 month powers locked

Offensive

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

Defensive

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

Passive

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

Supplementary

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


3 Months After Character is Made

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


6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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

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



Elizabeth Peirce ~ Daughter of the Crossing
1de66e22e01245021b68ed835737cf87

"Death is only a ferry ride away."
{{{1}}}
Character's Bio


 Age: 400 (looks 17)  Height: 5'6"  Weight: 130 lbs
 Sexuality: Undecided  Relationship Status: Single
  Main Weapon: Stygian Iron Scythe that transforms into bracelet
 Accent: English
 – "Without death, there is no point to life."

Character's Powers

 3/6/9 month powers unlocked


Offensive

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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

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




Sara ~ The Black Horse
Julianne-hough-sole-society-intro

"The only thing worse than a injured horse is an injured horse in captivity."
{{{1}}}
Character's Bio


 Age: Immortal  Height: 5'8"  Weight: 135
 Sexuality: Straight  Relationship Status: Single
  Main Weapon: Two Stygian Iron daggers
 Accent: None
 – "Horses get uncomfortable very easily. But their distrusting instinct is why they are alive."

Character's Powers

 ===All Animal Nymphs===

Passive

  1. They have a telepathic/empathetic connection with nature and other nymphs. They also have a special, stronger connection with other animal nymphs.
  2. As they are nymphs they do not age, remaining eternally young.
  3. Their senses of smell, sight and hearing are enhanced, enabling them to sniff out monsters, track down demigods, etc.

Supplementary

  1. They are able to summon animals to aid them; they have the best control over their own animal type.

Specific to each Animal Type

  1. Each type of animal nymph has its life force attached to that species, so if a species were to go extinct the nymphs would die.
  2. Each nymph is able to change into the type of animal he/she is, and only that type. So the bear nymph could not turn into a mouse, but he/she could turn into a grizzly bear, black bear, polar bear, etc.
  3. While in animal form they have all the normal abilities of their animals. So if the nymph is a hawk nymph he/she can fly.
  4. While in regular nymph/person form, they only retain passive characteristics/traits from their animals. So if the nymph is a hawk nymph, perhaps he/she remains claustrophobic in enclosed spaces but cannot fly.

Traits

  1. Vary between species.

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


None


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