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UniPacific16

aka Someone that everyone seems to forget

  • I live in a tree watch everything you do
  • I was born on July 19
  • My occupation is being AWSOME
  • I am some random
JamesD16 Profile pic
Hades
This user is an Rollback User on Camp Half-Blood Role Playing Wiki.


If I disappear for 2 or more weeks it's probably that it is school holidays, I'm on holidays and I can't get internet or my internet is stuffing up [Deadpool release date] Right now I'm writing a PJO fanfic if you want to read Click on this link I've have official made a YouTube channel for this so please [Check it out] Oh yeah and I'm trying to read/understand Einstein's papers on relativity

Your rainbow is intensely shaded gray, black, and violet.

 
 
 
 
 
 
 

What is says about you: You are an elegant person. You appreciate beauty and craftsmanship. You are patient and will keep trying to understand something until you've mastered it. You may meet people who are afraid of you.

<a href="http://spacefem.com/quizzes/rainbow">Find the colors of your rainbow at spacefem.com.</a>
File:JammyBadge.gif

Welcome To My Page <insert name here>! I suppose your here to learn a bit about me correct? any how I shall provide some vital stats and some questions and answers.


Species: Human/Potato (mostly potato)
Why not zoidberg

Gender:Male

Rights:Regular user

Joined Date:February 2015


Time for the questions and I shall be brining the answers

No I do not ride a kangaroo everywhere

Hobbies:

- Going to the bach - Gaming - Reading - Writing

Favorite Greek god:Deimos or Phobos

Favorite Greek goddess:Eris

Favorite Book:the PJO series

Least Favorite God:Hypnos or Ares

Least Favorite Goddess:Artemis

Favorite Band:Wolfmother

Favorite Music Genre:2000 rock

Favorite Marvel Character:Hulk

Favorite DC Character:The Joker

Favorite Movie:Transformers 2

Thing That I Hate The Most:EA and Sony fanboys

favorite NRL player: Greg Inglis

|-

James Spall ~ The Aussie
James Spall

"The ocean is unpredictable. Well so am I"
{{{1}}}
Character's Bio


 Age: 15  Height: 1.7 meters  Weight: 54 kilograms
 Sexuality: Straight  Relationship Status: Taken
 Birth Place: Australia  Main Weapon: celestial bronze sword called tsounámi (tsunami), can turn into a pen. Silver sword that is the same style as sword as first one
 Accent: Australian
 – You don't turn your back on the surf, so don't turn your back on me

Character's Powers

 3/6/9 Month Powers Unlocked

Offensive

  1. Children of Poseidon can fire a powerful blast of water from their hands, equivalent to that of a fire hose, which evaporates after a short time.
  2. Children of Poseidon have the ability to conjure and freeze small amounts of water into durable ice weapons, which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it. They can also make small non-combative objects out of ice.

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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


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


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Blake -Child of Notus
-Son of Notus

 – {{{2}}}

{{{1}}}



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Zoe -Child of Apollo
-Aspiring DJ

 – {{{2}}}

{{{1}}}




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Pietro -Child of Nike
-Son of Nike

 – {{{2}}}

{{{1}}}



Kevin Mako ~ Human Bull Shark
KevinMako

Sharks aren't monsters. They are just misunderstood
{{{1}}}
Character's Bio


 Age: 16  Height: 1.76m  Weight: 65kg
 Sexuality: Straight  Relationship Status: N/A
 Birth Place: South Africa  Main Weapon: bo staff that can split into two poles and shrink into smaller poles the size of pens when separated into two with a push of a button on each the retract in when the two componates of the staff come together. As long as he has this weapon in any of its forms and so does his brother, Kevin can always talk to his brother telepathically

 – Sharks aren't monsters they are just misunderstood

Character's Powers

 ====Offensive====

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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

Owned by: James ~ Posted on: {{{2}}}
Anja Nikolaievitch ~ Priestess of Hestia
KerrisDorsey

The darkness flees the fire
{{{1}}}
Character's Bio


 Age: 15  Height: 1.53m  Weight: 43kg
 Sexuality: Straight  Relationship Status: Single
 Birth Place: Miami  Main Weapon: A 1m long khopesh. When a bending force is put on the hilt it will change for either CB to Stygian Iron and vice versa. Armband that can turn into armour when a button is pressed on inside
 Accent: American
 – When you stare into the abyss the abyss stares into you

Character's Powers

 3/6/9 monnth unlocked

Offensive

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

Defensive

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

Passive

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

Supplementary

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

3 Months After a Character is Made

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

6 Months After a Character is Made

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

9 Months After a Character is Made

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

Traits

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


Passive

  1. Priests/Priestesses have a direct telepathetic connection to the god they represent, which is mostly used to deliver messages, for duties and for prayer.
  2. Priests/Priestesses are able to read auras and sense spiritual essences.
  3. Priests/Priestesses are able to see through the mist.
  4. Priests/Priestesses have a telepathic connection with the god they represent's animal symbol.
  5. Priests/Priestesses have the ability to heal minor wounds, and soothe the pain of major or fatal wounds.

Traits

  1. Priests/Priestesses tend to have the traits of the god they represent's demigod children.
  2. Priests/Priestesses do not date at any time, and are celibate. If they do decide to date, they lose their priesthood.

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


Shea Krokodỳl ~ Child of Cybele
Shea

"On earth there is no heaven, but there are pieces of it." --Jules Renard
{{{1}}}
Character's Bio


 Age: 16  Height: 1.56 m (5 ft 1 in)  Weight: 46kg
 Sexuality: Bisexual  Relationship Status: Single
 Birth Place: San Diego  Main Weapon: a jacket and bracelets that transform into weapons
 Accent: a bit American, a bit Indian. Mostly American though
 – "The clearest way into the universe is through a forest wilderness." --John Muir

Character's Powers

 ====Offensive====

  1. Children of Cybele have the ability to transform any aspect of earth into any weapon they desire. Only one weapon can be created at a time and it cannot be bigger than the one who created it.
  2. Children of Cybele can create a small tornado formed of leaves and grass blades. As the floral tornado spins faster, the leaves and grass blades become hard and strong enough to cut an someone. When the tornado's at it's fastest, the child can launch the blades of grass and the leaves at an opponent.

Defensive

  1. Children of Cybele have the ability to make an opponent feel as if their feet have become hardened and stuck to the ground, making their movements slower.If the user attacks while this power is in effect, it automatically wears off. So the power is purely defensive.
  2. Children of Cybele are able to create a earth wall, no larger than 2 to 3 times the size of the user, to temporarily block attacks.

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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

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


Bowen Spall ~ Son of Astraeus
Bowen

"I survived the island now I'm coming for you"
{{{1}}}
Character's Bio


 Age: 17  Height: 1.87m  Weight: 63kg
 Sexuality: Straight  Relationship Status: Crushing like hell
 Birth Place: Sydney, Australia  Main Weapon: An axe with two CB blades that can turn into a pen, a CB spear that can turn into a small metal pole the size of a pen, a bow and quiver that can turn into a necklace and a bracelet. All weapons will come back to Bowen in their non-weapon forms if he loses them.
 Accent: Australian

Character's Powers

 3/6/9 month powers locked

Offensive

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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


Traits

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


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


AmySheppard

Niome Wilson -Child of Aglaea
-The other half

 – 21:35, October 15, 2016 (UTC)

{{{1}}}




Adelaide Lucus ~ Annoying Little Girl
Adelaide
{{{1}}}
Character's Bio


 Age: 9  Height: 4'11ft  Weight: 94 lb
 Sexuality: Heterosexual  Relationship Status: She is 9 so does it matter?
 Birth Place: New York  Main Weapon: celestial bronze sword and knife that always change when put in her backpack.
 Accent: American

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: James ~ Posted on: {{{2}}}


Digger Ross ~ Drunken Australian
Digger
{{{1}}}
Character's Bio


 Age: 17  Height: 1.78m  Weight: 74kg
 Sexuality: Straight  Relationship Status: Single
 Birth Place: Australia  Main Weapon: 8 boomerangs, CB knives
 Accent: Australian

Character's Powers

 ====Offensive====

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

Defensive

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

Passive

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

Supplementary

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

3 Months After a Character is Made

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

6 Months After Character is Made

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

9 Months After a Character is Made

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

Traits

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


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


Valentine Klyntar ~ Fearful daughter of ghosts
Val
{{{1}}}
Character's Bio


 Age: 13  Height: 5'6"  Weight: 90 lbs
 Sexuality: Unknown  Relationship Status: Single
 Birth Place: Los Angles, America  Main Weapon: Slingshot and CB baseball bat
 Accent: Ameirca

Character's Powers

 3/6/9 Month Powers Locked

Offensive

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

Defensive

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

Passive

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

Supplementary

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


3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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


Traits

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


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


Trea Pierce5

Trea Pierce -Demigoddess · Daughter of Melinoe
- “If you want to control someone, all you have to do is to make them feel afraid.”

Iris Message – {{{2}}}

{{{1}}}



Ari Nersia ~ Little Slut
PaEMXxT
{{{1}}}
Character's Bio


 Age: 12  Height: 5'4"  Weight: 80 pounds
 Sexuality: Pansexual  Relationship Status: Single
 Birth Place: Quebec, Canada  Main Weapon: Celestial Great Sword
 Accent: French Canadian

Character's Powers

 ====Offensive====

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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


Owned by: James ~ Posted on: {{{2}}}
Liliosa Parra ~ The colourful daughter of Thanatos
LiliosaWB
{{{1}}}
Character's Bio


 Age: 16  
 Sexuality: Unknown  Relationship Status: Single
 Birth Place: Santiago, Chile  Main Weapon: Necklace that turns into bow, snowboard that turns into twin Backswords
 Accent: Chilean

Character's Powers

 3/6/9 Month Powers Locked

Offensive

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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


6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

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


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


Amora Williams ~ Priestess of the Muses
Amora2
{{{1}}}
Character's Bio


 Age: 17  
 Sexuality: Bisexual  Relationship Status: Single and not looking
 Birth Place: Dallas, Texas  Main Weapon: Two rings that turn into polearm weapons or bladed weapons
 Accent: American

Character's Powers

 ====Offensive====

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character Is Made

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

6 Months After Character Is Made

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

9 Months After Character Is Made

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


Traits

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


Passive

  1. Priests/Priestesses have a direct telepathetic connection to the god they represent, which is mostly used to deliver messages, for duties and for prayer.
  2. Priests/Priestesses are able to read auras and sense spiritual essences.
  3. Priests/Priestesses are able to see through the mist.
  4. Priests/Priestesses have a telepathic connection with the god they represent's animal symbol.
  5. Priests/Priestesses have the ability to heal minor wounds, and soothe the pain of major or fatal wounds.

Traits

  1. Priests/Priestesses tend to have the traits of the god they represent's demigod children.
  2. Priests/Priestesses do not date at any time, and are celibate. If they do decide to date, they lose their priesthood.

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


Ada Matumaini ~ Daughter of Hebe
AdaBubble
{{{1}}}
Character's Bio


 Age: 5000+  
 Sexuality: Discovering  Relationship Status: Single
 Birth Place: What would now be called the People's Republic of the Congo  Main Weapon: CB crown turns into twin CB cutlasses, multiple CB swords, knives and spears, Hunter of Artemis Bow and Quiver
 Accent: African

Character's Powers

 ====Offensive====

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

Defensive

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

Passive

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

Supplementary

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

3 Months After a Character is Made

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

6 Months After a Character is Made

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

9 Months After a Character is Made

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

Traits

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

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

Nioka Song ~ The Wayward Wind
Nioka3
{{{1}}}
Character's Bio


 Age: 16  Height: 1.34metres  Weight: 36kg
 Sexuality: Would have been straight  Relationship Status: N/A
 Birth Place: Australia  Main Weapon: Bow and silver arrows
 Accent: Australian

Character's Powers

 Powers of Hunter of Artemis

Supplementary

1. They possess great strength, agility and dexterity.

2. They carry magic silver bows, arrows, and two hunting knives, which appear whenever they are needed.

Passive

1. They make great combatants and archers.

2. They are able to withstand greater temperature changes (extreme heat or cold) more than most, but the hotter or colder it is, the more draining it is on their body and the more it effects their ability to react.

3. They do not age physically and do not die of old age or disease, but can be killed in a fight or battle from severe wounds.

4. They have an empathy/telepathic connection with wolves and falcons.

5. If they fall in love they lose their immortality.

6. They make great hunters, attaining great tracking skills.

7. They can see excellent during the night, nearly as well as they can see during the day.

Traits

1. They remain the age that they became a Huntress. If they fall in love and/or leave the hunt for any reason, they start aging again from that point on.

2. They enjoy hunting, as well as being by Artemis' side.

3. They have a silvery aura.

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


Boa Serpiente ~ Guardin of Snakes
Boa
{{{1}}}
Character's Bio


 Age: 17  Height: 5'7  Weight: 139 lbs
 Sexuality: Heterosexual  Relationship Status: Single
 Birth Place: New York  Main Weapon: CB Sword that can be covered in his own venom
 Accent: American

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: James ~ Posted on: {{{2}}}
Brooke

Brooke -Love nymph
-Erotiad of James Spall and Clementine Sunday

Iris Message – 01:34, February 21, 2017 (UTC)

{{{1}}}


Carlton Fairchild ~ Cold as steel
JC1
{{{1}}}
Character's Bio


 Age: 16  Height: 6'2  Weight: 164 lbs
 Sexuality: Straight  Relationship Status: Single
 Birth Place: Minnesota, USA  Main Weapon: CB spear that can turn into a bow. Quiver can turn into shield. Both the quiver/shield and spear/bow can both turn into a miniature version of themselves
 Accent: American

Character's Powers

 ====Offensive====

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

Defensive

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

Passive

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

Supplementary

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

3 Months after Character is Made

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

6 Months after Character is Made

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

9 Months after Character is Made

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

Traits

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

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


Phoebe Banner ~ The Little Mermaid
PhoebeB1

"I just want to be apart of their world."
{{{1}}}
Character's Bio


 Age: 14  Height: 1.7 meters  Weight: 43 kilograms
 Sexuality: Straight  Relationship Status: Single
 Birth Place: San Fransico, America  Main Weapon: CB fork that turns into a CB trident
 Accent: America

Character's Powers

 3/6/9 Month Powers Locked

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


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

Harmony Spall ~ Almost blind daughter of light
HarmonyWB
{{{1}}}
Character's Bio


 Age: 17  Height: 1.68m 
 Sexuality: Pansexual  Relationship Status: Single
 Birth Place: Washington D.C  Main Weapon: CB knife and rings that turn into a sword and shield
 Accent: American

Character's Powers

 ===Offensive===

  1. Children of Theia have the ability to conjure weapons out of pure light which can be used for combat; however, only one weapon can be conjured at a time and it cannot be bigger than the one who conjured it.
  2. Children of Theia have the ability to focus an intense beam of light that will burn anything it touches; the effect may also be applied to conjured weaponry or armor instead.

Defensive

  1. Children of Theia can create an invisible forcefield around themselves that blinds enemies for as long as they stay inside it. The forcefield only lasts a short time before it disperses.
  2. Children of Theia have the ability to create a dome shaped barrier of light, roughly two or three times the size of the user, which can be used to block attacks for a short time.

Supplementary

  1. Children of Theia 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 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.
  2. Children of Theia can warp light around themselves to become invisible. This is less effective if the user is moving, and will break completely if they move too fast.
  3. Children of Theia have the ability to create temporary light sources, similar to a flare, which will light an area for a time.
  4. Children of Theia can see a few seconds into the future; allowing them to possibly predict the actions of others, but also obscuring their sight at times.
  5. Children of Theia have the ability to Blink, a form of instant teleportation. This is slightly less draining that other teleportation powers, but they must have line of sight to their destination.

Passive

  1. Children of Theia are more powerful and less drained by their powers when in daylight.
  2. Children of Theia can see clearly in darkness or blinding light.
  3. Children of Theia have the innate ability to see in all directions at once.
  4. Children of Theia have greatly enhanced vision, detailed enough to read words from a page a mile away and refined enough to notice and track things that would be a blur to others.
  5. Children of Theia possess an eidetic memory, able to perfectly recall anything they have ever seen.

3 Months After Character is Created

  1. Children of Theia are able to astral project, they can use this for multiple reasons, However, their physical body is vulnerable and they can not affect anything on the physical plane while astral projecting. They are able to Blink to places they see while astral projecting.

6 Months After Character is Created

  1. Children of Theia can cause weapons of light to rain down upon a wide area from the sky for a short time. The weapons cannot be bigger than the one who conjures them and cannot be aimed, endangering allies as well as enemies. They take ten to fifteen seconds to reach the ground, during which time they are easy to spot by their glow, and the user is slowed until the power ends. The user will be left significantly drained afterward, and the more weapons are created, the greater the drain will be.

9 Months After Character is Created

  1. Children of Theia have the ability to shed their flesh and turn into a state of pure light for a short time. While in this state they are granted flight, are immune to all attacks, are blinding to look at, and anything they touch is burned; however, once the user changes back they will be extremely drained and immobile for a long time.

Traits

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

Nickname Chart

Name Origin Can you use it?
UniPacific16 Username Knock yourself out
James real name and old username Sure
JD User:Ezghad I would prefer
Jem User:Summer June NO!
Jades User:Undead Sparkz No Tank you
Seaweed brain User:Beatrice Naruse Nope

Level Up!

You are now at level five

12

This entitles you to twelve demigod spots. This means you have been here at least five weeks since your first character was claimed, and that you may now vote on more as well as run for things like chat mod or rollback. Please do read the wiki policies or contact an administrator if you have any questions.

|-
NerdylovesRose
Nerdyloves Bestie!

Dear James,

Friends are the flowers in the garden of life, and you are one very pretty rose in mine. I am awarding you this badge because you are so understanding about me being grounded and snowed under with homework. Oh and for being one of the best newbs a wikian cold ask for! You deserve this so much, and I hope you treasure it.

Thank you for everything!

Love, Nerdylove.


|-
Bronze by LaViaSimple7507
Bronze Soul
The Bronze Soul is awarded to you by A Son of Hades, for having over 500 edits on Camp Half-Blood Role Playing Wiki!

|-User Left

|-

Tumblr nccb61RLvt1r8cwvzo2 1280
The ruler of all forces of the universe bestows you her gift of friendship. Having a wonderful friend is hard to get nowadays, and so she is thankful that she has found a wonderful friend in you.
You're a great pal.
;)
Want some coffee?

|-


Hiiya, Matey!

Congratulations for earning a spot in my heart. You'll always have a place in my heart, no matter what happens to our friendship. Because you're the V to my JungKook, in an awkward blushy idol way.

~Lovelots Fortune

  


|-
Pichu&#039;s Friendship Badge
Hai there!

It's seems you have earned yourself the best badge anyone can earn, the Pichu Badge, the badge that shows that even though I'm a bit weird, I still have friends... I think! In other words I think of you as my 'Pichu Brother'

~Pichu loves ya!

  


|-
Silver soul
Silver Soul
The Silver Soul is awarded to you by Nata, for having over 1,500 edits on Camp Half-Blood Role Playing Wiki!

Erato Powers

Offensive

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character Is Made

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

6 Months After Character Is Made

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

9 Months After Character Is Made

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


Traits

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


Psamathe Powers

Offensive

  1. Children of Psamathe can fire formulated bullets made of sand and pebbles which would feel like a very powerful punch on contact.

Defensive

  1. Children of Psamathe have the ability to create a dome shaped torrent of hardened sand, roughly two or three times the size of the user, which can be used to block attacks for a very short time.

Passive

  1. Children of Psamathe can innately breathe underneath saltwater.
  2. Children of Psamathe can survive falling from high altitudes as long as they land in saltwater, they can also go as deep into the ocean as they desire without any effects from the water pressure.
  3. Children of Psamathe gain strength whenever they are on a beach or otherwise near a source of salt water.
  4. Children of Psamathe have a telepathic link with crabs and seagulls.

Supplementary

  1. Children of Psamathe can telekinetically move sand at a high rate. The larger amount of sand used, the more energy it drains.
  2. Children of Psamathe are able to control and summon crabs and seagulls.
  3. Children of Psamathe to summon a large amount of sand and ride it. A sort of “Sand Surfing”, the user can surf the sand to travel. The further the distance, the more is energy drained

3 Months After Character is Made

  1. Children of Psamathe can summon a large swarm of small crabs, about 100 or so who take over a small area and distract and/or hurt an opponent. The more crabs summoned; the more energy is drained.

6 Months After Character is Made

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

9 Months After Character is Made

  1. Children of Psamathe can turn into an seagull for a short period of time, allowing them flight, but are considerably drained upon returning to normal form

Traits

  1. Children of Psamathe tend to be at peace and enjoy themselves while at the beach.
  2. Children of Psamathe often excel at activities performed at beaches. Such as surfing and building sand castles.


Eleus Powers

Offensive

  1. Children of Eleus can have the ability to focus their compassion into a beam of emotional energy which will burn anything it touches.
  2. Children of Eleus have the ability to remove their sense of mercy and pity and fight to their full potential; however, as they are in a chaotic frenzy, they are temporarily blind to friend or foe and attack anyone nearby.

Defensive

  1. Children of Eleus can generate a veil of the emotional energy of compassion, the veil would protect them from damage for a short time and cannot be used if the child doesn't have the compassion to fuel it.
  2. Children of Eleus can induce feelings of intense pity and mercy on an opponent, making it so they cannot attack the user for a short time.

Passive

  1. Children of Eleus gain strength from acts and feelings of kindness.
  2. Children of Eleus always emit an aura of kindness, causing people near them to be slightly nicer and kinder than usual. In their presence, people form friendships more easily, or reach agreements more easily.

Supplementary

  1. Children of Eleus can remove any feelings of kindness from people and animals, causing them to fight and desire to harm each other for a short time. Giving the user a chance to attack or flee.
  2. Children of Eleus can heal themselves by performing acts of kindness. They can heal minor wounds and slowly heal major, but not fatal, wounds. Ex: The Child will give a piece of beef jerky to a stray dog and a few minor cuts on their arm will quickly heal.
  3. Children of Eleus have the ability to charm a weapon with an aura of compassion so that it heals wounds, rather than causing them; this drains the child of Eleus and the user of the weapon extremely.

3 Months After Character is Made

  1. Children of Eleus can induce a sense of kindness upon someone so they shall bend to their will or reveal a secret to them as a charitable act; the person will remain under the control of the user for a few minutes or until control is relinquished, the longer the control is kept, the more energy it drains.

6 Months After Character is Made

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

9 Months After Character is Made

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

Traits

  1. Children of Eleus are normally kind and charitable.
  2. Children of Eleus often make great volunteers, philanthropists and therapists.
  3. Children of Eleus tend to greatly appreciate acts of kindness, normally growing close to the kind person and almost always returning the favor.


Kratos Powers

Offensive

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

Defensive

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

Passive

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

Supplementary

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

3 Months After Character is Made

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

6 Months After Character is Made

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

9 Months After Character is Made

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


Any god, goddess or Titan that has anything to do with the ocean

One char multiple use of two or more powers

Poseidon:

  • Turn into water and water travel
  • Turn into water and octopus thing
  • Minor earthquake and 25ft wave

Physis:

  • Turn into an element then change said element into something else
  • Turn into element and teleport

Nyx:

  • Turn into shadows and shadow travel
  • Same as second point as Poseidon but with shadows instead of water
  • 9 month and 6 month
  • 9 month and 3 month

To be continued:

 

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