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Camp Half-Blood: Heroes After Percy Jackson

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After Percy Jackson's generation, the gods almost thought there wouldn't be another hero... 

Tags: Demigod, Half-Blood, Percy Jackson, Greek Mythology, Camp Half-Blood 

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Which god's set of powers would you want to have the most?
Zeus
4%
 4%  [ 1 ]
Apollo
21%
 21%  [ 5 ]
Hades
13%
 13%  [ 3 ]
Athena
13%
 13%  [ 3 ]
Hermes
13%
 13%  [ 3 ]
Triton
0%
 0%  [ 0 ]
Hecate
8%
 8%  [ 2 ]
Thanatos
8%
 8%  [ 2 ]
Khaos
13%
 13%  [ 3 ]
Hypnos
4%
 4%  [ 1 ]
Total Votes : 23


tinytrrtle
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PostPosted: Sun Aug 05, 2012 12:54 pm


So, you're a half-blood, eh?

Half-bloods are children of the gods, and as children of the gods, they're bound to have powers!

RULES
Do not GodMod.
Using your powers WILL tire your characters out.
You cannot use an ability that is not on a list.


Credit for the major gods lists and some of the minor gods lists goes to one complied by a Miss LollyxBeans. Every list is subject to change.

** NOTE: Keeping a fair balance of powers for the characters is ultimately up to the user, but the Mods do monitor these things. You have been warned.
PostPosted: Sun Aug 05, 2012 12:55 pm


"What?! My Mother/Father doesn't have a list!"


There are a lot of Minor Gods/Goddesses. A LOT. So, forgive us in not creating a list for all of them. That would have taken far too long, and you would never have gotten your list.

However, we can't just leave campers without powers, can we?

SO.

If your parent doesn't appear on either of these lists, this means we have not done them yet. Please submit their name in a PM to xX_Shining_Stars_Xx, and if you have them, feel free to include some suggestions as to what the abilities could be. You can also send suggestions for other gods, or even gods that already have powers.

Feel free to send any questions or concerns regarding any of the powers listed (or not listed) in a PM to xX_Shining_Stars_Xx.

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PostPosted: Sun Aug 05, 2012 12:57 pm


The Complete List


MAJOR GODS

Zeus - Link

Poseidon - Link

Hades - Link

Demeter - Link

Ares - Link

Athena - Link

Apollo - Link

Artemis's Huntresses - Link

Hephaestus - Link

Aphrodite - Link

Hermes - Link

Dionysus - Link


MINOR GODS

Aeolus - Link

Nyx - Link

Triton - Link

Nike - Link

Hecate - Link

Hypnos - Link

Persephone - Link

Thanatos - Link

Iris - Link

Eros - Link

Kratos - Link

Nemesis - Link

Khaos - Link

Kakoi - Link

Erebus - Link

Perses - Link

Boreas - Link
PostPosted: Sun Aug 05, 2012 12:59 pm


Zeus
King of Olympus, lord of the sky; god of weather, of law, of order and fate.


Offensive
Children of Zeus can call down lightning bolts from the sky, which can be directed to strike nearby. This drains them immensely.
Children of Zeus can electrically charge any metal weaponry they are holding, as well as other metal objects. This does not apply if the weapon has a wooden shaft or handle, which rules out arrows, and weapons such as spears or halberds.
Children of Zeus can use the wind to directly injure their opponents, by forming it into 'blades' or blunt objects. The object only lasts for one hit, and doing so drains them more than if they were to use their electric abilities. Only one 'weapon' can be formed at a time, and it cannot be larger than they are. The child must be in direct contact with the weapon at all times of use.


Defensive
Children of Zeus have the ability to emanate a field of electrical energy which stuns anyone within a ten foot radius for a short time; while maintaining the field, they cannot move.
Children of Zeus can electrocute others around them directly, effectively 'paralysing' them for a short period of time. This is a more concentrated version of their electrical field, and while it does drain their energy, they are not immobilized.


Supplementary
Using their ability to speak to birds, Children of Zeus can call down a flock of birds to temporarily aid them and their allies.
With their control over the winds around them, Children of Zeus can lift enemies and allies alike into the air, as well as speed up or slow their movements.


Active
Children of Zeus are, themselves, electrically charged. This gives them the innate ability to produce static shocks, and transfer them to other people; often, small charges will be released without them actually intending to. However, this can be used actively as well, to a greater extent. When it is, they can electrocute other people, especially so in dry conditions.
Children of Zeus can control the winds around them to support their, and if they so choose, others's weight, giving them the ability to 'fly'. A more apt description would be that they float on the air.


Passive
Children of Zeus are, themselves, electrically charged. This gives them the innate ability to produce static shocks, and transfer them to other people; often, small charges will be released without them actually intending to. However, this can be used actively as well, to a greater extent.
Children of Zeus are largely immune to the effects of being electrocuted or struck by lightning. Rather, it has a semi-good effect on them. Being electrocuted charges the ability that they use immediately after the fact. If they take too much electricity, however, they can become 'drunk' off of it; this makes them disoriented, confused, and often dizzy.


Skills & Traits
Children of Zeus are usually arrogant, prideful, lustful, and commanding.
Children of Zeus make good leaders.
Children of Zeus have the ability to speak to birds, and more specifically, eagles.
They are fairly adept at predicting weather conditions.
It is rare for a Child of Zeus to be afraid of heights; at the same time, it is fairly common for them to suffer from Claustrophobia.
Children of Zeus can survive at great heights, able to breathe in even the thinnest atmospheres and highest altitudes.
Children of Zeus, while flying (i.e. by themself or by plane), can know their exact coordinate location.


Blessed Abilities
With the blessing of their father, Children of Zeus can call down a thunderstorm or hurricane of immense magnitude. The storm will strike lightning down randomly around them, heedless of who is an ally and who is not. This drains them immensely, to the point of passing out from exhaustion.

Last updated 12/31/12

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PostPosted: Sun Aug 05, 2012 1:00 pm


Poseidon
God of the sea, earthquakes, drought, flood, rivers, and horses.


Offensive
Children of Poseidon possess aquakinesis, and thus can control water sources around them. This can be used to create waves, torrents of water, water spouts, and more.
Children of Poseidon can cause and control earthquakes; these are fairly sizeable, however they only effect the area directly around the user. They cannot cause an earthquake in China, for example, if they are standing in New York. The effects are limited to approximately ten feet away from them in any direction.
An earthquake severely diminishes an opponent's sense of balance, often knocking them off of their feet, or interrupting an attack.
Children of Poseidon are able to manipulate water into 'weapons', which work the same way as a physical weapon would. However, only one weapon can be created at a time, and it is destroyed after one successful 'hit' on an opponent. The child must be in direct contact with the weapon at all times of use. The weapon also cannot be larger than they are.


Defensive
Children of Poseidon can manipulate the water around them into a 'shield' of sorts, forming it into a dome around them. This dome has a ten foot radius, and slows any attack that moves through it. Most often, by the time it reaches the center, the attack is nullified. Also; other people or monsters moving through it cannot breathe; that is, unless they can breathe underwater. While maintaining the field, they cannot move, and using this ability drains them immensely.
Children of Poseidon are able to use water to 'catch' and redirect projectiles; this is accomplished by forming a 'tube' of water in the air, and creating a current through it. Once the projectile hits the current, it is forced along the tube, and away from the child.


Supplementary
Children of Poseidon are able to speed the movements of their allies in water using currents, and in the same token, slow the movements of their enemies using the same technique.
So long as their allies are touching them, a child of Poseidon can gift them with the ability to breathe underwater and become immune to water pressure.


Active
Children of Poseidon can create large bubbles underwater, allowing their allies to breathe and function as if they were on the surface.
Children of Poseidon can propel themselves through the water using currents, as well as manipulate the locations of said currents. Once they are finished using them, however, the currents return to their original position.


Passive
Children of Poseidon are not affected by water; they can breathe in it, and survive water pressure at great depths. They can also control whether or not they are wet.
Children of Poseidon are bolstered by water; when they are standing in it, their aquatic abilities are amplified; however, this lasts only for the first attack made or ability used after they step into it. Every use after that is the same as normal.


Skills & Traits
Children of Poseidon can speak to equine animals (Horses, Pegasi, Zebra, etc) as well as speak to aquatic animals when they are in the water.
Children of Poseidon know their exact coordinates when they are in or on water.
Children of Poseidon instinctively know the difference between fresh and salt water.
Children of Poseidon are harder to burn than others.
Children of Poseidon are usually unpredictable, and prone to mood swings. They often have violent tempers, but at the same time can be very mellow, calm people. Their personalities are hard to pin down, and they can be difficult to contain.
Children of Poseidon have an the ability to manipulate the controls of any sea vessel.


Blessed Abilities
With the blessing of their father, Children of Poseidon can call forth a hurricane, the winds of said hurricane knocking down allies and enemies alike. The gale is truly a force to be reckoned with; however, it drains the user immensely.

Last updated 12/31/12
PostPosted: Sun Aug 05, 2012 1:02 pm


Hades
God of death, of the dead, of funeral rites and the rights of those who have passed. Also the god of the hidden wealth of the earth, from the fertile soil which nourished crops, to the mined wealth of metals and gems.


Offensive
Children of Hades have the ability to summon forth undead to fight for them; the number is restricted to about three, depending on the user's abilities and how much they have trained. Summoning the creatures immobilizes the user for the duration of the 'ritual', and tires them for a few moments after ward. The minions can be destroyed, although their durability depends on what they are made of. Skeletons, once shattered, cannot reform. Corpses cannot move without a head, but will keep moving regardless of whatever else is chopped off of them.
Children of Hades can bend the shadows around them into 'weapons'. The weapons work in the same way as a regular weapon would, however, there are a few setbacks. The weapon cannot be bigger than the user themselves, and they must keep in constant contact with it to use it. It disappears after one hit, and summoning it drains the user.
Children of Hades can cause small earthquakes, and they only effect the area directly around the user. They cannot cause an earthquake in China, for example, if they are standing in New York. The effects are limited to approximately five feet away from them in any direction.
An earthquake severely diminishes an opponent's sense of balance, often knocking them off of their feet, or interrupting an attack.
There is also a chance that the earthquake will open up a fissure in the ground, oftentimes beneath the feet of the Child's enemies.


Defensive
Children of Hades can create a dome of shadows around them, the radius of which is approximately ten feet. Enemies within the dome cannot see. The effect of the dome is as if you were walking in the underworld; you are slowed, disoriented, and cold. It almost feels as if it's sucking the energy right out of you. While maintaining the field, they cannot move, and using this ability drains them immensely.
Children of Hades can create small globes of darkness; orbs of shadow that can surround one opponent, with the same effect as the larger field. Doing so is less draining than maintaining the larger field, and the child is not immobilized. However, the globe will fade after a few moments.


Supplementary
Children of Hades can transport themselves and their allies using an ability known as Shadow-Stepping; how far they can travel depends on how often they have used the ability. A child using it for the first time will not be able to travel very far, and will be exhausted after use. Transporting more people takes more energy, and they need to be touching the Child of Hades from the beginning of their shadowy journey, right until the end.
Children of Hades can bolster their allies will, strengthening their soul and giving them courage; conversely, they can do the opposite to their enemies, weakening their resolve or courage with a touch.


Active
Children of Hades can manipulate and summon the rock of the underworld. This inky black rock can be used to create pillars, knock enemies off balance, and to block incoming attacks.
When summoning the dead, Children of Hades can summon a specific person for information and aid, so long as they still reside within the underworld; people who have been reincarnated are not included in this.


Passive
When fighting the dead or undead, Children of Hades have the ability to vanquish them with only one attack. This is because of their heightened ability to control the dead and undead alike. They can also often usurp control and take over, if a dead or undead being is being used by someone else.
Children of Hades are not affected by darkness, or being in the underworld. They can see perfectly in even the darkest conditions, and do not fear the dead.


Skills & Traits
Children of Hades can communicate with the dead
Children of Hades instinctively know when someone near them has died via a 'buzzing' in their ears.
Children of Hades can communicate and to a small extent, control Hellhounds; the beasts seem to like them, despite them being tasty demigods.
Children of Hades radiate death, and can often feel cool to the touch.
Children of Hades are often stubborn, proud individuals. They can be aloof, mysterious, and are very often morbid or described as 'creepy'. Many Children of Hades are quiet, and calm, and most often their fatal flaw is that they hold grudges far longer than they should.


Blessed Abilities
With the blessing of their Father, Children of Hades can summon forth a small army of undead warriors; approximately ten in number, these warriors can be controlled telepathically by their summoner, and can even be reformed after they are 'destroyed', as long as the parts of their bodies are nearby and intact. The longer they are summoned, however, the more energy is used by the summoner.

Last updated 12/31/12

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PostPosted: Sun Aug 05, 2012 1:03 pm


Demeter
Goddess of the harvest, agriculture, grain and bread.


Offensive
Children of Demeter can grow or enhance the growth of the plant life around them, manipulating different types of plants to fight for them as weapons. For example, vines can be used to restrain opponents, and thorny branches can be manipulated into causing damage. If the child is strong enough, they can make them grow in places that they usually would not; this drains their energy more, however, and is difficult to do.
Children of Demeter can make other campers feel the effects of certain plant poisons without having the campers actually touching the plant. This however, requires more energy than actually growing the poisonous plant and having an enemy physically touch it.


Defensive
Children of Demeter can take on the qualities of one plant at a time; for example, poison ivy or poison oak, a burr bush, or a briar patch. This makes their skin, for example, poisonous to touch, or makes them grow thorns or burrs to wound their enemies. They do not actually transform into plants, they simply mimic their traits, and the effect wears off when they will it to or the child cannot keep the effect going due to exhaustion of powers.

Supplementary
Children of Demeter can diminish or create hunger to a minor extent, strengthening their allies and weakening their enemies.
Children of Demeter can sometimes call upon nearby serpents or Drakones to aid them and their allies in a battle or a fight.


Active
If given enough time, children of Demeter can fashion armour out of trees that can almost rival the work of Hephaestus children. Depending on the complexity of the armour, it could take from several hours to several weeks to complete.
Along with manipulating plants, children of Demeter can easily manipulate flour and other processed grains.


Passive
Children of Demeter are virtually immune to poisons and toxins, and can also concoct them with great ease and skill.
Children of Demeter can survive for extended amounts of time without eating, as they do not easily get hungry.


Skills & Traits
Children of Demeter can speak to snakes, and other such reptilian creatures, as well as swine and pigs.
Children of Demeter instinctively know the difference between a poisonous plant, an edible plant, and plants with healing properties.
Children of Demeter are usually maternal, caring, and motherly. They can often be condescending or controlling, as well.
Children of Demeter can kind of 'talk' to plants, communicating to one another through them, and even finding out about things that happened around them.
Children of Demeter are generally gifted at cooking and baking.
Children of Demeter tend to be environmentalists. They care greatly for the Earth, especially the plants, as they are part of their mother's domain. It is not uncommon to see children of Demeter yelling at fellow campers for littering.
Children of Demeter get along well with dryads and satyrs.


Blessed Abilities
With the blessing of their Mother, children of Demeter can curse someone with indefinite hunger; or cure them of their hunger, whichever they so choose.

Last updated 12/31/12
PostPosted: Sun Aug 05, 2012 1:05 pm


Ares
God of war, of battlelust, of manly courage and of civil order.


Offensive
When in battle, Children of Ares can unleash a Berzerker rage which strengthens their physical abilities. They are heedless to injuries until the battle is over, although the pain is intensified when the rage fades. They are stronger, and faster; however, they are heedless of ally or enemy, and attack everyone who gets in their way equally.
When they are near, Children of Ares can summon the aid of Stymphalian birds, the sacred defenders of their father's temples, to assist them in battles and fights. (Also known as Arean Birds, or Orinthes Areos.)


Defensive
Children of Ares can harden their muscles momentarily, making their flesh into armor. The number of attacks that can be blocked like this depend on the user; practice is needed to be able to block more. While doing this, they are immobilized; this also drains their powers.

Supplementary
Children of Ares can bolster their allies in battle, boosting their strength and empowering their courage with an ear shattering war-cry. With the same cry, they can cause their enemies to fear them, and even to flee, in the case of weaker monsters.
Children of Ares emit an aura, which makes people around them angry, and on edge. With focus, they can concentrate it, and infect their enemies with a mind-numbing, confusing rage. It is often tinged with fear, and overrides sensible thought. This can be ignored by strong-willed individuals, however.


Active
Children of Ares can charge their weapon of choice with their aura and strengthen the weapon; this instills a longer lasting durability in the weapon, as well as causes their opponents to be more strongly affected by it if they are hit.
Children of Ares are able to manipulate their aura to 'charge' themselves during battle; when this happens, the child is amplified. They are faster, stronger, and more durable. Many report that a charged child of Ares will continue fighting, even if they are mortally wounded. This does, however, possess drawbacks. First of all, the child will tire faster, often to the point of passing out if the feelings of exhaustion are ignored. Secondly, injuries sustained tend to be more serious, as they seem to ignore pain. And, finally, the child is more prone to Berzerker rages, which do not help the fact that they (often) are injured.


Passive
The aura of Anger that an Ares child emits is a passive ability; they do not need to try for it to activate. At 'rest', it makes people around them uneasy, wary, and on edge; as if they need to be ready for a fight at any moment.
Children of Ares are innately better at physical things than other demigods, finding a natural aptitude in particular for strength and combat.


Skills & Traits
Children of Ares can communicate with and understand boars, and vultures.
Children of Ares are innately gifted with an aptitude for boxing and wrestling
Children of Ares are generally better built and more physically adept than other demigods.
Children of Ares are, for the most part, more resistant to fear effects than other people; they are usually fairly courageous, and do not hesitate to enter into battle. They are also often stubborn, angry, and quick to fight.
Children of Ares have heightened physical abilities during battle.
Children of Ares can create order when there is chaos and fighting around them, as their father is the god of civil order.


Blessed Abilities
With the Blessing of their father, Children of Ares can become temporarily invincible, wreathed in a red aura of War. People near them are repelled by fear, and allies are bolstered with confidence, and gain a boost to their strength and combat abilities. Sometimes, the blessing comes with a gift of Drakon teeth, which can be used to summon Spartoi.

Last updated 12/31/12

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PostPosted: Sun Aug 05, 2012 1:06 pm


Athena
Goddess of wisdom and strategy in battle, the defence of towns, heroic endeavour, weaving, pottery and other crafts.


Offensive
Children of Athena can identify and locate specific pressure points on a person or monster's body. By pressing these, they can immobilize their opponent for a short time, or cause them pain.
Children of Athena are gifted with battle prowess, more so than other halfbloods. When in a fight or a battle, they are gifted with a boost to their physical, as well as mental, abilities which truly make them a force to be reckoned with.


Defensive
Using their gifts of perception and strategy, a Child of Athena can often times predict the move of an enemy, and wait until the exact moment and opportunity to dodge it. This does not always work, however, and when it fails it can cost the Child dearly.

Supplementary
Using their connection to their mother's sacred animals, Children of Athena can call upon nearby Owls to aid them in battles, or to scout ahead or relay messages for them.
Children of Athena have the ability to calm others around them, helping them to think rationally.


Active
Children of Athena can stop and analyze an enemy in battle, using their movements and techniques to find their weak point and target it. While they are doing this, however, the Child is completely immobilized, and vulnerable to attack.
Children of Athena can make minor connections with other people's minds through eye contact, and gain a bit of insight into what they are thinking. This is not reading their minds; more like getting a vague feeling of their emotions, or the direction their plans are moving in.


Passive
Children of Athena instinctively remember all material that they have read, or seen. They have a photographic memory, basically.
Constantly thinking, and trying to overcome challenges, Children of Athena are able to almost instantly think of solutions to problems, or invent new ways of doing things. For them, problem solving is like breathing; it just happens.


Skills & Traits
Children of Athena can communicate with Owls, their mother's sacred animal.
Children of Athena are often gifted in battle and always gifted in strategy; they find creating plans easy, and that it comes naturally.
Children of Athena often become know it alls, or rather arrogant, thinking themselves smarter than everyone around them.
Children of Athena are naturally intelligent, wise, clever, and often give good counsel.

Blessed Abilities
With the Blessing of their Mother, Children of Athena can sometimes attain the gift of Telepathy; through this, they can control weak-minded people, or influence the thoughts of others. When the power is used in this way, they must have extreme focus, and eye contact. More often than not, they are immobilized while using it.
Most simply, they can communicate with other people using their minds. This doesn't require eye contact, however it does require focus, and eye contact helps.


Last updated 12/31/12
PostPosted: Sun Aug 05, 2012 1:09 pm


Apollo
God of prophecy and oracles, healing, plague and disease, music, song and poetry, archery, and the protection of the young.


Offensive
Children of Apollo have the ability to conjure weapons out of pure light. These weapons can be used for combat; however, only one weapon can be created at a time, and it is destroyed after one successful 'hit' on an opponent. The weapon cannot be larger than they are, however, children of Apollo do not have to be in constant contact with the weapon at all times, meaning they can create projectile weaponry such as arrows.
Children of Apollo have the ability to 'charge' the arrows that they fire with an intense beam of concentrated light, which will burn anything it touches.


Defensive
Children of Apollo can summon up a large flare of light to temporarily blind all opponents who are looking at them, or at where they summon the burst of light.

Supplementary
Children of Apollo have the ability to create temporary light sources, similar to concept of a flare, which will alight an area for a short time.
Children of Apollo have the ability to quickly heal minor wounds and slowly heal major, but not fatal, wounds. The more severe a wound is, the more it drains the user. The child has a limited amount of healing magic they can use in a single setting; once it is used up, it can be replenished with rest and food, which can take up to a day.


Active
Children of Apollo are gifted with the ability of foresight; when they focus, they can see a few seconds into the future. This can allow them to dodge the next attack made on them, or to give an ally a forewarning regarding an attack. While using this ability, however, they are completely immobile, and open to any current attack made on them. Thus, it should be used only in situations in which the Child is safe from harm in the current few seconds. Using the ability will take a toll on their energy, also.
Children of Apollo can curse those around them with the inability to speak anything but rhyming couplets.


Passive
Children of Apollo are natural lie detectors; with their father as the god of Truth, it is impossible to lie directly to a Child of Apollo. Lying around them is possible, and twisting your words is possible; but telling them the pen is red when it is in fact blue is not going to work, and they will know.
Children of Apollo are innately gifted with projectile weaponry, and more specifically, the bow and arrow. Their aim is impeccable, but while it is good, it is not infallible.


Skills & Traits
Children of Apollo are naturally gifted at the arts; music, painting, sculpting, poetry, writing, and more are all things they can do with the bat of an eye. Usually, they also enjoy these activities.
Children of Apollo are more likely to tell the truth than other people. They are also more creative, and prone to eccentricities.
Children of Apollo can speak to ravens and crows.
Children of Apollo are not affected by bright lights; they can look directly at the sun with no ill affects to their eye sight.
Children of Apollo can tell the time simply by looking at the position of the sun.
Children of Apollo are naturally good at basketball and other sports where good aim is involved.


Blessed Abilities
With the Blessing of their father, Children of Apollo can gain the gift of Prophecy; they will be able to see into the future for more than a few seconds, although the more they see, the more energy is drained. Children using this ability must be cautious; seeing too much can cause mental instability, and also has adverse effects on their bodies. These effects include but are not limited to: nausea, headaches, dizziness, heartburn, physical weakness, shortness of breath, and exhaustion.

Last updated 12/31/12

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PostPosted: Sun Aug 05, 2012 1:10 pm


Artemis
Virgin Goddess of the Moon; protector of girls, goddess of childbirth, of the hunt, wilderness and wild animals.


Offensive
Huntresses of Artemis can construct weaponry out of moonlight. These weapons can be used for combat; however, only one weapon can be created at a time, and it is destroyed after one successful 'hit' on an opponent. The weapon cannot be larger than they are, however, the Huntresses do not have to be in constant contact with the weapon at all times, meaning they can create projectile weaponry such as arrows.
At night, the Huntresses have the ability to charge their arrows with concentrated moonlight, which chills anything they touch, and stuns their opponents for a few seconds.


Defensive
Huntresses of Artemis have the ability to create a shroud out of moonlight, momentarily camouflaging themselves into the terrain around them. Prolonged use of the shroud leads to exhaustion, and even fainting.

Supplementary
Huntresses of Artemis can extend their camouflaging abilities to their allies for short periods of time; usually from five to ten minutes. Time lengthens with practice, but use still exhausts them.
Huntresses of Artemis can sometimes summon nearby deer and bears to aid them in a fight, as well as wolves.


Active
Huntresses can track and hunt even the stealthiest and most skilled creatures.
Huntresses of Artemis have the ability to call upon nearby non-hostile creatures to aid them. These creatures can serve as scouts, lookouts, and companions.


Passive
Huntresses of Artemis possess heightened senses, and perception; able to notice small details that most others would miss.
The Huntresses have heightened marksmanship and accuracy; they rival the children of Apollo, in this aspect.


Skills & Traits
When in a forest, a Huntress is never truly 'lost'. She can find her way through the woods with ease.
A huntress does not need a clock to tell the time; she can judge it instinctively, and based on the position of the moon, when it appears.
A huntress is always a virgin.
A huntress is immortal, until they relinquish their goddess's blessing.
Huntresses can often become arrogant or haughty, believing themselves above normal humans. They are also often noble, loyal, and brave.


Blessed Abilities
Huntresses receive Artemis's blessing as soon as they join her ranks; once they do, they are granted immortality, in so much as they can live forever, without getting old. They can, however, fall in battle; and the immortality only lasts so long as they have forsaken the company of men.

Last updated 12/31/12
PostPosted: Sun Aug 05, 2012 1:12 pm


Hephaestus
God of fire, metalworking, stonemasonry and the art of sculpture.


Offensive
Children of Hephaestus can manipulate and create fire around them; the more they create, the more energy it takes to control and sustain. Prolonged use will result in fainting.
Children of Hephaestus are able to construct weapons out of fire, or magma; these weapons cannot be larger than the child, and the child must keep contact with them at all times. Only one weapon can be created at a time. Unlike other elemental weapons, constructed by other children, a weapon construct created by a child of Hephaestus can survive more than one 'hit' on an opponent. The maximum number of 'hits' a weapon can endure is five, but the longer it is sustained, the more energy it takes.


Defensive
Children of Hephaestus can call up a burst of magma from the center of the Earth to shield from an upcoming attack.

Supplementary
Children of Hephaestus are able to summon a group of automons to assist them in battle or fight.
Children of Hephaestus have the ability to bless a weapon so it will neither break nor shatter.


Active
Given proper materials, children of Hephaestus are able to create tiny inventions. For example, from a paperclip, pipe cleaners, and pocket lint they could make a miniature helicopter that could fly for a few minutes.
Children of Hephaestus have the ability to control a single mechanical object with their mind; doing so, however, immobilizes the child of Hephaestus. They must remain focused to retain control, and control will break if their focus is dropped.


Passive
Children of Hephaestus are able to see 'chinks' in other people's armor, or weak points in their weaponry.
Children of Hephaestus are innately able to survive in magma or fire, or just plain heat. They would have to spend an extended amount of time within these conditions to burn.


Skills & Traits
Children of Hephaestus have large hands, and are fairly well built individuals.
Children of Hephaestus are the best of all demigods in creating weaponry and working in the forge.
Children of Hephaestus are usually independent and do not depend on other people to support them. They usually prefer to keep to themselves, resulting in them being a rather anti-social group of people. They tend to be gruff, blunt, hardworking, and honest. They are also a rather loyal group of people.
Children of Hephaestus are excellent sculptors, stonemasons, architects, builders, carpenters, and wood-workers.


Blessed Abilities
With the Blessing of their father, children of Hephaestus can summon a volcano from the ground. It coats the surrounding area with smoke, and ash, and the initial summoning causes a minor earthquake, knocking enemies and allies alike off their feet. Once it is created, it unleashes magma onto the area around it until it is sent back into the ground. The user is drained with the side effect of a migraine or sometimes even fainting.

Last updated 12/31/12

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PostPosted: Sun Aug 05, 2012 1:14 pm


Aphrodite
Goddess of love, beauty, pleasure and procreation.


Offensive
Children of Aphrodite can manipulate pheremones in the air to such an extent that opponents will do their bidding in a fight. The longer the child sustains the control, the more it drains them; and the control breaks if focus is dropped. As well, it breaks if the person or creature they are controlling is injured.
Children of Aphrodite sacrifice one Offensive ability in exchange for an extra 'active' ability.


Defensive
Children of Aphrodite are able to daze or knock out all enemies in approximately ten feet of their person using a cloud of perfume. This expends only a slight amount of energy if they carry a bottle on themselves; however, they do not need the bottle. Children of Aphrodite can, should they so choose, breathe out the perfume like a miasma.

Supplementary
Children of Aphrodite can call upon small birds in an area (such as robins or lovebirds, but particularly doves) to aid them in a battle.
Children of Aphrodite can call upon the repressed desires of their enemies through touch, and influence them to act upon these desires.


Active
Children of Aphrodite can manipulate the romantic feelings of other people by touch. This can be used to make someone forget about a person they love or once loved, or to make them hate them. Alternatively, they can make a person believe they love another person; they cannot, however, truly make them love someone else. What a child of Aphrodite does is they make the other person believe the feeling is true, even if it isn't.
Children of Aphrodite can 'Charm speak' other people/creatures. Charm Speaking is a strong ability, and not all Aphrodite campers have it. It's effectiveness depends on the will and strength of mind of the person it's being used on, and can be shaken off.
Children of Aphrodite can alter their appearance for short periods of time; the more they do to alter their appearance, and the longer they maintain the appearance, the more energy it drains. If they do not change back before they become too tired, they will pass out, and they will revert back instantly. Practice extends the amount of time they can sustain the change, but initially it works only for five to ten minutes.


Passive
Children of Aphrodite can alter the qualities of fabrics and jewelery; silk, should they so choose, can be as strong as steel, and gold can be as hard as iron. They must create these items themselves, however, through metalwork and weaving.
Children of Aphrodite can sense the romantic feelings of others around them, and to some extent, manipulate them mentally.


Skills & Traits
Children of Aphrodite are often beautiful, and vain because of it. They can also be confident or arrogant. Out of all demigods, they are perhaps the most focused. They also have a tendency to be very stubborn, and to think that their way is the only way.
Children of Aphrodite have an aura of what seems to be infatuation; people who touch them or go near them experience increased heart rates, and if they lack the willpower to ignore it, they will often believe that they are in love with the child.
Children of Aphrodite are never truly 'ugly', even while maimed; this is a side effect of the aforementioned aura.
Children of Aphrodite instinctively know the 'rules' of fashion, even as they change.
Children of Aphrodite are particularly gifted with love magics.
Children of Aphrodite can instinctively understand and speak French, the 'language of love'.
Children of Aphrodite can breathe out perfume, so they never really stink.


Blessed Abilities
With the blessing of their mother, Children of Aphrodite can truly manipulate the romantic feelings and desires of other people, with lasting effects. For example, they can cause another person to truly love another. Alternatively, they can make them want to have sex with goats.

Last updated 12/31/12
PostPosted: Sun Aug 05, 2012 1:15 pm


Hermes
God of animal husbandry, roads, travel, hospitality, heralds, diplomacy, trade, thievery, language, writing, persuasion, cunning wiles, athletic contests, gymnasiums, astronomy, and astrology.


Offensive
Children of Hermes can examine the defenses of their enemy in a battle and perceive even the smallest holes. Using this knowledge, they can deliver piercing strikes upon their enemies, causing the most damage possible.
Children of Hermes can redirect physical attacks directed at them and switch their trajectory to hit another person nearby; usually an enemy. They must move to use this, as it is a physical redirection of the attack, not anything magical.


Defensive
Children of Hermes can enter a state in which they are able to dodge all attacks that are directed at them. This lasts for five to ten minutes, and requires extreme focus.

Supplementary
Children of Hermes can call upon nearby dogs, and cattle, to aid them in a fight.
Children of Hermes can gain hospitality from strangers, however small, if desperately needed.


Active
Children of Hermes are able to teleport short distances, and it is easiest when they can see it. Teleporting where they cannot see is significantly more difficult. The child must also know the location they are teleporting to, as in they have to have been there at least once before (if it is not within their range of sight). The further they teleport, the more it drains them, and if they teleport too far, they will simply die upon arrival. They either HAVE to see where they are teleporting, or have been there enough to picture it exactly. Teleporting without an image, either line of site, photo, or memory, will often result in them teleporting into something (painful or deadly accidents such as teleporting into a wall or onto a sword) which always results in severe injury and often death.
They cannot teleport from New York to Vegas on their first go, and the further they teleport, the more it drains them. Taking people with them drains them even more, and if they push themselves too far, they will simply die upon arrival.
Teleporting successively (One after the other, immediately) is a skill that not many can master. Time is needed to focus on a new destination, and a short rest is often needed to regain energy. Great practice is needed to master this skill. .
Children of Hermes can find messages from lost loved ones, and relay them to other people in the form of dreams, or orally. They can also sense messages that people wish others to know, but will not know the content of them unless the person would tell someone else themselves; for example, they cannot hear the words of a message involving a personal secret, but they can hear and relay a message from someone who is bound and gagged and wants to warn their approaching companions of a trap.


Passive
Children of Hermes can perceive, receive, and deliver messages from loved ones who have passed. These are most often delivered as dreams after meeting the child of Hermes, who doesn't even realize what they are doing. This can, however, be used actively.
Children of Hermes can swipe even the most well guarded treasures, as they are gifted at misdirection and pick pocketing. This can even be used to disarm opponents, or to unbuckle fastenings on armour.


Skills & Traits
Children of Hermes instinctively know where they are on any road or path. This does not work if it is not road, however. For example, it doesn't work in a farmer's field.
Children of Hermes can speak and understand any language instinctively; they have to, however, hear it before they can speak it, and it must be more than ten words spoken for them to absorb the information properly.
Children of Hermes are often restless, more so than other halfbloods. They have a traveller's spirit, and often desire to be on the move, discovering new places.
Children of Hermes are naturally fast runners and have good memories.
Children of Hermes are gifted liars, and double speakers.
Children of Hermes can open any lock.
Children of Hermes can use the Internet without attracting the attention of monsters.


Blessed Abilities
With the blessing of their father, Children of Hermes can perceive all types of messages, even secret ones. These can be copied and relayed; for example, they can spy on secret military transmissions, other people's e-mails, and letters sent in the mail, simply by reaching out with their mind and seeking the information. The message has to have been sent already, but as soon as it is sent, the child can receive it.

Last updated 12/31/12

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PostPosted: Sun Aug 05, 2012 1:17 pm


Dionysus
God of wine, festivity, pleasure, vegetation, madness, hallucination, plays, choral song, effeminacy and homosexuality.


Offensive
Ω Children of Dionysus have the ability to create and manipulate vegetation, but more specifically, vines. Things like strawberry and grape plants, and also ivy are good examples of this. They can make them grow wherever it is naturally possible, as well as speed or slow their growth if they are already there.
Ω Children of Dionysus can impart the effects of drunkenness onto another person; this can include vomiting, nausea, dizziness, slowed reflexes, and confusion. They must touch the person to do so, however, and it lasts only for five to ten minutes.


Defensive
Ω Children of Dionysus can enter a state of madness or drunkenness in the midst of battle, making them extremely unpredictable and near impossible (But still possible) to hit. This can last as long as the child deems necessary, however; once it passes, they are left with a 'hangover'. They will also succumb to it completely should they spend more than twenty to thirty minutes in this state, per day. (Practice may extend the time they are able to use this.)

Supplementary
Ω Children of Dionysus can disorient enemies through touch, making them go slightly 'crazy' for five to ten minutes. They can also reduce insanity in the same way, but only to a lesser extent
Ω Children of Dionysus can call upon nearby predatory cats, donkeys, and goats to aid them in battle.


Active
Ω Children of Dionysus are able to shield the minds of their allies from mental assaults; this, however, immobilizes the child, and requires extreme focus.
Ω Children of Dionysus are able to, through touch, release a person's inner desires and coerce them to act upon them, whether they be sexual or otherwise. This can also be used to cause someone to relax and open up at a party.


Passive
Ω Children of Dionysus exude an aura of madness; it is stronger in some than it is in others, and it encourages people to loosen up, to act upon hidden desires, and sometimes induces slight bouts of insanity,
Ω Children of Dionysus are able to speak to and understand predatory cats, goats, donkeys, and bulls.


Skills & Traits
Ω Children of Dionysus are mostly resistant to the effects of alcohol, and poison.
Ω Children of Dionysus tend to enjoy parties, and drinking, and are likely to be alcoholics.
Ω Children of Dionysus are prone to unexpected or unpredictable behavior.
Ω Children of Dionysus are often social, friendly, and controlling. They can make good leaders if they overcome their tendencies to be overly bossy or prideful.
Ω Children of Dionysus are natural actors and playwrights.


Blessed Abilities
Ω With the blessing of their father, Children of Dionysus can bestow or remove madness on or from a person.

Last updated 12/31/12
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Camp Half-Blood: Heroes After Perseus Jackson

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