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Passive Powers

Contortionist

Your character is able to perform extremely flexible movements with the members of his body, being able to pass through small or very tight places, without breaking his bones.

Levels 1-6: Your character is able to perform flexible hip and arm movements, like an advanced level gymnast.

Levels 7-20: Your character is now able to pass through extremely tight places like iron bars or enter small holes.

Levels 21-40: Now with mastery, your character is capable of embracing his own body and positioning himself in small places such as inside a suitcase or stretching it, being able to extend up to 20 centimeters to another member of the body (arms, legs and hip)


Refined Reflexes

Your character is slim and agile. His movements are graceful, which allows him to dodge several blows.

Levels 1-6: Your character has a little more agility, just with the legs.

Levels 7-14: Your character has much greater agility with his hands.

Levels 15-25: Your character can move nimbly with his entire body, avoiding almost everything.

Levels 26-40: Your character can deflect arrows by 2 squares and two rounds in a row.


Running

Your character can run much faster and for much longer than a normal person.

Levels 1-6: Your character can run much faster than others, if he is in pursuit, he will always run more, except for creatures.

Level 7: You can run an entire room at once, and while running, projectiles will never hit you.


Dagger Skill

Hermes' son has a high handle with a dagger. In addition, he is totally adept at making incredible and unusual maneuvers with him, and can even throw him at his opponents.

Levels 1-6: Even though he is new to the camp, the demigod has a high skill that lets him know the basic use of a dagger, unlike other campers.

Levels 7-15: Hermes' son is now able to make more difficult movements by adapting brusqueness with the dagger, even if they are still initial.

Levels 16-26: Your character manages to throw the dagger at the opponent with certain skill, in addition to obtaining high control with the dagger, being able to perform all the necessary movements without expending part of his energy.

Levels 27-40: Now the demigod has discovered all the tricks and privileges exercised by the skill with the dagger, being able to control it perfectly, as well as having the ability to make impossible movements with it.

 

Light step

Level 1: At this level Hermes' children are very silent, even when running they are inaudible.


Charm

Level 3: The Son of Hermes develops a charming Charm.


Stealth

Level 4: The Hero when he enters his stealth mode, and able to move without being seen and without making a noise, becoming practically invisible to inattentive eyes, but for that he needs spaces with low light.


Son of Commerce

Level 1: Hermes is god of commerce, profit and merchants. Your children receive a small bonus when they carry out any commercial negotiation of any kind, and can receive more profit, discount and various. Hermes' children have a 50% discount on the entire Comercial Center!


Supernatural Dodge

Level 15: The hero acquires the intuitive ability to react to danger before his senses can identify the threat. EX: a knife and thrown towards the hero's back, he felt the intuitive need to react and dodged before his senses could even detect the threat.


Magic & Alchemy

Level 5: The camper understands very well about poisons, potions and spells, and can cancel their effect or use it for their benefit.


Theft


Level 20: The camper can use items from his friends without them realizing that they have stolen their items.


To float

Level 15: At this level, the camper's steps are so light and fast that he can float and even walk on water.


Polyglot

Level 7: The camper understands can communicate with monsters and animals, to ask for help or anything else.


Ophidioglotism

Level 17: Because your father has two snakes in his caduceus, you have the power to talk to the snakes, and they obey you


Dimensional Pocket

Level 10: No matter the size of the item, Hermes' child pocket will always create a dimensional space large enough to contain it. Children of Hermes can take as many items as they want.


Poison Immunity

Level 1: The constant contact with the poison of George and Martha of the Dagger that he gained from his Father makes the children of Hermes immune to any poison.

Active Powers

Holy Weapon

An olive-colored aura surrounds the demigod's weapon blade, inducing it to acquire enhanced damage and accuracy, like a pure arc of destruction. It is also totally useful in infernal monsters, such as furies, hellhounds, empuses and derivatives, which if hit by your blade can have your limb sliced ​​without much effort, as an exorcizing energy.

Levels 1-6: Induce part of your just forces to project the greenish aura, proposing it on the weapon's blade. Their attack results in a sudden impact of approximately one square behind. It can cause normal cuts in an infernal monster. Lasts for two.

Levels 7-24: The weapon can easily cut deep into human skin, in addition to the impact of two meters behind a row of opponents. You can now slice hell beasts with ease. It lasts for approximately three shifts, with some cases lasting up to four.

Level 25: The aura acquires fine whitish fillets around it, drawing the attention of all campers when activated. It can impact an opponent from five meters and easily slice a beast's neck, as well as last for exactly five turns.


Fast Handling

When the demigod manages to deliver a well-executed blow to the opponent and obtains a loophole to deliver a second or third blow. He will continue doing repetitions of it in sequence until he is in a situation that the most favorable and intelligent is to leave the combo.

Levels 1-6: Your character is surrounded by a whitish aura that rises up to your weapon - both attack and defense - so that it can attack or defend itself in a minimum movement of time, without being able to confuse the target.

Levels 7-16: Now you can see your opponent's movements perfectly, and with your chosen weapon, you can attack or defend twice in the same turn, but only in the same place you exercised the first time.

Levels 17-26: Athena's son makes extremely precise movements, being able to perform attacks or triple defenses in just one turn, however, with only one of the weapons.


Reflective Shield

The shield of Athena's son, when using this ability, is surrounded by a lightly strong glow. Consequently, the camper is able to use the shield both as an attack and as a defense, since any strike that is dealt against the shield while this glow is surrounding it will be "reflected" to the person responsible for the attack, in the same strength and intensity. where it was made.

Levels 1-6: The shield of the son of Athena is able to "reflect" only simple attacks, that is, attacks carried out by means of daggers, daggers, salts, etc. (simple weapons). However, the defense of such blows will only have a slight impact against the individual responsible for the attack, pushing him back a square and leaving him with an open guard.

Levels 7-14: Athena's son's shield is capable of "reflecting" medium attacks, that is, attacks resulting from any one-handed weapon, such as short scythes, short swords, etc. The attack is returned with a little more violence to your opponent, impacting him, at most, two squares behind, stunned and with an open guard.

Levels 15-24: The protective effect of Athena's son's shield is at its peak. The shield will be able to "reflect" any attack resulting from two-handed weapons, such as bushels and large axes. However, during the "return" of the attack to the individual responsible for it, he will have his power increased, being able to propel the opponent, at most, three squares backwards, causing him to lose his balance and open his guard.
Note: This ability does not reflect arrows and projectiles of its kind.
Obs.2: This ability can only be used once every two turns.


Song of the Night

Athena's son is able to reproduce a sound stimulus very similar to an owl's song, using this device to stun the enemy, giving him different sensations according to his experience. Singing is also harmful to medium sized creatures.

Levels 1-6: The singing of Athena's son resembles a mere hiss, not very efficient. It covers only one individual, making him, when listening to the sound stimulus, become bewildered and, consequently, forget what he was doing. Singing is useful for stopping an attack or destabilizing an individual's sense of direction, leaving him confused. Duration: 2 minutes.

Levels 7-20: The singing of Athena's son is capable of afflicting three individuals, leaving them with momentary fatigue and tiredness. If the exposure to the singing of Athena's son is long-lasting, cramps can seize up to two members of the opponent, which can cause disturbances in their movement. Duration: 3 minutes.

Level 21: The effect of the singing of Athena's son is extremely damaging to any individual. the sound stimuli from Athena's son compromise his target's hearing, afflicting his eardrums and his balance, just as if he suffered from "momentary labyrinthitis". In addition, other effects of singing are headaches, difficulties in reasoning and pain in random parts. Long-term exposure, beyond four minutes, causes the target to faint. The song covers five individuals and lasts 4 minutes.


Force Shield

Levels 1-6: Using this power a shield is formed around you, created by your mind in physical space (that is, it is real, but invisible). This shield is weak and lasts only one round, with chances of failing.

Levels 7-12: The shield is more resistant, still only on you, but it can last for 3 rounds now; you can also create it around someone else (or you or she stays on the shield, you know). In intense and continuous attacks it lasts 2 or even 1.

Levels 13-20: You can master your shield, it lasts as long as you want and you can now extend it; but by extending it you lose control over it; duration of shield extended in custody of the narrator, who evaluates the extension of the shield and the attack that he is suffering.


Telekinesis

Levels 1-6: Psychic powers begin to flourish. You can make objects float ... with the strength of your mind (no, you are not a jedi). Small objects only.

Levels 7-12: You can now levitate medium sized objects and even slimmer and smaller people or monsters. But you will get a little more tired with the effort.

Levels 13-20: You can levitate any type of object and people of average weight.

 

Curse

Level 10: Athena's children, as well as their mother, can curse the opponent
once during a battle / mission from the options below:

Curse of Fear - The opponent feels a deep fear, losing 1 post of attack.

Curse of Pain - The opponent will feel pain in one of the limbs, slightly affecting his movement with the chosen limb.

Curse of Chance - The opponent will be unlucky for two turns, less likely to execute his actions perfectly.

Curse of Disability - The opponent will be unable to use a power, of his choice, in the next post.


Owls

Levels 1-6: Owls have an affinity for you, they will be able to help you with certain things but don't be happy, if she agrees to help you may leave it in half.

Levels 7-12: Owls have learned to respect you and have an extra sympathy for you. They will help you whenever you call, regardless of the place; you can invoke them


Artistic Reality

Levels 1-6: Your drawings are so perfect that they leave the paper and take on a life of their own. Just little things like: insects, small objects.

Levels 7-12: Bigger things can come to life through your fingers. Daggers, candlesticks, even a revolver are born out of your doodles - don't forget to draw the bullet cartridge.

Levels 13-20: Anything you draw will come to life in your calling. From a grasshopper to an elephant. From a kitchen knife to a catapult (OMG). From a tire rim, to a zero car. But be careful what you draw, as perfect as it is, they start to think of themselves and can turn against the creator.


Battle Union

Levels 1-6: With this ability, the son of Athena has the help of a brother or son of Ares so that, together, they can carry out a combined attack, generating a free round with their posts. Attacks must be complementary.

Levels 7-12: With this ability, the son of Athena has the help of two brothers or two sons of Ares or a brother and son of Ares so that together they can carry out a combined attack, generating a free round with their posts. Attacks must be complementary.


The mark of Athena

Levels 1-6: Your mother's symbol, the owl, will appear on the wall or on the ground next to enemies and will burn everything that is a total of 5 meters.

Levels 7-12: Your mother's symbol, the owl, will appear on the wall or on the ground next to enemies and will burn everything that is a total of 15 meters.

Levels 13-20: Your mother's symbol, the owl, will appear on the wall or on the floor next to enemies and will burn everything that is a total of 30 meters.


Attack of owls

Level 8: In this power, the camper can summon up to seven bronze owls to attack whomever he orders.


Song of the Night

Level 13: The camper is able to produce a sound effect like an owl's song, leaving the enemy stunned, confused, distracted, tired, slow ...


Medusa look

Level 25: Athena's children are able to paralyze their opponent for a long time just by looking into their eyes.


Torture

Level 27: Due to his high mental capacity, the camper can mentally torture his opponent without even touching him, and may even cause a mental disorder or * atrophy in some part of the body.


Owl scream

Level 15: Athena's children are able to perfectly imitate the scream of the owl about to attack, serving to confuse their opponent, being able to deafen him for one to two rounds.


Medusa Sends Memories

Level 40: Athena having been the evildoer of Medusa her children has the ability to remind opponents of this. Once per mission / combat, you can petrify your opponent through eye contact, regardless of size or strength.


Owl Wings

Level 35: Once again the goddess's sacred animal enters and acts, allowing her children to conjure two large feathered wings, giving her the ability to fly.


Inverted world

Level 20: Athena's son changes the enemy's perception of everything around him where he sees the world upside down, if the user makes a high attack in the enemy's view it would be a low attack, an attack on the left at the enemy's vision comes from the right, lasts 3 rounds, at the end of the skill Athena's son is exhausted and stunned.


Plaster Doll

Level 10: Athens was a city full of plaster statues, Athena's priests used to invoke it through statues of the goddess to advise, through this ability Athena's son covers a dead being with plaster and the same life is controlled by Athena's son like a doll.


Knights of Athena

Level 15: The children of Athenas can summon 5 Athenian knights to help him in battle, a medium distance fighter who uses chains as weapons, a squire, a warrior (uses a sword), an archer and and a barbarian (uses an ax).


Summon Nike

Level 25: Children of Athena can summon Nike, the goddess of victory, to reveal a means of overcoming their adversity. Nike can appear in the most varied forms (vision, dream, message from Iris, personally), not always immediately.


Αθηνά Εξοπλισμός

Level 100: The hero summons all the sacred items of Athena, her Armor (Complete Athenian Armor, her Shield (Aégis Shield [Oricalco] [Divine and her Spear, the same practically has the same power as the goddess, the transformation lasts 4 rounds .

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