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Passive Powers
 

Flight

Zeus' son starts to boost part of his concentration on his feet, making him able to glide for some time. It takes a lot of training to be able to fly in completely stable movements. Levels 1-6: The demigod will be able to rise just a few meters from the ground by concentrating part of the destined energy of his divine relative, gliding without much expertise in the beginning.

Levels 1-7: Manages air control on the feet to glide, staying there for approximately four shifts. Your skill becomes higher, but if you are hit while in the air, you can easily become unbalanced.

Levels 8-12: The camper can fly as fast as the sound itself

Levels 13-20: The camper flies at lightning speed.

Levels 21-36: The camper moves at the speed of light.


Aura of Superiority

Because you are a divine relative of the god representing sovereignty, you will transmit a grayish golden color that can make others think you are superior. It works passively, so the demigod only needs to say a few words for anyone to notice. Note: Power has no effect on the children of Hades and Poseidon.

Levels 1-6: Some campers always try to demote Zeus' children, but they almost never succeed. They will usually transmit an ugly face until he walks away, inducing him to never try something like that again. It is almost always respected.

Levels 7-12: The opinions of those with this skill are often heard with greater attention and frequency, and that everyone has greater authority with other people. It is always respected by everyone.

Levels 13-23: Becomes a very influential person in front of everyone in the camp, even acting as a coordinator. He has a more authoritative gift than the others, he is always seen as a leader that everyone wants to follow.

Levels 24-40: Zeus' son now manages to have the respect of almost all campers in the camp.

Levels 41-70: Zeus' son now earns the respect of even lesser gods

Levels 70-100: Even the great Olympian Gods will be able to listen to your advice carefully.



Winged Sovereignty

Those possessing this ability inherited from their father the sovereignty of all winged beings. Therefore, they communicate from flying mythological beings to mere birds.

Levels 1-6: Zeus' son has the ability to communicate with birds and transmit messages through them. It is not very common for birds to obey him, as they always ask for some food in return or for high protection.

Levels 7-12: Can communicate with larger birds, being able to order combat services with a joke. They usually help Zeus' son in simpler combat, and it takes time for a bird to reach its intended location.

Levels 13-23: Now the demigod is able to summon approximately all winged creatures within a 5-kilometer radius, to come to his aid. They can help in more abrupt combats.

Levels 24-40: An eagle strong enough to take down a warrior will grant you assistance.



Sense of Direction

They always know where the four cardinal points are. They are never lost in mazes, such as minotaurs. They are suitable in closed forest and forest paths, as well as helping demigods who are lost or even those who need location.

Levels 1-6: Zeus' children will never be lost in forests, or basic enclosures. They always remember the exact path of their entry through their photographic memory.

Levels 7-12: You will begin to have a greater sense of direction, always knowing where you came from. They can also deduce where the supposed departure from the place would be.

Levels 13-23: All those in power know where North and South are when looking at the sky, due to their sense.

Levels 24-40: All campers and mission members will always follow you as a leader, especially when they are lost or in need of some kind of location.

Antigravity

Level 1: The skies conspire in favor of the son of Zeus, pulling him towards him, thus ensuring that the son of Zeus is not hurt as much in free falls, in addition to allowing him to jump bigger.
 

Chicken Charm

Level 3: Zeus was, in mythology (and still is, here for us) the biggest heartthrob that is known. His children inherit an unusual charm from their father, which together with his natural posture and stature gives him a timeless beauty that can easily make other people attracted to him.
 

Air Breathing

Level 1: You will be able to breathe normally in thin air.
 

Cloudy Eyes

Level 1: Allows the son of Zeus to see completely well during cloudy days and in light rain.
 

Strength of the Bull

Levels 1-6: The sons of Zeus have a strength superior to other demigods, as well as one of the symbols of their father, the bull.

Levels 7-12: The strength of the demigods can now be matched with any son of Ares.
 

Prince

Level 10: Zeus' children, if sent to Olympus, will feel at home and know the place extremely well. Mount Olympus will be your second home.
 

Hacker

Level 5: Just touch an electrical mechanism and you can control it.
 

Airline Miles

Level 10: Children of Zeus do not need deadly money to travel by plane.
 

Prismatic Division

Level 10: Like light passing through a prism, electricity is also divided into numerous colors, so the son of Zeus chooses an alternative color for his electricity.
 

Mist

Level 12: The fog (Of ​​the normal type) will be easily manipulated by you. In the beginning you will need to use your hands, but at higher levels (higher than 25) you will be able to manipulate just by looking.
 

Hercules's Hands

Level 30: At this level, the strength of Zeus' offspring becomes so strong that it equates to Heracles, his divine half-brother.
 

Zeus's Hand

Level 50: In complicated situations, a giant hand will fall from the sky towards you, destroying an entire area around you 100 meters.
 

Higher Voice

Level 21: Far from the "Charm" of the children of Aphrodite, but has the same idea. It consists of charging your voice with a higher power, being able to easily convince everyone or make anyone obey your order without much effort. Only those who are much stronger than you will be able to resist this ability.




Active Powers
 

Odin's Cage

Levels 1-6: The demigod creates a kind of fence around him and the opponent, preventing him from escaping, if the opponent touches the fence he will fall unconscious (About 1 meter only harms the opponent and not allies)

Levels 7-13: The fence increases to two meters, complicating the opponent's escape

Levels 14-20: The cage closes completely, with no exit for the opponent, the cage will shrink



Winged Spear

Levels 1-6: Odin's son's spear can cut almost anything, iron and other tough materials

Levels 7-13: Can cut almost any material from the ground
 

Odin's Vision

According to Norse mythology, after hanging from Yggdrasil for several days without eating or drinking, Odin gained an extremely deep knowledge and understanding of the universe and the very fabric of reality. Furthermore, after sacrificing his left eye to take a sip of the Mimir Fountain, Odin gained a much broader view of the entire universe, being able to observe everything that happens in the Nine Worlds. Like their father, his children are able to have a mystical knowledge of what is going on around them, but to obtain this ability they need to pluck one of their own eyes and burn it as an offering to their father.

Levels 1-6: After plucking and burning one eye, Odin's son gains the mystical ability of Odin's Vision. Concentrating for one turn, they gain an incredible view, being able to see in 360 degrees and up to 5 squares away, being able to easily locate flaws in armor and see through camouflages and obstacles, but not through magic, as the invisibility of the children of Loki. It lasts three shifts.

Levels 7-12: Concentrating for one turn, the son of Odin gains an absurd understanding of everything that happens around him, being able to see up to 8 squares in all directions, through any non-magical obstacle that is in the way . With this he becomes able, once in combat, to dodge up to two times in a row. It lasts four shifts.

Levels 13-20: Your vision now spans an incredible 15 squares away, seeing through any barrier, magic or not, in all directions. You can even see inside people's bodies, being able to see muscle contractions and someone's heartbeat, in addition to identifying vital points in the body of people and monsters with great ease. You can dodge arrows up to 2 squares away and, once per fight, dodge up to three times in a row. It lasts four shifts.

Levels 21-30: No longer need to focus. From now on, Odin's son is able, once in combat / activity, to see the whole room simultaneously, seeing through anything for just one turn. With this, the demigod can locate hidden enemies and good places to use as an attack route, in addition to finding objects. A wise leader using this ability can bring overwhelming results, destroying enemy tactics and devising his own strategies to counterattack. When used normally, the user can still see "only" 15 squares, but the ability now lasts for five turns.
 

Gungnir

Symbol of his father's power, the Gungnir spear is a legendary weapon possessed by Odin, described as being so perfectly balanced that, regardless of the user's strength or ability, he would never miss the target, regardless of where he was. Evoking the power of the heavens, the demigod is able to form a spear of pure magical energy in his hands, which can be used both to fight and to throw.

Levels 1-6: Odin's son, at this stage, is unable to generate the spear from scratch, he can only coat an existing spear with energy. In doing so, this spear gains an absurd increase in durability and piercing power, in addition to becoming lighter and more balanced, allowing for better handling. It can be thrown with impeccable accuracy up to five squares away, but you must aim first. The process is tiring, and using it often in battle or activity can lead to the demigod's unconsciousness.

Levels 7-12: From here, you can materialize the spear with some concentration, requiring a turn to do so. This spear is unbreakable and has incredible piercing power, as well as being perfectly balanced and very light, allowing the user to handle it with skill even if he has no skill with spears. The spear only dissipates if it is the user's will, collides with something after a shot or receives a very strong blow, and from now on Odin's son can throw it with perfect precision up to 12 squares away, not needing more than aiming and shooting separately. Using this power is very draining, and doing it more than twice in combat can end up leaving the demigod unconscious.

Levels 13-20: Materialize, aim and throw the spear in one action, reaching a target anywhere in the room. The spear avoids obstacles, such as trees and other demigods, that are in the way and only to reach the targeted location or be stopped by something that it cannot avoid, such as a force field. The greater the distance the spear travels, the greater the impact power it gains, the more than 15 squares can even crumble the bones of the person affected. It is worth mentioning that the process of creating the spear is tiring, and using it more than three times in an activity will make you unconscious.

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Hell fire

You are able to conjure blue flames from the underworld and command them at will. In addition, it may involve your weapon or any other object you are carrying on fire. The blue fire, in addition to bringing bad smells from the underworld, burns more than normal flames, and is hardly extinguished by water.

Levels 1-6: Your character can wrap his hands with blue fire, in addition to molding him into circular shapes, creating mini-spheres, which can impact his opponents, in addition to causing burns. Your weapon, in turn, cannot be completely enveloped by the dark flames; only the tip of its blade is caught by fire, which lasts no more than two rounds.

Levels 7-12: The flames conjured by your hands take on a greater proportion, and the spheres that can be molded are launched at the target at a greater speed, brutally impacting it back with serious burns. Half the weapon can be enveloped in flames (for four rounds), and the character is able to create SMALL fires at a maximum distance of 5x5 squares from him.

Levels 13-20: Master the blue fire to perfection, being able to conjure it anywhere in a 7x7 square area from you. The flames are much larger and last longer, and the weapon can now be completely engulfed in fire, remaining so for six rounds.
 

Way of the Gods

By focusing, the demigod is able to open a door to a separate dimension called the Abyss, a place normally used only by the gods. From there the person can travel to a desired location instantly, expending an absurd amount of energy. (Note: Staying in the Abyss for more than 5 seconds leads to the immediate death of any demigod, even children of Odin)

Levels 1-6: Allows you to teleport yourself and overnight only to a desired location. This ability is, at first, completely useless in battle, as it expends an enormous amount of energy and can only be used to teleport over reasonably long distances, as for other rooms, since it is much more difficult to get to places close to where you are using the Abyss.

Levels 7-12: Now you can take yourself and the other person, being able to teleport at shorter or longer distances, but at least 8 squares from where you were previously. You don't spend that much energy anymore, but using that power more than three times, even at night, can make the demigod unconscious.

Levels 13-20: Allows you to teleport you and two other people anywhere in the Nine Worlds, provided you have the consent of the king of that world. You no longer spend so much energy on it, being able to do it up to five times before you get exhausted.

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Runes Magic

Just as Odin is the god of gods and has acquired the power of Yggdrasil's own runes, his sons and daughters are given the ability to summon the magic of the runes in their aid in combat. This is a somewhat unpredictable and very long-prepared spell, but it is incredibly useful once activated, being able to set traps and design powerful defenses, as well as enchant objects and allow powers such as levitation. Children of Loki or other children of Odin are able to overwrite these spells and render them useless.

Levels 1-6: With three rounds of preparation, rounds in which the descendant of Odin must constantly move and utter rune words, the demigod is able to evoke incredibly useful spells, such as enchanting objects with some specific power, how to do them able to spontaneously generate fire or electricity for a few turns (maximum 5), infuse certain surfaces with spells that explode at the user's command, or the ability to inject a seal into the opponent's skin upon physical contact, and this seal locks for 3 shifts the movement of the limb in which it was placed. You still cannot throw things at your opponents, but you can levitate them, whether or not they can serve as some protection. It can also open cracks in the floor of up to two squares. (Remembering that this can only happen if it is with small things)

Levels 7-26: From now on, your magic only needs two turns of preparation, and you only need to move or utter the spell, not both. Your previous spells become more potent and durable, extending your home duration by up to two turns. In addition, it becomes capable of projecting barriers in certain places that serve both as protection, being able to stop attacks, and as a prison, disabling the exit of someone who has entered it. Odin's son is able to put rules inside these barriers, things like: no one can use magic inside the barrier, which makes it an incredibly useful power when placed strategically. You can already levitate and throw medium-sized things at your opponent. It can also open cracks in the floor of up to five squares.

Levels 27-32: At the last level, your powers are now enough to completely immobilize someone with the mere touch, infusing your target with runic magic, and can create seals that indefinitely incapacitate the demigod's ability to use his divine heritage. , temporarily making them common mortals. Your spells now only need one turn of preparation. You can already levitate and throw any type of object at your opponent. It can also open cracks in the floor of up to 10 squares.

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