Hephaestus

Hephaestus is the Greek god of forges, fire, technology, craftsmen, sculptors, volcanoes, and blacksmiths. He is a son of Hera.
Generally when claimed, the ground cracks open around the demigod to reveal lava, if the kid has pyrokinesis the lava spews fire, then it disappears.
His emoji is ⚒️
Hephaestus children live in Deme 9 in the Hephaestus cabin. 
===Demigod Powers===
===Major===
Pyrokinesis (Major or Minor) 
*The ability to manipulate, create, and extinguish fire. The demigod is also immune to fire and heat, except for lava. This is given to only THREE children of Hephaestus. (Please check the roster for spots.)
*1-3: create small fires and manipulate fires up to the size of a 2x2 ft campfire. Extinguish the same size fire. Only function for a short amount of time.
*4-6: create medium sized fires and manipulate fires up to the size of a 5x5 foot bonfire. Extinguish the same sized fire. Only function for a medium or short amount of time. 
*7-8: create large fires and manipulate large fires up to 8x6 feet. Extinguish the same sized fire. 
Enchanting (Major or Minor)
*Demigod can enchant items to a following degree:
*1-3: Can enchant swords/daggers, bows, shields, and hammers with very minor enchantments with costly materials. It takes 2 days per item. Ex: Sword will return to demigods hand, shield can blind others, bows can help calibrate to aim correctly. After finishing, it causes heavy fatigue.
*4-6: Can enchant most weapons with minor enchantments for medium materials, or mediocre enchantments with costly materials. Minor enchantments take a day, medium four days. Ex: Swords can be disguised (*wink wonk* Percy Jackson anyone?, shield can extend to blind spots in peril, bow will alert you to nearby heat signatures. After finishing, it causes heavy fatigue.
*7-8: Can enchant all weapons -and some household objects- with minor, medium, or major enchantments, and materials cheap, medium, and costly respectively. Minor enchantments take an hour, medium two days, major six days. Ex: Think godly gifts. A personal favorite, a bow that will call its arrows back to it’s quiver after a set amount of time, causing more damage on the way out. After finishing, it causes heavy fatigue. 
Armor Imperfections (Major or Minor) 
*1-3 A user is able to recognize weak points of helmets, leggings and weapons, and with recognizing it they can aim for these imperfections to shatter armor or break swords or just hit past it causing a lot of damage, this works with mortal steel and Celestial steels 
*4-6 a user is able to see and create minor imperfections in any kind of armor, both mortal and celestial material. 
*7-8 A user can see all imperfections on armor or weapons no matter what metal it's made from and with this level of power they are able to curse armor, this can be for making it into cotton clothing, making it from leather, or turning it into any liquid. They can also create major imperfections in any armor. 
*Drawbacks: Nosebleeds, Fatigue.
Practical Vulcanology (Major)
*Instant foundry? Area-denying spell? <NO!>Forbidden hot-tub?<NO!> The children of Hephaestus have learned to simply call it PV. With a strike, stomp or particularly nasty glare, they have the ability to conjure a roughly bathtub-sized volume of magma below the surface of the ground in front of them, with the option to force it up in a magnificent eruption to melt whatever’s unlucky enough to have stood in that spot. The most skilled amongst the Hephaestus children may form mini-canoes at their leisure, yet even for them the activity can turn extenuating. Most novice Hephaestus kids practice by heating up already cooled calderas from their brothers, a relatively trivial action. 
*Please note that not even minor durability or the pyrokinesis fire protection will stand up to lava. Use at your own risk.
*Level 1-3: Magma pools may be generated in relatively loose soils, gravel or “recently” active volcanic ground (on geological scales). Temperatures may reach up to lava heating (1200 °C or 2200 °F)
*Level 4-6: Most natural grounds, no matter how compact, may be turned into ground zero of a devastating eruption, with temperatures as high as the earth’s mantle (3700 °C or 6600 °F) 
*Level 7-8: Reinforced concrete and solid steel quakes before the might of these children of Hephaestus! Nothing can contain the infernal inner core temperatures of 5,200 °C (9400 °F)
Talos Dynamics (Major/Minor)
*As a pioneer in the field of robotics, Hephaestus has given some of his children the innate ability to design and bring to life fantastical automatons in the vein of the Mythical Talos. Though automatons in principle may be built by any demigod (or even other automatons!), these magical automatons are special in two main ways: they require no external power to run nor any maintenance, and are capable of reconstituting themselves by absorbing the material they are made out of (through their mouth if they have one, by infusing it into their vein otherwise). 
*The process of creating such a special automaton depends on each demigod, but roughly follows these three steps. 
**First, the body of the automaton is created, fashioned out of any amount of different materials, or a single one (usually celestial bronze). The body can take any shape, sometimes employing solid metal arms and animal-like extremities in place of mechanical joints (given that they may move just as freely as their natural counterparts). 
**Secondly comes the vital vein, which must traverse the whole body of the automaton (neck to ankle, turret to treads, engine to landing-gear, etc.) and be filled by a specific liquid chosen by the demigod- roughly similar in viscosity to molten lead. By injecting this liquid into the vital vein, the automaton may repair itself even without the needed materials for full reconstitution. 
**Finally, the seal- unique to every demigod, plugging the whole made to pour the vital fluid. Once the seal is made, the vital fluid turns into ichor, until the seal is removed or destroyed. It is in this seal that the demigod engraves their instructions for their automatons, who will carry them out until the end of time. Only their creators may alter their programming.
*Level 1-3: At the basic levels, children of Hephaestus may only build the most rudimentary, machine-like automatons, with strict code-like instructions and inflexible actions with no room for autonomy. Oftentimes, they have to debug and reprogram their creations multiple times to iron out all the kinks in their instructions, and get really specific. It is at these levels that they learn how to design tailor-made bodies to fit their every purpose. 
**At level 1, they may build dog-sized automatons. 
**At level 2, human-sized creations. 
**At level 3, their understanding of basic robotics has allowed them to scale up their projects to any size they wish, provided they have the materials. 
*Levels 4-6: The more challenging aspect of the automatons is their level of intelligence, which becomes the next focus of improvement once a demigod understands how to build them tall and wide. Automatons on these levels gain the ability to act in more general, open-ended missions and directives. 
**At level 4, they may have an animalistic, dog/cat-like intelligence. 
**At level 5, they may reach a human child's level of independence. 
**At level 6, they are roughly equivalent to humans in their reasoning skills, and may be expected to perform any strictly defined task. 
*Level 7 allows for the automatons to natively process language, allowing them to speak independently of their instructions (unless forbidden by their creators) and understand instructions from plain language. 
*Level 8 gives the automatons a persistent memory that allows them to build skills and wisdom and recall anything they experienced (unless explicitly instructed by their creators to forget), becoming able to carry out incredibly complex missions or just general rolls (Example: "You are a cheese maker. Make good cheese." After a few decades, Cheese-Chef Mech-ois is a five-star cheese maker).
Weapon and Armor Manifestation (Major)
*The user is capable of picking up any form of raw materials that exist within the mortal realm such as rocks, gold and things that are in their natural state of being then can instantly create a weapon or armor piece of the same material that was used to make it. They must have knowledge of the weapon and when they grab the material, it'll instantly form in its original state without any added buffs or attachments to it, just the original weapon and its original function. And to make the weapons you create more effective, especially against the monsters, then either add another needed material to the material you already have to give your Weapon a good edge or use the raw material such as celestial bronze to create the weapon itself.
*1-3: Knives, Daggers, Short swords, helmets and boots. Basic small stuff at first, it's still small and needs full contact of touch with the material, can create up to five armor pieces or weapons and can distribute it off to other people. Weapons and armor that are made last 6 turns once they are made or until the creator of such armor/weapon touches the weapon again to have it deform back into its original material 
*4-6: The same thing from the first roster along with spears, scythes, machetes, scimitars, staffs, Bows(need at least one string), Arrows, chest plate, and leggings. They must be touching the material to create such weaponry and armor, if they aren't touching it, it's useless. Can create up to 10. So they can basically make a whole set of armor with relative ease and six weapons at most. Weapons and armor that are made last 12 turns once they are made or until the creator of such armor/weapon touches the weapon again to have it deform back into its original material 
*7-8: All forms of melee Weaponry and all sets of armor but only in their basic manner, they are capable of creating up to fifteen of either the same or different sorts of Weaponry and armory as long as they touch the material to create it. Weapons and armor that are made last 17 turns once they are made or until the creator of such armor/weapon touches the weapon again to have it deform back into its original material
===Moderate===
(There is currently no content here)
===Minor===
Visualization and Analysis (Minor)
*Any child of Hephaestus may be able to physically touch any multipart mechanical or hydraulic device, or machine, and essentially see the connections and how each part interlocks with each other. The more time spent practicing this the clearer the device is to visualize. This makes it easy to spot areas with extreme wear in the device and where repair is needed, and what components could be used to repair. Knowledge of engineering and physics makes this process much easier and makes higher levels attainable, as does background These visualizations range from a general idea to a near perfect image of components with a tolerance of +/- 5%.
*Solid materials are a different skill, although it is also important, especially for stationary structures such as buildings. It is similar to the ability to look for areas of high stress or cracks in armor or weapons, but extended for most solid materials. It allows for detections of solid stress and an intuition on the mechanical forces acting upon the object or material in question. This does NOT apply for electromagnetic forces acting on solid-state devices such as transistors or diodes. That type of skill would be left for the domain of children of Zeus. 
*Levels for machine visualization:
**One -The user is able to get a fuzzy visualization when touching a device, but no precise measurements or areas of interest are able to be made. Complex repair would still take massive effort.
**Two - Good intuition about the machine is able to be gained, and measurements with a tolerance of +/- 20% are able to be made. Repair of complex machines would be much easier, but still of medium difficulty.
**Three - Excellent intuition of the machine with good clarity of measurements and connections can be attained with a tolerance of +/- 5%. Complex repair is made much easier.
*Levels for material visualization:
**One - The user is able to get a fuzzy picture of the forces and stress in the material, but nothing definite.
**Two - This picture becomes much clearer, and forces and stress are able to be placed more effectively.
**Three - The visualization has startling clarity and dangerous ropes and areas of high stress are able to be gleaned at a glance.
Ore Detection (Minor)
*Children of Hephaestus can detect metals in their raw form in the ground and on the surface. They cannot control this metal like Hades children can, but they can detect it and mine it themselves. Ores can be mortal or godly. 
*Level 1: Can detect mortal ores only, up to 10 feet around them and 20 feet below the surface. Side effects can be severe here, depending on how far the demigod extends their power. Upwards to 3 side effects. 
*Level 2: Can detect mortal and godly ores, though mostly mortal. The demigod can extend their power up to 15 feet around them and 25 feet below the surface. Side effects are moderate, again depending on how far the power is extended. Upwards to 2 side effects. 
*Level 3: All godly ores can be detected, though some can't be mined (ex: Stygian iron). The demigod can extend their power up to 20 feet around them and 30 feet below the surface. Side effects are minimal and at this level, there's only 1 side effect. 
Side Effects: Nausea, fatigue, migraines, body aches, and fever (up to 102°F or 39°C).
Down Comes the Anvil (minor) 
*This power allows his children to summon anvils to either work on while they’re away from a forge or drop down on their enemies when the anvil is summoned from above. Please do not use this on fellow campers. 
*Level 1: they can only summon one small anvil a day 
*Level 2: two small anvils or one medium sized anvil a day 
*Level 3: two medium sized anvils or one large anvil a day 
===Given===
Minor durability (Given)
*Some resistance to blunt damage (hammers, fall damage, etc.).
*Minor fire resistance (prolonged exposure to fire will result in burns, but brief exposure won’t. 
Hephaestus Perks"" (Given) 
*Machine Aptitude: Understand and sense machinery. 
*Machine Expertise: Instinctively be able to fly, operate, or fix any kind of machine.
*Trap detection: Sense traps 
*Want to roll to see if you detect a trap?
**1-5: Don’t see it
**6-10: You see it but are unable to disarm it
**11-15: reroll
**16-20: you successfully see and disarm the trap. 
*Enhanced Forgery: Be able to create almost anything out of almost any kind of material. Metals are the easiest.
*They can also expertly create traps. A Child of Athena and Hephaestus are the best duo for this. 
Delicate Fingers (Given)
*Demigods can operate fine circuitry easier.
Good Memory (Given) 
*Demigods can memorize elements, technological systems, and other similar stuff easier.
Expert Forgery (Given)
*Children of Hephaestus have the innate ability to know when a weapon or item was forged, what it's made of, and who made it. This applies to anything made in a forge, kiln, or otherwise. Glass, ceramic, pottery, etc.
Thermal Exchange (Given)
*When mad or upset, Children of Hephaestus’ bodies spike in physical temperature. While this has no detriment to them, it is hot to the touch and is enough to turn small amounts of water into steam. The colder they are, the harder they are to anger.
Hammer Time (given) 
*Whenever a child of Hephaestus needs a hammer one will appear close by them, the name Hephaestus written into the side. This power tends to only happen with claimed children.