Perses

Perses is the Titan god of destruction and represents the devastation and disorder that can come from it.
When Perses claims his children, a ring of fire surrounds them and miniature explosions erupt around them. For the following week, the Curse of Perses is in effect, causing things to inexplicably get destroyed or damaged around the child of Perses.
His emoji is 💣
===Demigod Powers===
===Major===
Withering Touch (Major)
*Children of Perses are able to destroy any inanimate object that they make physical contact with, making it crumble to dust, by expelling massive amounts of energy into it and causing the material to rapidly deteriorate. To use this power, they must make full five finger contact. If this is broken, the destruction ends prematurely but is not reversed. If they do not have five fingers to use the ability, then they are unable to utilize the power. If the user is wearing gloves, this power does not work, as they need to make skin contact. This cannot be used on fluids (liquids, gasses, etc.) or anything too small to grab with all five fingers at once, as a proper grasp cannot be had on the object.
*Level 1-3 - Children of Perses are capable of destroying small objects (backpack sized) over the course of 3 turns. This ability has a cooldown of 5 turns.
*Level 4-6 - Children of Perses are capable of destroying small objects (backpack sized) over the course of 2 turns and destroying medium objects (Little Tikes truck sized) over the course of 3 turns. This ability has a cooldown of 6 turns.
*Level 7-8 - Children of Perses are capable of destroying small objects (backpack sized) over the course of 1 turn, destroying medium objects (Little Tikes truck sized) over the course of 2 turns, and destroying large objects (truck sized varoom) over the course of 3 turns. This ability has a cooldown of 7 turns.
*Level 8 - Children of Perses are capable of directing a massive amount of energy in the ground, destroying all inanimate objects–big or small–in a large radius. There is a buildup before this, and for every turn they charge it before using it they increase the radius by 2.5 feet. This has an absolute maximum of 30 feet (15 turns). During this time, they must be stationary and be focusing on charging the power. If they are touched while charging, the power fires early and if they’ve been charging for 7 turns or more the person that touched them is affected as well. They can cancel the power at any point through the charging and can hold it for as long as they want, even at maximum charge. This ability has a cooldown of 1 week.
Scorched Earth (Major)
*Children of Perses are able to let loose an explosive shockwave of heat and flames that ravages the area around them, causing it to become barren and useless. The overall shape (and thus side-effects) of the power depend on the amplitude they use this power at. When an area is scorched, chlorokinetic powers and other powers that rely on the earth are useless on that section of the ground. This has limited effect on people, as it’s less of a “AHHAHSDFHASF FIREEEEEE” and more of a “ooof that’s hot, better back up”.
**Amplitude 1 - Shaped like a small, remote blast; 5 feet in radius. Does not burn the user, but is affected by existing burns’ debuffs.
**Amplitude 2 - Cone shaped; 15 feet in length. Causes minor burns that adds a 10% chance for this power to fail when being used subsequently.
**Amplitude 3 - Radiates from the user; 15 foot radius. Causes moderate burns that adds a 25% chance for this power to fail when being used subsequently.
*Level 1-3 - Children of Perses are able to perform Amplitude 1 scorches, and uniquely, at these low levels they burn the user like an Amplitude 2 would. This ability has a cooldown of 6 turns.
*Level 4-6 - Children of Perses are able to perform Amplitude 1 and 2 scorches, and uniquely, at this level Amplitude 2 burns like an Amplitude 3 would. This ability has a cooldown of 9 turns.
*Level 7-8 - Children of Perses are able to perform all Amplitude (1-3) scorches, and they have a 10% chance to not get burned unless using an Amplitude 3 scorch. This ability has a cooldown of 12 turns.
*Level 8 - Children of Perses can create a constant emanation of heat that lasts 3 turns, continuously giving the effects of an Amplitude 3 scorch. Doing this burns their body to the point of adding a 75% chance to the power failing to work. This ability has a cooldown of a week.
Marvellokinesis (Major/Minor)
*Children of Perses are able to manipulate natural disasters, especially those which are extremely destructive. Their disasters are on a much smaller scale than naturally occurring ones, however they still create quite a disturbance.
*Level 1 - Children of Perses are able to create a small cyclone of wind that redirects projectiles and causes people to be thrown off balance. It covers 3 feet, and can move up to 5 feet per turn. This lasts 3 turns. This ability has a cooldown of 5 turns.
*Level 2 - Children of Perses are able to create a small cyclone of wind that redirects projectiles and causes people to be thrown off balance. It covers 4 feet, and can move up to 5 feet per turn. This lasts 5 turns. This ability has a cooldown of 7 turns.
*Level 3 - Children of Perses are able to create a small cyclone of wind that redirects projectiles and causes people to be thrown off balance. It covers 5 feet, and can move up to 5 feet per turn. This lasts 7 turns. This ability has a cooldown of 9 turns.
*Level 4-6 - Children of Perses can create a cyclone of wind that centers on them, knocking enemies around them off balance in a 6 foot radius. This lasts 3 turns. This ability has a cooldown of 5 turns.
*Level 7-8 - Children of Perses can create catastrophic disasters like small floods, wildfires, etc. They are all at a very minor level and strength, but they’re strong enough to deal serious damage to structures and people caught in their way. This ability has a cooldown of 12 turns.
*Level 8 - Children of Perses can unleash the raw energy of disaster, causing a cataclysmic event that would otherwise be world ending if it was on a larger scale. This includes an earth tremor, a blaze, and a dust storm. This lasts 3 turns, then lingering effects continue for a maximum of 12 turns. This ability has a cooldown of a week.
Annihilation (Major/Minor)
*Children of Perses are able to create a powerful influx of energy that increases the torpidity (lethargy; lack of energy) and siphons the vitality (life force) of those caught within it. The power lasts foras long as someone is caught within its radius. When all living entities leave its radius, it will end after 1 turn.
*Level 1 - Children of Perses’ area of effect is physical contact, and they can only target one person which they’re making physical contact with. The child of Perses gains no effect from the drained vitality. Using this level, it would take 32 turns to make someone fall asleep and 64 turns to kill them. This ability has a cooldown of a week.
*Level 2 - Children of Perses’ area of effect is 3 feet, affecting all people in the area. The child of Perses gains no effect from the drained vitality. Using this level, it would take 30 turns per person to make someone fall asleep and 60 turns per person to kill them (if there are 3 people in the area, it’s 90 turns for sleep and 180 for killing). This ability has a cooldown of a week.
*Level 3 - Children of Perses’ area of effect is 6 feet, affecting all people in the area. The child of Perses gains no effect from the drained vitality. Using this level, it would take 28 turns per person to make someone fall asleep and 56 turns per person to kill them (if there are 3 people in the area, it’s 84 turns for sleep and 168 for killing). This ability has a cooldown of a week.
*Level 4-6 - Children of Perses’ area of effect is 12 feet, affecting all people in the area. The child of Perses heals minor wounds over the course of 12 turns from drained vitality. Using this level, it would take 25 turns per person to make someone fall asleep and 50 turns per person to kill them (if there are 3 people in the area, it’s 75 turns for sleep and 150 for killing). This ability has a cooldown of a month.
*Level 7-8 - Children of Perses’ area of effect is 24 feet, affecting all people in the area. The child of Perses heals moderate wounds over the course of 12 turns from drained vitality. Using this level, it would take 20 turns per person to make someone fall asleep and 40 turns per person to kill them (if there are 3 people in the area, it’s 60 turns for sleep and 120 for killing). This ability has a cooldown of a month.
*Level 8 - Children of Perses’ area of effect is 36 feet, affecting all people in the area. The child of Perses heals major wounds over the course of 12 turns from drained vitality. Using this level, it would take 10 turns per person to make someone fall asleep and 20 turns per person to kill them (if there are 3 people in the area, it’s 30 turns for sleep and 60 for killing). This ability has a cooldown of 3 months.
===Moderate===
Ground Zero (Moderate)
*Children of Perses can create powerful explosions, far beyond what a typical user of Fragokinesis would be capable of. These explosions, rather than being directed, are created from the child of Perses, with the user serving as the epicenter for the explosion.
*Level 1-3 - Children of Perses can create a small blast of force radiating out from them, causing everyone in a 12 foot radius to be thrown off balance. This ability has a cooldown of 5 turns.
*Level 4-6 - Children of Perses can create a powerful blast from their body, which knocks everyone in a 6 foot radius prone and causing everyone in a 15 foot radius to be thrown off balance. This ability has a cooldown of 5 turns.
Titanic Blast (Moderate/Minor)
*Children of the Titans bear their parents' abilities to release a blast of force from their bodies, knocking people prone. Though it's weaker than their parents, it can still prove useful.
*Level 1 - When this power is activated, all people within a foot of the user must succeed a DC6 roll or be knocked prone. They can use this power once every three turns.
*Level 2 - When this power is activated, all people within two feet of the user must succeed a DC8 roll or be knocked prone. They can use this power once every three turns.
*Level 3 - When this power is activated, all people within three feet of the user must succeed a DC10 roll or be knocked prone. They can use this power once every three turns.
*Level 4-6 - When this power is activated, all people within five feet of the user must succeed a DC12 roll or be knocked prone. They can use this power once every five turns.
Gatling Strikes (Moderate)
*Children of Perses are able to unleash a flurry of powerful striking attacks with their fists, allowing them to inflict devastating blows and wreak havoc on their enemies. The duration is theoretically limitless, however they’re fundamentally limited by the structural integrity of their hands, as sustaining this for more than a few seconds at a time can cause damage to your hands which can end up being permanent.
*Level 1-3 - Children of Perses’ attacks with this power are 1.2x stronger, powerful enough to dent Celestial Bronze. Their attacks are so fast, they can hit up to 5 times per turn. They can sustain this for 1 turn before breaking their hands and 3 turns before permanently injuring their hands beyond repair. If their hands are already broken, this is only 2 turns. They can only perform this action once every 3 turns.
*Level 4-6 - Children of Perses’ attacks with this power are 1.5x stronger, powerful enough to crack low-quality Celestial Bronze with continued assault. Their attacks are so fast, they can hit up to 7 times per turn. They can sustain this for 2 turns before breaking their hands and 5 turns before permanently injuring their hands beyond repair. If their hands are already broken, this is only 3 turns. They can only perform this action once every 5 turns.
Pain Train (Moderate)
*Children of Perses are able to charge forward at an increased speed, unable to turn but able to inflict massive amounts of damage to anything in their path. This can be living things like people or monsters or even inanimate objects like walls or trees.
*Level 1-3 - Children of Perses can move 1.5x faster, and during this they can only turn a maximum of 15° in either direction. The first surface they come into contact with is damaged like it was hit with a cannonball. The Child of Perses feels .75x of the damage that would be felt by hitting that object, not counting anything like spikes or shards. They can only perform this action once every 6 turns.
*Level 4-6 - Children of Perses can move 2x faster, and during this they can only turn a maximum of 20° in either direction. The first surface they come into contact with is damaged like it was hit with a cannonball. The Child of Perses feels .5x of the damage that would be felt by hitting that object, not counting anything like spikes or shards. They can only perform this action once every 9 turns.
Imploding (Moderate)
*Children of Perses are able to create a vacuum that creates a violent inward collapse, crushing small objects and damaging larger ones. This power cannot directly harm a living creature the same way it would a structure, but if they are caught in the suction along with other objects, they will feel that.
*Level 1-3 - Children of Perses can target and affect an area up to 6 feet in radius. For one turn, a disturbance is felt, after which the implosion is caused. During this disturbance, the individual must roll a 16 to move out of it. This ability has a cooldown of 3 turns.
*Level 4-6 - Children of Perses can target and affect an area up to 9 feet in radius. For one turn, a disturbance is felt, after which the implosion is caused. During this disturbance, the individual must roll an 18 to move out of it. This ability has a cooldown of 5 turns.
Drought (Moderate)
*Children of Perses are able to evaporate large amounts of standing or flowing water in seconds. They can even stop weather conditions–both natural and those caused by Atmokinesis–and negate Hydrokinetic powers.
*Level 1-3 - Children of Perses can evaporate up to 15 gallons of standing or flowing water. The water they target must be part of a body of water like a river or lake and it cannot be absorbed into any solids like gels or sols. This ability has a cooldown of 5 turns.
*Level 4-6 - Children of Perses can evaporate up to 30 gallons of standing or flowing water, as well as halt any water-related weather conditions for up to 7 turns. If it’s a naturally occurring weather condition, then this is permanent until the next natural rainfall. The water they target cannot be absorbed into solids in the form of gels or sols. This ability has a cooldown of 7 turns.
*Level 6 - Children of Perses can evaporate water from inside of solids, such as mud, dirt, trees, or other water-bearing solids. This does not work on sentient life such as humans or animals. This ability has a cooldown of 7 turns.
Nullification (Moderate)
*Children of Perses are able to nullify incoming magical attacks or the effects of magical powers such as curses, blessings, or enchantments. This cannot be used on “elemental” effects, only on “mystical” effects. In general, if it is a direct manipulation of something (ie. a kinetic power) and not an indirect manipulation of it (ie. an enchantment), then it is not nullified. This is, however, contradicted in the context of “non-elemental” kinetic powers such as Telekinesis, general “Mystiokinesis”, etc.
*Level 1-3 - Children of Perses can nullify the effects of enchantments, curses, and blessings for 3 turns in a targeted object or creature. During this time, no effects can be produced or felt by any of these targets. This cannot be used on god-like strengthed individuals or objects; things/people that are directly and consciously empowered by a god or things/people that are godly or god-like in strength. This ability has a cooldown of 5 turns.
*Level 4-6 - Children of Perses can now nullify incoming spells from magical attacks, dissipating them to harmless nothings. Their negation of enchantments, curses, and blessings can now be used on god-like targets, but not entirely godly targets. This ability has a cooldown of 7 turns.
===Minor===
Deterioration (Minor)
*Children of Perses are able to rapidly weather and deteriorate machines or other mechanisms, causing them to fall into disrepair.
*Level 1 - Children of Perses are able to target individual components of systems, allowing them to create flaws inside of systems. This ability has a cooldown of 5 turns.
*Level 2 - Children of Perses are now able to weather and destroy complex systems, able to target a group of components at once. This ability has a cooldown of 7 turns.
*Level 3 - Children of Perses are now able to utilize their powers against Automatons, initially causing them to go haywire but later causing them to fall apart and eventually stop working entirely. This ability has a cooldown of a week.
Decay (Minor)
*Children of Perses are able to cause decay and rot in plants, turning dense vegetation into little more than compost in a short period of time. When they decay, what remains serves as fertilizer that heightens the magical growth of plants through Chlorokinesis, causing the power to be more efficient.
*Level 1 - Children of Perses can decay 1 square foot of non-magical plants per turn. Plants grown with Chlorokinesis grow 1 turn faster and 3 feet bigger. This ability has a cooldown of 5 turns.
*Level 2 - Children of Perses can decay 2 square feet of non-magical or semi-magical (magically grown, not magically enhanced) plants per turn. Plants grown with Chlorokinesis grow 2 turns faster and 5 feet bigger. This ability has a cooldown of 5 turns.
*Level 3 - Children of Perses can decay 3 square feet of plants of any kind per turn. Plants grown with Chlorokinesis grow 3 turns faster and 7 feet bigger. This ability has a cooldown of 5 turns.
Schumpeter’s Theory (Minor)
*Children of Perses are able to render things obsolete temporarily, causing another thing of their choice to perform better. During this time, the obsolete item may not function properly or may not function at all, while the opposing item may function every time perfectly or perform better than usual.
*Level 1 - Children of Perses can render an object obsolete for 3 turns, and make 1 target object superior to it. The obsolete object has a 1/6 chance to fail and only performs its task with .8x efficiency and the superior object will never fail and will perform its tasks with 1.2x efficiency. This ability has a cooldown of 6 turns.
*Level 2 - Children of Perses can render an object obsolete for 4 turns, and make 1 target object superior to it. The obsolete object has a 2/6 (1/3) chance to fail and only performs its task with .65x efficiency and the superior object will never fail and will perform its tasks with 1.35x efficiency. This ability has a cooldown of 7 turns.
*Level 3 - Children of Perses can render an object obsolete for 5 turns, and make 1 target object superior to it. The obsolete object has a 3/6 (1/2) chance to fail and only performs its task with .5x efficiency and the superior object will never fail and will perform its tasks with 1.5x efficiency. This ability has a cooldown of 8 turns.
Destructive Tendencies (Minor)
*Children of Perses are able to destroy things better. They don’t just throw the Wii Remote at the TV, they hit the neighbor’s TV too. They don’t just drop the Lego set, the Lego set bounces and falls again. They don’t just tear pieces of paper, they’re a natural-born selectively-bred living paper shredder.
*Level 1 - Children of Perses can destroy simple objects beyond repair or recognition. Whether it be classified documents or a little wind-up toy, they can destroy it in such a way it’s rendered magically useless and unusable. This ability has a cooldown of 1 turn. Objects can be no heavier than 1 pound.
*Level 2 - Children of Perses can destroy complex objects beyond repair or recognition such as machines or even non-material things like programming. The objects in question are rendered magically useless and unusable. This ability has a cooldown of 2 turns. Objects can be no heavier than 3 pounds.
*Level 3 - Children of Perses can cause a sort of collateral damage that allows them to destroy similar objects within 6 feet of each other all at once. This can only be used on objects no larger than a sword. This ability has a cooldown of 3 turns. Objects can be no heavier than 5 pounds.
Seirios (Minor)
*Children of Perses are connected to the dog-star Seirios of the constellation Canis Major, just like their father. With this connection they can call on the constellation’s energy to assist them. This help appears as a spectral wolf with a skeletal figure of stars connected by lines inside of its glowing transparent body.
*Level 1 - The constellation dog can lead the child of Perses to their current goal, by sensing what they desire and tracking down its source. It cannot lead them to something that does not have a physical representation; for example it can lead them to love by taking them to their crush but it cannot lead them to fear. This ability has a cooldown of 5 turns.
*Level 2 - The constellation dog is summoned for 3 turns, during which it relentlessly attacks the child of Perses’ target, attacking twice per turn. This ability has a cooldown of 7 turns.
*Level 3 - The constellation dog can harmlessly attack an enemy by biting down on their leg, holding them in place for 2 turns. While the enemy is held, they are at disadvantage while attacking and attacks made towards them are done at advantage. This ability has a cooldown of 9 turns.
Odikinesis (Minor)
*Children of Perses have the ability to manipulate feelings and emotions of war (such as hate, rage and fear). They’re especially good at influencing individuals to fight recklessly.
*Level 1 - Children of Perses can influence emotions of war for 3 turns. They can alternatively cause someone to begin attacking recklessly for 1 turn. This ability has a cooldown of 5 turns.
*Level 2 - Children of Perses can influence emotions of war for 4 turns. They can alternatively cause someone to begin attacking recklessly for 2 turns. This ability has a cooldown of 6 turns.
*Level 3 - Children of Perses can influence emotions of war for 5 turns. They can alternatively cause someone to begin attacking recklessly for 3 turns. This ability has a cooldown of 7 turns.
===Given===
Apocalyptic Resilience (Given)
*Children of Perses require less food and water to survive and require eating or drinking less frequently.
Disaster Sense (Given)
*Children of Perses can sense the impending doom of catastrophe; if something bad or destructive is going to happen, they can feel disturbances months before it happens.
Filtered Lungs (Given)
*Children of Perses are able to filter out impurities from the air, anything from pollen to smoke, and while there is a limit as long as there’s a little bit of breathable air in the room then they can breathe just fine.
Disastrous Stumble (Given)
*Children of Perses tend to be very clumsy and klutzy, for better and for worse. At any time they can roll a 1d20, and the result dictates what happens. 1-5: they fall over prone, 6-15: they trip and stumble off balance, and 16-20: they accidentally perfectly dodge an attack or flawlessly perform the task they were doing.
Terrifying Demeanor (Given)
*Children of Perses have an unsettling feeling of death and destruction that follows them which causes small animals to be weary or even run away from them. This same effect is felt on Half-Bloods, however it’s little more than something that makes their hairs stand on end.
Destructive Influence (Given)
*Children of Perses possess a destructive aura that causes others to feel more willing to destroy things. They can suppress this aura for a period if they so desire, however this takes conscious effort and drains their energy, being one of the most draining ways to use their power reserves.
Ravenous Diet (Given)
*Children of Perses are able to gain sustenance from objects that aren’t normally food. While they aren’t quite like Satyrs, and they cannot eat trash, they can eat things like leaves or tree bark in times of great strife for the same sustenance they’d get from a normal meal.
Eminent Wisdom (Given)
*While children of Perses are often very destructive, many of them know when it is and isn’t appropriate to be destructive. Children of Perses can be very methodical and thoughtful, and while they’ll still deliberately knock the Jenga tower over, they’re going to do it so that it makes modern art in the process.