Hades

Hades is the Greek god and ruler of the Underworld, the dead, and riches. He is one of the Big Three, the eldest son of Kronos and Rhea, and the husband and uncle of Persephone.
Generally when claimed, a semi translucent crown of bone appears on the demigod's head and disappears in a few hours.
His emoji is 💀
His kids live in Deme 13 in the Hades Cabin
== Demigod Powers ==
===Major===
Necromancy (Major or Minor) 
*Power over the dead; this includes the summoning, dispersal, and control of the undead. Children of Hades can make them fight, work, or help them complete tasks. 
*Each level is the number of undead you can summon at one time. Once all of the undead are either "killed" or dispersed, only then can a new wave be summoned. Keep in mind, it takes energy to summon and disperse undead warriors.
*1-3: Summon 2 undead for 5 turns. 
*4-6: Summon 4 undead up to 10 turns.
*7-8: Summon 6 undead for 15 turns. 
Geokinesis (Major or Minor) 
*Manipulation of the earth. This includes making fissures in the ground, making small to medium earthquakes (4 on the richter scale), creating underground caves, (small and short if low (1-3) or medium (4-6) level), levitate rocks, and change the shape of rocks. 
*Can make spikes, walls, spheres, etc. out of earth.
*Can create tunnels into the ground. 
*1-3 shape pieces of earth up to 7 feet tall, fissures of the same depth, and tunnels big enough for an adult to army crawl through. ( 3x3 feet) 
*4-6 Shape pieces of earth up to 10 feet tall, fissures of the same depth, and tunnels big enough for an adult to crawl through on their hands and knees (4x4 feet)
*7-8 Shape pieces of earth up to 15 feet tall, fissures of the same depth, and tunnels big enough for an adult to walk through. (7x7 feet)
*Seismic Sense (Major/Minor) - Subpower
**A sub-power of geokinesis that lets one sense vibrations through the ground, "seeing" by sensing their surroundings and making a mental image of it. It allows for a 360 degree field of "vision", outside of normal line-of-sight. To operate, the user needs direct contact with the ground, preferably without something like shoes in between. Practitioners cannot use the ability on non-earth grounding like ice and water.
**1: You're able to "see" around yourself with a radius of 0.4 miles / 645 meters and can sense animals, humans and most non-living things. Insects or anything at the size of an ant will go unnoticed. It's pretty tiring and can be done a maximum of two hours a day.
**2-3: You're able to "see" around yourself with a radius of 0.4 miles / 645 meters and can sense animals, humans and most non-living things. Insects or anything at the size of an ant will go unnoticed. Your stamina has now leveled up to 6 hours a day.
**4-6: You're able to "see" around yourself with a radius of 0.8 miles / 1,3 km and can sense both living and non-living things, including things as small as insects. Your stamina has now leveled up to 9 hours a day.
**7: You're able to "see" around yourself with a radius of 0.8 miles / 1,3 km and can sense both living and non-living things, including things as small as insects. You're able to identify who the people are based on the way they walk. Your stamina has now leveled up to 12 hours a day.
**8: You're now the master of "seeing" without actually seeing. Your vision has leveled up to 2.4 miles / 1,9 km radius and you can sense both living and nonliving things. You're able to identify who the people are based on how they walk and if they're lying based on their body movements like breathing and heart rate. Your stamina has now leveled up to 15 hours a day. Go any more than that and you'll faint on the spot from exhaustion.
Umbrakinesis (Major/Moderate/Minor)
* The manipulation, creation, and use of shadows. Shadow cloaking works only on a visual level, and does not prevent noise. Shadow travel requires shadows to travel both to and from and has a table for distance cooldown below. Shadow objects cannot be telepathically controlled.
* 1-3: 
** Manipulate, solidify, and create basic shapes out of shadows. Lasts 5 turns with a 3 turn cooldown. These are relatively weak, able to cause very minor damage if used as a weapon.
** Cloak themself in shadows for up to 7 turns with a cooldown of 3 turns. Cloaking additional people reduces duration by 3 turns and increases cooldown by 2 turns.
** The ability to shadow travel in a max. one mile radius. This is very taxing, and requires a cooldown of 10 turns. At this level they cannot shadow travel directly to the underworld. At this level they cannot bring people with them.
* 4-5:
** Manipulate, solidify, and create complex shapes out of shadows. Lasts 7 turns with a 4 turn cooldown. These are stronger, able to cause minor to moderate damage if used as a weapon.
** Heal minor scratches, bruises, and cuts 2x a day.
** Cloak themselves and 1 other person for 9 turns with a 5 turn cooldown. Cloaking additional people reduces duration by 3 turns and increases cooldown by 2 turns.
** The ability to shadow travel in a max. two mile radius. At this level they can bring up to 2 people with them, adding 2 turns to the cooldown each. At this level they have enough energy to shadow travel to the underworld and back, but will pass out upon return and sleep for 24 hours.
** At this level they gain the ability to hide items in the shadow dimension, the area that they shadow travel through. They can store items in there for 3 days, after which there is a 50% compounding chance of the items being lost past day 3.
* 6-7:
** Manipulate, solidify, and create complex shapes with shadows. Last 10 turns with a 5 turn cooldown. These are strong, able to cause moderate to major damage if used as a weapon.
** Heal minor scratches, bruises, cuts, and very minor sprains 3x a day
** Cloak themselves and 2 other people for 11 turns with a 6 turn cooldown. Cloaking additional people reduces duration by 3 turns and increases cooldown by 2 turns.
** The ability to shadow travel in a max. 3 mile radius. At this level they can bring up to 3 people with them, adding 2 turns to the cooldown each. At this level they have enough energy to shadow travel to the underworld and back, but will pass out for 12 hours upon return.
** At this level, they may store stuff in the shadow dimension for 7 days, after which there is a 25% compounding chance of items being lost past day 7.
* 8:
** Complex shadow creation and manipulation now lasts 12 turns with a 6 turn cooldown. This is able to cause major damage if used as a weapon.
** Heal moderate superficial injuries and minor sprains 4x a day.
** Cloaking themselves and up to 3 other people for 13 turns with a 7 turn cooldown. Additional people reduces duration by 3 turns and increases cooldown by 2 turns.
** The ability to shadow travel max 4 mile radius. At this level they can bring up to 4 people with them, adding 2 turns to the cooldown each. At this level they have enough energy to travel to the underworld and back, but will pass out for 6 hours upon return.
** At this level, they may store items in the shadow dimension for 14 days, with a 10% compounding chance of items being lost past day 14.
Shadow Travel
Cooldown
Distance 	Turn Cooldown
Note: Additional Passengers add 2 turns to cooldown per passenger.
Check power level to see how many additional passengers you may take.	Note: Additional Passengers add 2 turns to cooldown per passenger.
Check power level to see how many additional passengers you may take.
0-½ miles 	2 turns
½-1 miles 	3 turns
1-1½ miles	5 turns
1½-2 miles	7 turns
2-2½ miles	9 turns
2½-3 miles	11 turns
3-3½ miles	13 turns
3½-4 miles	15 turns
 
Osteokinesis (Major/Moderate/Minor) 
* Users of Osteokinesis are able to manipulate bone, usually their own or the bones of already deceased creatures, and bend it to their will. It’s impossible for them to reach the bones inside of living creatures that aren’t themselves, as they’re not able to establish that connection. They also cannot manipulate fossils, since they are no longer bone. This power is not necromancy, so they can’t “raise the dead” with this power, only manipulate the bones themselves.
** Level 1: Users of Osteokinesis can manipulate small bones (those of small mammals like rodents or those of birds) that are present on the surface. Doing so drains them physically, and overextension can lead to exhaustion and fainting. They cannot pull bones from under the surface of the ground.
** Level 2: Users of Osteokinesis can manipulate small bones that are somewhat submerged under the surface, meaning part of them can be under but some of them must be showing. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
** Level 3: Users of Osteokinesis can manipulate small bones that are completely under the surface of the ground to a depth of up to 3 feet, pulling them above ground. In addition, they can now fortify their own bones for up to 1 turn to brace them and reduce the risk of fracturing, but not breaking with a cooldown of 6 turns. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
** Level 4-6: Users of Osteokinesis can manipulate medium bones (larger mammals like dogs and wildcats) that are completely under the surface of the ground to a depth of up to 4.5 feet, pulling them above ground. In addition, they can now fortify their own bones for up to 2 turns to brace them and reduce the risk of fracturing or breaking with a cooldown of 9 turns. Doing so drains them physically, and overextension can lead to exhaustion and fainting. 
** Level 7: Users of Osteokinesis can manipulate large bones (large mammals like elephants) that are completely under the surface of the ground to a depth of up to 6 feet, pulling them above ground. In addition, they can now fortify their own bones for up to 3 turns to brace them and reduce the risk of fracturing or breaking with a cooldown of 12 turns. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
** Level 8 Superpower: At this level, they’ve now unlocked the ability to bend bone matter as if it were putty, allowing them to create elaborate shapes and advanced structures with the bones using just their mind. This takes a LOT of energy to perform, though, and should be used sparingly.
===Moderate===
Strength of the dead (moderate) 
* This power allows some demigods to summon powers form the dead by saying the persons full name and then the phrase: “you have been summoned for the divine power in your veins.” While using this power, the demigod runs the risk of possession from whoever they’ve summoned. They can also telepathically communicate with the person they summoned. The power they are using will the same limitations and level as it did in life. That includes the turn limit. The turn limits on this power is a maximum for powers with higher turn limits. 
* Level 1: If the dead demigod attempts to posses them they must do opposing rolls and the higher roll wins. If they win they use a power for 3 turns. The power can only be a minor ability.
* Level 2: If the dead demigod attempts possession they do opposing rolls like before but now the Hades child has advantage. If they win they use the power for 4 turns if it’s minor, or 2 turns if it’s moderate. 
* Level 3: If possession is attempted they do the opposing rolls with advantage and if they roll over 18 they automatically win. If they win then they may use a moderate or below power for 5 turns. 
* Level 4: Opposing rolls with advantage and the automatic win is 16 or above. If they win they can use the power for 6 turns if it’s a moderate or below or 3 turns if it’s a major. 
* Level 5: Opposing rolls with advantage and the automatic win is 15 or above. If they win they can use the power for 8 turns if it’s moderate or below and 4 turns if it’s major. 
* Level 6: Opposing rolls and automatic win is 14. If they win they may use any ability for 8 turns.
Welcome back (moderate/minor) 
* This is a power all about bringing back a specific soul through someone else. They can use this power on themselves or someone else. To summon the dead soul through themselves they simply say the persons full name and “welcome back to the land of the living.” To summon a dead soul through another person they must touch a willing individual, say the souls full name, and say the phrase. They have to be careful with who they summon though, because the soul will easily be able to control whoever’s body they’ve entered. 
* Level 1: The soul stays around for an hour, afterwards their host blacking out for a two days. 
* Level 2: The soul stays around for two hours, afterwards their host blacking out for a day. 
* Level 3: The soul stays around for three hours, afterwards their host blacking out for twelve hours. 
* Level 4: The soul stays around for four hours, afterwards their host blacks out for six hours.
* Level 5: The soul stays around for five hours and afterwards the host blacks out three hours. 
* Level 6: The soul stays around for six hours and afterwards the host blacks out for a hour
===Minor===
Shiny Thingies (minor) 
*This power is all about Hades' association with wealth. It allows them to find, and manipulate things of great monetary value. 
*Level 1: they can pinpoint with extreme accuracy where the closest patch of hidden wealth is. They can also levitate about a pound of precious metals. The turn limit is three, with a cool down of three.
*Level 2: they have unlocked the ability to bring underground materials up to the surface. This can only be done if the materials are within their general vicinity, and only twice per day. The further away it is from them the longer it’ll take to make it surface. They can slightly change up the shape of precious metals and manipulate two pounds of it. The turn limit is six, with a cooldown of two. 
*Level 3: they can summon about a handful of valuables once per day. They can also manipulate metals into slightly more complex shapes like spearheads and shards. They can manipulate four pounds of materials. The turn limit is nine, with a cool down of two. 
*Minor degree level: they can now sculpt metals into complex things like anyone could with clay. Their turn limit has also increased to twelve, with a cool down of two.
Medium (Minor)
* Demigods with this ability are able to converse with multiple spirits at a time. This means they can communicate with the ghosts of those who have passed on as if they were any other person. They can also summon ghosts if they take the time to buy the ghosts something worth coming back to life for (like good food), and throw it in a pit (can be freshly dug) by where they died.
* 1: At this level they can converse with one spirit at a time but they’re difficult to understand and quiet, they’ll understand about 3/4 of what they’re being told. They can summon 3 spirits with the pit and offering method. (8 foot range)
* 2: At this level they converse with one spirit clearly with no issues, but if a group of them are trying to communicate they’ll only be able to hear one. (10 foot range). They can summon 5 spirits with the pit and offering method.
* 3: At this level they’ll be able to either hear one spirit perfectly or up to three spirits with about 1/2 clarity. (13 foot range). They can summon 7 spirits with the pit and offering method.
Aura Detection (Minor)
*Children of Hades can sense a person’s life aura; an invisible representation of their soul’s strength. This can be perceived through walls, however the power itself has a very limited range.
*Level 1 - Children of Hades can sense a person’s life aura up to 10 ft away. They cannot sense the life aura of undead, monsters, gods, or other non-mortal individuals; only demigods, nature spirits, and humans. This perception lasts 3 turns.
*Level 2 - Children of Hades can now sense life auras up to 20 feet away, and can now sense the person’s lineage; who their godrent is (if applicable) and what they are. This perception lasts 4 turns.
*Level 3 - Children of Hades can now sense life auras up to 30 feet away, and can now sense the auras of things they previously couldn’t (undead, monsters, etc.). This perception lasts 5 turns.
My Queen (minor) 
*Hades' love for his wife runs so deep that he gives his children the ability to bless her kids. Making children of Hades and Persephone a great power duo. This power will only ever work for one child of Persephone at a time. Also it can only be used twice per day. 
*Level 1: they increase the demigods abilities by 20% for two turns 
*Level 2: they increase the demigods abilities by 40% for four turns 
*Level 3: they increase the demigods abilities by 60% for six turns
Extinct critters (minor) 
* Extinction is the ultimate death, and thus the very essence of any extinct species becomes apart of Hades kingdom. Therefore his children may summon extinct creatures, with a catch. They must know *exactly* what the creature looked liked. So it would be easy to summon a dodo bird since we know for a fact what they looked like. It wouldn’t be possible to summon a dinosaur since we have very little clues as to what they looked like. These creatures will listen to their summoners commands. 
* Level 1: they can make one tiny critter, no larger than a squirrel, and it’ll live for a day before dissolving into monster dust. 
* Level 2: they can make an animal up to the size of a large dog, or two animals no larger than a squirrel. These animals will last for three to four days.
* Level 3: they can make one animal up to the size of a horse, or two animals up to the size of a large dog, alternatively they can make four animals no larger than squirrels. These animals will last for a week.
===Given===
The Big 3 Clause (Given)
*As their father is one of the big three Olympians, the “standard demigod traits” Children of Hades possess are greatly enhanced compared to the children of any other Olympian god.
Ghostly Radar (Given)
*Children of Hades can sense powerful necrotic energy by the sound of their ears ringing. The stronger the energy, the louder the ring. Common spirits will give little to no ring in small concentrations. The Ghost of King Alexander the Great, however, will give a ring all by itself.
Night Owl (Given) 
*Children of Hades are often more active during night and in the dark, as it reflects the gloomy reality of the Underworld having no sun. They are also more powerful in the dark.
Death-Tective (Given)
*Hades children get a sort of spidey-sense whenever someone is in perilous danger of dying or is simply going to die. They cannot exactly place what will happen to cause the death, or even who it’ll happen to, however they will know that something deadly is going to occur.
Phobic Presence (Given)
*Hades kids have a phobic presence that makes them emit fear. This makes Demigods, monsters and most other things scared. Beware however not all enemies run when scared. Some may fight harder.
Zoolingualism (given) 
*You would think Hades kids can talk to creatures related to death right? Wrong, instead they can talk to dogs, because of how closely affiliated Hades was with Cerberus.
Second Chance, Kinda (given)
*If a child of Hades ends up in the fields of asphodel they won’t forget themselves like the other souls, instead they’ll just be hanging out until they get a chance to escape back to the land of the living.
Wealth Finders (given) 
*Hades children have great luck when it comes to finding underground/hidden wealth, and games of chance involving money.
== Credits ==
While It is unknown who created some of these powers, below are the credits that we are aware of. Please bring it to our attention if you know who made a power that currently isn’t credited
Puffin made/edited 
* wealth finders
* second chance, kinda
* zoolinguism
* Shiny Thingies
* Medium (edited)
* extinct critters
* strength of the dead
* welcome back
* my queen
Karma (@karmathedaedra on discord) made 
* Geokinesis
* Osteokinesis
Category:Greek
Category:Gods - Greek