Kokytus

Kokytos was the personified spirit and god of the underworld river Kokytos, the river of lamentation and/or wailing, along with the other four rivers: Styx, Akheron, Pyriphlegethon and Lethe.
When Kokytos claims his children, a rain cloud appears above their head and begins raining a diluted form of Kokytian water that causes feelings of sadness in anyone that touches it. This cloud can last for anywhere from a few minutes to a few days.
His emoji is 💧
Children of Kokytos reside within the Deme 13 in the Kokytos cabin, as the river Kokytos is one of the many infernal rivers that flow through the underworld.
Demigod Powers:
Majors:
Lamenting Pathokinesis (Major)
Children of Kokytos are able to channel the millions of grief-stricken voices and tortured traitorous souls to create a wave of Pathokinetic power, overwhelming their targets with feelings of utter despair. They cannot use this power to remove feelings of sadness, as the river Kokytos is very particular with what it does…And they have another power for that.
* Level 1-3 - Children of Kokytos can target up to 3 individuals, who must make a DC11 roll, or be overwhelmed with sadness for 3 turns. The level of sadness induced makes it hard to focus, but they can still function. They can use this power once every 5 turns.
* Level 4-6 - Children of Kokytos can target up to 5 individuals, who must make a DC14 roll, or be overwhelmed with sadness for 5 turns. The level of sadness induced causes them to have to take periodic breaks to recompose themselves or they’ll falter. They can use this power once every 10 turns.
* Level 7-8 - Children of Kokytos can target up to 7 individuals, who must make a DC16 roll, or be overwhelmed with sadness for 5 turns. The level of sadness induced causes them to have to take periodic breaks to recompose themselves or they’ll falter. They can use this power once every 12 turns.
** Level 8 - Children of Kokytos can target 3 individuals and overflow them with their level 7-8 strength; what would usually affect 7 people is now affecting just those 3. For 5 turns, they are so overwhelmed with sadness that they collapse and cannot act. They cannot make a save against this. In return, while like this, people who attempt to attack them find themselves unable, as an enchantment of pity holds them back from doing so.
What’s the Use of Feeling Blue? (Major)
Contrary to their usual agenda, children of Kokytos can coax the feelings of sadness away from people. 
* Level 1-3 - Children of Kokytos can quell feelings of sadness for 6 turns in up to 1 target. For the duration, the targeted individual(s) are unable to feel any form of sadness or its variations (regret, grief, etc.), and afterwards they may or may not return to feeling sad depending on what is done during the effects. This can be used once every 7 turns.
* Level 4-6 - Children of Kokytos can quell feelings of sadness for 9 turns in up to 2 targets. For the duration, the targeted individual(s) are unable to feel any form of sadness or its variations (regret, grief, etc.), and afterwards they may or may not return to feeling sad depending on what is done during the effects. This can be used once every 12 turns.
* Level 7-8 - Children of Kokytos can quell feelings of sadness for 12 turns in up to 3 targets. For the duration, the targeted individual(s) are unable to feel any form of sadness or its variations (regret, grief, etc.), and afterwards they may or may not return to feeling sad depending on what is done during the effects. This can be used once every 15 turns.
** Level 8 - Children of Kokytos can create an enchantment on a targeted individual that prevents them from feeling any sadness (or its variations) permanently. This enchantment stays up until the child of Kokytos who made it makes a new one or someone causes the enchanted person to realize that they’ve been enchanted. Once the enchantment is removed, all of the feelings that they’d have experienced while they were unable to overwhelm them instantly.
Kokytian Cryokinesis (Major/Moderate/Minor)
Children of Kokytos are able to freeze water into Kokytian Ice, a magical kind of ice that can’t melt and feels colder the sadder a person is, but is more fragile than normal ice. This only works on any kinds of water Hadean Hydrokinesis works on, so saltwater and underworld river waters that aren’t Kokytian can’t be used.
* Level 1-3 - Children of Kokytos can freeze 2 cubic feet (~15 US gallons) of freshwater into Kokytian Ice. If they are freezing Kokytian Water, they can freeze 3 cubic feet (~22.5 US gallons) of the liquid.
* Level 4-6 - Children of Kokytos can freeze 3 cubic feet (~22.5 US gallons) of freshwater into Kokytian Ice. If they are freezing Kokytian Water, they can freeze 4 cubic feet (~30 US gallons) of the liquid.
* Level 7-8 - Children of Kokytos can freeze 4 cubic feet (~30 US gallons) of freshwater into Kokytian Ice. If they are freezing Kokytian Water, they can freeze 5 cubic feet (~37 US gallons) of the liquid.
** Level 8 - Children of Kokytos can activate an ability that allows them to enchant existing ice that they touch in a 1 cubic foot (~7.5 US gallons) area to Kokytian Ice per turn for 3 turns. This ability has a cooldown of 12 turns.
Shriek of Desperation (Major/Moderate/Minor)
Children of Kokytos can let loose a high-pitched shriek of pure anguish, which pierces the ears of those around them. While the sound of the scream varies on a case-to-case basis, all of them sound like a thousand voices at once as if they’re calling upon the heartbroken souls of the river Kokytos to assist them.
* Level 1 - Children of Kokytos can cause everyone in a 3 foot radius who fails a DC3 save to collapse, being incapacitated for 3 turns. People who succeed simply experience discomfort at the sound, maybe faltering in their attacks. This can be used every 5 turns.
* Level 2 - Children of Kokytos can cause everyone in a 4 foot radius who fails a DC3 save to collapse, being incapacitated for 3 turns. People who succeed simply experience discomfort at the sound, maybe faltering in their attacks. This can be used every 5 turns.
* Level 3 - Children of Kokytos can cause everyone in a 5 foot radius who fails a DC3 save to collapse, being incapacitated for 3 turns. People who succeed simply experience discomfort at the sound, maybe faltering in their attacks. This can be used every 5 turns.
* Level 4-6 - Children of Kokytos can cause everyone in a 7 foot radius who fails a DC6 save to collapse, being incapacitated for 3 turns. People who succeed simply experience discomfort at the sound, maybe faltering in their attacks. This can be used every 7 turns.
* Level 7-8 - Children of Kokytos can cause everyone in a 9 foot radius who fails a DC8 save to collapse, being incapacitated for 3 turns. People who succeed simply experience discomfort at the sound, maybe faltering in their attacks. This can be used every 7 turns.
** Level 8 - Children of Kokytos can cause everyone in a 3 foot radius to be incapacitated for 3 turns with no save. This can be used once per day.
Moderates:
La Llorona (Moderate)
Children of Kokytos are able to create an eerie wailing sound that keeps monsters away from their current location. The sound is outside of human or mortal register and thus has no effect and scares away any non-undead monsters. However, it attracts any undead monsters that might be in the area.
* Level 1-3 - Children of Kokytos can keep the wailing sound going for up to 3 hours, after which it dies down. They can end this effect early. This ability has a cooldown of 3 days.
* Level 4-6 - Children of Kokytos can keep the wailing sound going for up to 6 hours, after which it dies down. They can end this effect early. This ability has a cooldown of 6 days.
Into Akheron (Moderate)
Just as the river Kokytos flows into the Akheron, children of Kokytos are able to interfere with the Akheron’s namesake: pain. Children of Kokytos can block out pain, though not to the degree that a child of Akheron might be able to, for a short duration of time.
* Level 1-3 - Children of Kokytos can block out 50% of all pain–existing and incoming–in just themselves for 3 turns. This ability has a cooldown of 12 turns.
* Level 4-6 - Children of Kokytos can block out 50% of all pain–existing and incoming–in other people and 75% of it in themselves for 3 turns. This ability has a cooldown of 15 turns.
Kokytian Thermokinesis (Moderate)
Children of Kokytos are able to call upon the frigid temperatures of the river Kokytos, creating a gust of wind that blows over their enemies and fills them with an air of hopelessness.
* Level 1-3 - Children of Kokytos can send the gust in a 15 foot cone in front of them, originating from their body. Any living thing in the area that experiences emotion must make a DC11 roll or be overwhelmed with hopelessness for 3 turns. This has a cooldown of 9 turns.
* Level 4-6 - Children of Kokytos can send the gust in a 15 foot cone in front of them, originating from their body. Any living thing in the area that experiences emotion must make a DC16 roll or be overwhelmed with hopelessness for 3 turns. This has a cooldown of 9 turns.
Traitor’s Telltale (Moderate)
Children of Kokytos have insight into those who are traitorous or have thoughts of being a traitor. 
* Passive - As the river Kokytos is sometimes referred to as the river of traitors, children of Kokytos are able to tell when someone is not acting in favor of them or their group. They don’t have an instinctive feeling, they don’t get a message in their head saying “they are a traitor”, but when they’re around them they’ll get a pit feeling in their stomach.
* Level 1-3 - Children of Kokytos can “scan” 1 person at a time to see if they’re a traitor. The power is a very black and white “yes or no”, so the motivations for being a traitor are not revealed. They can use this once every 6 turns.
* Level 4-6 - Children of Kokytos can “scan” 3 people at a time to see if they’re a traitor. This gives some insight into their motivations, but just a basic “it’s not malicious” or “they’re just a lying jerk”. They can use this once every 9 turns.
Doleful Melody (Moderate/Minor)
Children of Kokytos can sing or play music that fills any who listen to it with guilt and lamentation over all the things they have done in the past, causing them to be unable to fight. However while singing the child of Kokytos cannot fight either, making this a purely defensive power.
* Passive - Children of Kokytos constantly have a piano melody playing in their head which induces tears without sadness. The quieter the area around them is, the more they cry, and if it’s loud enough the tears go away. They can hold back the tears unless it’s very quiet, however they must be consciously holding the tears back, it doesn’t just happen.
* Level 1-3 - Children of Kokytos can keep the song going for up to 6 turns. Every turn the child of Kokytos continues the song, all people in a 15 foot radius must make a DC6 save or be affected by the power. After the child of Kokytos ends the song, the effect ends and they cannot sing for 9 turns after.
* Level 4-6 - Children of Kokytos can keep the song going for up to 9 turns. Every turn the child of Kokytos continues the song, all people in a 15 foot radius must make a DC8 save or be affected by the power. After the child of Kokytos ends the song, the effect ends and they cannot sing for 12 turns after.
Hadean Hydrokinesis; Kokytian (Moderate/Minor)
Children of Kokytos can use a twisted form of Hydrokinesis, though because normal water is not in their domain, they have certain difficulties manipulating it. They can only manipulate freshwater and water of their respective underworld river, meaning the control of Stygian, Acherian, Phlegethonian, Lethean, Mnemosynian, and salt water is all off the table.
* Passive - Hadean Hydrokinesis thwarts normal Hydrokinesis in terms of who controls the water if both are attempting to control it, regardless of level. However this circumstance brings physical pain to the user of Hadean Hydrokinesis.
* Level 1 - Children of Kokytos can manipulate small amounts of water, only able to manipulate 60 cubic inches (1 liter) of freshwater. They cannot manipulate salt water. If they are manipulating Kokytian Water, they can manipulate 1 cubic foot (~7.5 US gallons) of the liquid.
* Level 2 - Children of Kokytos can manipulate moderate amounts of water, able to manipulate 1 cubic foot (~7.5 US gallons) of freshwater. They cannot manipulate salt water. If they are manipulating Kokytian Water, they can manipulate 2 cubic feet (~15 US gallons) of the liquid.
* Level 3 - Children of Kokytos can manipulate larger amounts of water, able to manipulate 2 cubic feet (~15 US gallons) of freshwater. They cannot manipulate salt water. If they are manipulating Kokytian Water, they can manipulate 3 cubic feet (~22.5 US gallons) of the liquid.
** Level 3a - Children of Kokytos can unlock a special ability that allows them to turn small amounts (1 US legal cup) of freshwater into Lethian Water. This concentration of Kokytian Water has the effects of Level 8 of Kokytos’ Lamenting Pathokinesis, but it must be ingested in full (can’t be just a drop, must be entirely drunk). This power can only be used once a week, after which the usage of the overall power is degraded by a power tier (Level 4-6 goes to Level 3, Level 3 to Level 2, etc.) for said week.
** (YOU MUST PURCHASE MINOR DEGREE TO UTILIZE THIS PART OF THE POWER, NO MATTER IF YOUR HADEAN HYDROKINESIS IS MODERATE OR MINOR!!!)
* Level 4-6 - Children of Kokytos can manipulate huge amounts of water, able to manipulate 3 cubic feet (~22.5 US gallons) of freshwater. They cannot manipulate salt water. If they are manipulating Kokytian Water, they can manipulate 4 cubic feet (~30 US gallons) of the liquid.
Minors:
Backstabber! (Minor)
Due to their father’s connection with traitors, children of Kokytos are able to press the advantage of betraying someone, giving them a magical edge. Attacks made with the element of surprise that are not “undetected” just “unexpected” always land and inflict an extra magical effect. This only works once per target.
* Level 1 - Children of Kokytos’ Betrayal Attack causes the enemy to become sluggish, moving at .75x speed for the next turn. This has a cooldown of 12 turns.
* Level 2 - Children of Kokytos’ Betrayal Attack causes the enemy to become sluggish, moving at .5x speed for the next turn. This has a cooldown of 12 turns.
* Level 3 - Children of Kokytos’ Betrayal Attack causes the enemy to become sluggish, moving at .25x speed for the next turn. This has a cooldown of 12 turns.
Necromancy (Minor)
Children of Kokytos are able to raise the dead of those that died grief stricken, bringing them back to serve and fight once again. These dead appear as zombies who are constantly crying waterfalls of tears from hollow, sunken eyes and constantly wailing an eerie and ominous scream. By default, children of Kokytos have no authority over any other undead except their own, however they have ultimate authority on their own.
* Level 1 - Children of Kokytos can raise up to three zombies. They remain for 3 turns and can fulfill non-combatant commands as long as it does not put them in danger. This power can be used every 6 turns.
* Level 2 - Children of Kokytos can raise up to three zombies. They remain for 3 turns and can fulfill non-combatant commands even if it would put them in danger. This power can be used every 6 turns.
* Level 3 - Children of Kokytos can raise up to three zombies. They remain for 3 turns and can fulfill any commands as long as it is within their power. This power can be used every 6 turns.
** Level 3a (Minor Degree) - Children of Kokytos can inflict existing undead with their grief-stricken aura, turning them to their own undead. They remain for the same duration as other undead but do not count for the maximum count of the zombies they can raise. This power can be used every three turns and they can affect one zombie per use.
It’s All Futile! (Minor)
Children of Kokytos are able to instill thoughts and feelings of sadness and misery in the minds of monsters, quelling their motivation and purpose. At high levels, it can even spark feelings of hopelessness. This does not affect non-monsters; demigods, nature spirits, etc.
* Level 1 - Children of Kokytos can instill thoughts in up to 3 monsters. Monsters affected must make a DC6 roll or will be affected by feelings of sadness for the following 3 turns. This has a cooldown of 5 turns. Affected monsters will be somewhat hesitant to act or fight.
* Level 2 - Children of Kokytos can instill thoughts in up to 3 monsters. Monsters affected must make a DC8 roll or will be affected by feelings of misery for the following 3 turns. This has a cooldown of 5 turns. Affected monsters will be reluctant to act or fight.
* Level 3 - Children of Kokytos can instill thoughts in up to 3 monsters. Monsters affected must make a DC11 roll or will be affected by feelings of hopelessness for the following 3 turns. This has a cooldown of 5 turns. Affected monsters will be completely unwilling to act or fight.
Crocodile Tears (Minor)
Children of Kokytos can cry fake, magical tears of grief that enchant the minds of those who hear their wails. Those who are affected are entranced into helping the child of Kokytos feel better, as they take pity on them. This power is unique in that if there are more individuals than one can target, the power will not work. So, if there are 4 people but the child of Kokytos can only target 3 people, the power does not work because the fourth person can see through the fake tears.
* Level 1 - Children of Kokytos can target up to 3 people, and enchant them for up to 1 turn. Targeted individuals must make a roll of DC6 or be affected by the power. This power has a cooldown of 3 turns.
* Level 2 - Children of Kokytos can target up to 4 people, and enchant them for up to 2 turns. Targeted individuals must make a roll of DC8 or be affected by the power. This power has a cooldown of 4 turns.
* Level 3 - Children of Kokytos can target up to 5 people, and enchant them for up to 1 turn. Targeted individuals must make a roll of DC11 or be affected by the power. This power has a cooldown of 5 turns. 
Umbrakinesis (Minor)
Children of Kokytos are able to create shadows using magic and manipulate existing shadows. This power is slightly more powerful while used in natural shadows or darkness, allowing effects to last for an additional 2 turns. Users of this power cannot use this power to Shadow Travel, as their pull on shadows isn’t strong enough.
* Level 1 - Children of Kokytos can create artificial shadows that last for 5 turns and cover a 6 ft area. Alternatively, they can create simple solid constructs (blocks, wedges, etc.) of shadows that are up to 6 ft in total area that last for 3 turns.
* Level 2 - Children of Kokytos can create artificial shadows that last for 6 turns and cover a 12 ft area. Alternatively, they can create simple solid constructs (blocks, wedges, etc.) of shadows that are up to 9 ft in total area that last for 4 turns.
* Level 3 - Children of Kokytos can create artificial shadows that last for 7 turns and cover a 15 ft area. Alternatively, they can create simple solid constructs (blocks, wedges, etc.) of shadows that are up to 12 ft in total area that last for 5 turns.
Poison Resistance (Minor)
Children of Kokytos have an innate resistance to poisons and toxins as in some myths, the river Kokytos is said to cause those who drink from it to become melancholic or poisoned.
* Level 1 - Children of Kokytos have a 25% resistance to poisons, allowing them to survive deadly poisons just barely.
* Level 2 - Children of Kokytos have a 40% resistance to poisons, allowing them to survive deadly poisons with a little room to spare.
* Level 3 - Children of Kokytos have a 50% resistance to poisons, allowing them to survive deadly poisons with enough to keep going.
Givens
Chilly Dip (Given)
Children of Cocytus tend to enjoy cold showers or swimming in cold waters, and don’t feel ill effects from doing so.
I Think I Like When It Rains (Given)
Children of Kokytos feel no negative effects from any passive or Given abilities, as well as having an overall improved mood, when it’s raining. They still feel negative effects from leveled tiers of powers.
Brumal Touch (Given)
Children of Kokytos are very cold to the touch. Their bodies are not actually cold, but when touched by others they are shockingly cold like they’ve been out in the winter for a while.
It’s Okay, I’m Used to Bawling My Eyes Out (Given)
Children of Kokytos are more resistant towards particles or contaminants in their eyes; their eyes don’t sting when things get into it and their eyes don’t get cloudy when teared up.
Attuned Vocals (Given)
Children of Kokytos have stronger vocal systems, lungs, vocal cords and so forth due to the association excessive crying has with hoarse/shaky voices and breathing. Powers that would affect their ability to speak or breathe instead are half as effective at doing so.
Depressive Empathy (Given)
Children of Kokytos have a natural instinct for knowing when people are sad, and when around people who are sad they seem to absorb it, lessening the sadness in other people while taking on a fraction of it themselves until it levels out to be equal among all those within a small radius.
Perceptive Lament (Given)
Children of Kokytos have a strange aura which causes people to feel tinges of grief when they look at them. This can be consciously suppressed by the Child of Kokytos, however this suppression is not instinctual–they must learn to do it, or they won’t know they can–and it isn’t intuitive, so if they don’t need to it can be harmful to continue doing it.
Kokytian Resistance (Given)
Children of Kokytos are resistant to the effects of Pathokinetic powers that would induce any form of sadness, including those found in the river Kokytos itself.