Nemesis

Nemesis is the goddess of revenge and divine retribution. She enacts retribution against those who succumb to hubris. 
Her emoji is ⚖️
Nemesis children live in Deme 6 in the Nemesis cabin
== Demigod Powers ==
===Major===
Tychokinesis (Major or Minor) 
*The ability to alter stochastic fields and energy, which affect the chance of one event or another, thus generating good or bad luck. 
*Level 1-3: Simple luck, like making someone trip or affecting the roll of the dice. A jinx, in a way
*Level 4-6: The luck is a little stronger, and can be sustained for maybe a day. Think like a gust of wind altering the course of your arrow, for better or worse
*Level 7-8: The luck is stronger, more like a blessing/curse and can even be sustained for up to a month, but it's very taxing. This kind of luck is more like "oh no 3 hellhounds just happened to be downwind of you!". 
Karma Control (Major or Minor) 
*As the goddess of retribution, Nemesis punishes those who succumb to hubris, and her children can also do this to a much smaller degree. While not quite the literal eye for an eye, they can cause similar things.
*Level 1-3: A trip for a trip. A child of Nemesis can use this power to make someone trip over their own feet if they have recently intentionally tripped someone or stolen something small.
*Level 4-6: A tooth for a tooth. Usually after a petty fight. A child of Nemesis can cause someone to "accidentally" suffer minor injuries similar to the ones they recently inflicted (a lost tooth, a black eye). Can also be used in response to something like a mild prank like releasing a bunch of bugs into a cabin.
*Level 7-8: A break for a break. Usually after a major fight or a brawl, or even after a particularly bad prank, such as flooding the Hades cabin. Can cause more severe (but not lethal) injuries, like a broken arm.
Vengeful Reflection (Major or Minor)
*When wounded by another demigod’s power, a child of Nemesis can attack back by reflecting some of the force, but will retain damage sustained. This can’t be used every attack, as it has a cooldown after being used. 
*1-3 Capable of reflecting a quarter of the power they were struck with. Cooldown is 3 turns.
For minor power:
**level 1 is ⅛ the attack with a cooldown of 2 turns
**level 2 is ¼ the attack with a cooldown of 3 turns
**level 3 is ⅜ the attack with a cooldown of 4 turns
*4-6 Capable of reflecting half the power they were struck with. Cooldown is 4 turns.
*7-8 Capable of reflecting three-quarters of the attack, and the user is able to recover quickly from the attack they sustained. Cooldown is 5 turns. 
Black Sheep’s Mark (Major)
*A child of Nemesis can mark a foe with a very temporary curse that turns their allies against them and increases any existing enmity between those who already harbor grudges against the target.
*1-3 The effects last 3 turns.
*4-6 The effects last 6 turns.
*7-8 The effects last 9 turns.
Arch-Rivalry (Major)
* Demigods with this power are capable of signalling out one other individual as their most Hated Rival, Put another way, Their Nemesis. This targeted individual will find the strikes of the child of nemesis injure them more and hit more accurately, but also that their own strikes injure the child of nemesis more. As this power progresses, Demigods can learn more about their archrival simply by designating them as their archrival, and designate new rivals more easily.
** Levels 1-3: At level 1-3, this effect must be applied via physical contact between the child of nemesis and their would be arch-rival. Afterwards, Both the child of nemesis and the Rival have a +1 on any attacks made to hit eachother, and attacks that hit deal 50% more damage than they would otherwise. As well, the child of nemesis finds their rival's physical appearance unforgettable, And can give a near perfect description on a whim.The rivalry lasts 2 weeks if not renewed, and the child of nemesis must wait for 6 weeks before selecting a new rival.
** Levels 3-6: At levels 4-6, The effect may be applied either by physical contact between the child of nemesis and the target, or by the child of nemesis pointing at their target clearly. Afterwards,  Both the child of nemesis and the Rival have a +2 on any attacks made to hit each other, and attacks that hit deal 75% more damage than they would otherwise. the child of nemesis also begins to know details they otherwise might not about their rival, Such as Full name as defined by the rival, fighting style, and Places they frequent. The Rivalry lasts for 1 month if not renewed, And the child must wait one month before designating a new rival.
** Level 7: At level 7, The effect may be applied simply by the child of nemesis glaring at their target, As well as previously mentioned methods.Afterwards,  Both the child of nemesis and the Rival have a +3 on any attacks made to hit each other, and attacks that hit deal 100% more damage than they would otherwise. Most effective of all, is that by focusing, the child of nemesis can detirmine the exact location of their arch-rival at any time. The rivalry lasts until either a new Rival is designated or the Child of nemesis intentionally forgives their current rival, and they must wait 2 weeks to designate a new rival.
** Level 8: At level 8, not only do all previous abilites apply, The child of nemesis gains a deep and intuitive knowledge of their rivals pshyche, close to knowing exactly what makes them tick and what buttons to press to send them spiralling. In effect, they know Likes, dislikes, fears-And why the person likes, dislikes, or fears the things they do.
===Moderate===
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===Minor===
Umbrakinesis (Minor) 
*Minor control over shadows. They can manipulate shadows to make small objects, hide stuff. Similar to Hades umbrakinesis, but less powerful. Cannot shadow travel.
*Where My Stuff Goes (Major/Minor) - Subpower
**Children who can control shadows can also unlock a special dimension of sorts, where they can store things. It can't be anything too big, like a car, but something like a weapon or some snacks for a trip can be stored. The item must be retrieved soon, though, or it has a chance of being lost. This can be unlocked at level 3 of the Umbrakinesis power, with higher levels having better luck. 
**3: The dimension is able to be used, but anything that is stored has a 50% chance of being lost if stored for more than 3 days.
**4-6: The child is better at accessing the dimension and now has a better chance of not losing their things. They have a 25% chance of losing their stuff if it's been stored for more than 7 days. 
**7-8: The child is now an expert at using this dimension and can store things for 14 days, with a 5% chance of items being lost if stored longer than that.
===Given===
The Fine Print (Given)
* As a goddess of divine Law, children of nemesis are remarkably good at Understanding contract law, as well as the ramifications for when it's broken. This makes them perhaps some of the only demigods who are reasonable for interactions with Bargainer Daemons. They can scan a magical contract for  a single minute, and automatically understand the cost, the services provided, obligations of both parties, ETC.
Eloquent Judgement (Given)
* Their's an idea in writing called the "'The Reason You suck' Speech." Nemesis, as a deliverer of judgement, is particularly effective at telling someone exactly why they deserve whatever punishment they are receiving, and this trait is often true for some of her children. Expect these children to give excellent Summaries of "This is exactly why you are a terrible person," to those who deserve it. To be clear, this is just a skill for quick witted sumations of someone's own faults. A child of nemesis might not know the person's actual faults, but can still come up with reasons to dislike them. To quote an interaction between nemesis and an ancient fool: "This isn't fair!" "No, It is fair. And that's why you're upset." 
Hubris Check (Given)
* Some children of nemesis tend to be really, Really good at knowing when to tell other demigods when to stop insulting a deity or otherwise acting with hubris. It's mostly a gut feeling, but they can identify when someone's Pushing their luck with the gods, although what they choose to do with that information is up to them. In general, They know if someone is A-okay with the gods, pushing their luck with one or more, or About to be punished for their insolence. (edited)
Lie Detector (Given) 
*The passive ability to know if someone is lying or not. Depending on the demigods power the accuracy will differ. The weakest it is is about 40% accuracy, and for the strongest children on Nemesis its 90% accuracy.
Luck immunity (Given)
*Children of Tyche and Nemesis aren’t affected by each others luck magic, this is left for Nemesis and Tyche themselves to balance them out
Equilibrium (Given)
*A child of Nemesis has a near perfect sense of balance and suffers notably reduced vertigo, if any at all.
Zoolingualism (given) 
*Her kids can speak to all types of gryphons and are really good caretakers of gryphons. Sometimes they’ll even be called gryphon whispers.