Athena

Athena is the Greek virgin goddess of wisdom, civilization, mathematics, strategy, defensive warfare (Athena was the goddess of strategy, organized fighting, advanced weaponry, and skilled manipulation on the battlefield. If Ares was offense, Athena was defense), city defense, crafts, the arts, and skill. She is often portrayed as a companion of heroes and is the patron of heroic endeavor.
Her Roman counterpart is Minerva
Generally when claimed, a holographic owl manifests and perches on the demigod's shoulder, then flies away after a few minutes.
Her emoji is 🦉
Athena children live in Deme 6 in the Athena cabin
===Demigod Powers===
===Major===
Architectural Design (Major or Minor)
*Using this power, children of Athena are able to reshape parts of buildings, however the changes must be done with the blueprint.
*1-3 They are able to reshape up to 3 minor features, none of which may impact the structural integrity of the building. None of these changes may be permanent. The changes will last for up to 6 turns. They can use this power on any number of buildings they have blueprints for. The 3 minor is for EACH building. 
*4-6 They are able to reshape up to 3 minor features and 1 major feature. The major feature may impact the structural integrity of the building, but must also keep the building upright. Only 1 minor change may be permanent, and the other minor changes may last for up to 6 turns. They are only able to change a major feature inup to 3 buildings. However, they may change 2 non-permanent minor features in EACH building. The non-permanent major changes may last for up to 4 turns. 
*7-8 They are able to reshape up to 4 minor features and 2 major features. The major feature may impact the structural integrity of the building, however only one will be allowed to. 1 minor OR 1 major change will be permanent. They are able to change a major feature in up to 5 buildings. They may change up to 3 non-permanent minor features, or 1 non-permanent major feature in EACH building. The non-permanent minor changes may last for up to 9 turns. The non-permanent major changes may last for up to 7 turns. 
*A minor feature is described as a decorative or non-essential feature. For example, the type of front door, or where it is positioned. Or, how high the ceilings are, and where the windows are. 
*A major feature is described as a feature that is essential to the building. For example, a load-bearing wall, the electricity and water supplies, the sewage system, and the height of the building
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
Mystiokinesis (Major)
*1-3 - Children of Athena are capable of utilizing their mother's protective abilities in order to procure small barriers able to hold 3 people - akin to children of Hecate, capable of defending against strong blunt attacks before shattering after 5cb hits the dome cannot be moved and those inside cannot escape it but are able to move freely.
*4-6 Children of Athena are capable of separating people from harm, acting like a telekinetic force. By concentrating on two points or figures, the Athenian is capable of separating them. Draw back - causes spells of dizziness which may lead to complete disorientation if done too many times in quick succession.
*7-8 Children of Athena are capable of utilizing their mother's protective abilities in order to procure small barriers able to hold 3 people - akin to children of Hecate, capable of defending against strong melee attacks, and magic/elemental attacks before shattering after 10cb hits/ 5 elemental attacks. This dome can be moved as the child of Athena moves but those inside cannot escape it but are able to move freely.
Mental Energy Manipulation (major)
*1-3 Children of Athena are able to focus mental energy into their palms. They are able to use this energy to hurl 2 bolts of mental energy at targets up to 50 feet away. These bolts travel at 150 mph/220 feet per second and deal blunt force damage. This damage is amplified by psychic trauma which can induce sharp, piercing headaches when hit, which bypasses natural defenses such as thick hides or thick armor. Drawbacks - Headaches and nausea 
*4-6 Children of Athena can impose their willpower and courage into their allies, boosting their battle performance. Those who have had a Child of athena’s willpower imbued into them will be resistant to moderate amounts of pain. It coats them in a blue glow but the child of Athena must be conscious for this to continue to work. 
*7-8 Athenians can create highly concentrated forms of mental energy to disperse over a wide area to do immense amounts of collateral damage. The explosion comes out of their body in an omnidirectional fashion. The explosion itself is capable of physical destruction when directed towards non living objects, as it is made up of pure energy. Additionally, when targeted at a being, the explosion can cause great mental or physical pain. When the explosion hits an average target, they are afflicted with a severe stint of mental anguish along with a harsh physical blow. This can be performed once every day or twice before complete exhaustion.
===Moderate===
Research questions (moderate/minor)
* Some of Athena’s children have the ability to force people to answer their questions if they genuinely want to know the answer to them. This power is more common in her children who have a thirst for knowledge. They can use this power over the limit but then they start to trade their strength for the continuous use. For every time they use this power over the limit they get a -1 to any battle rolls. So at level 1 if they use this power 3 times in a day they have a -2 to any battle rolls until 3 days have passes. You don’t have to roll but if you don’t the other rper can give a obviously false answer, or a half-truth. I would suggest talking about using this power ooc beforehand. 
** Level 1: They can manage a question per every third day safely.
** Level 2: They can manage a question per every other day safely.
** Level 3: They can manage one question per day safely. 
** Level 4: They can manage two questions per day safely. 
** Level 5: They can manage three questions per day safely. 
** Level 6: They can manage four questions per day safely.
* If rolling: 
* 1-5: no effect 
* 6-9: they have to give some type of answer but it can be completely bullshit 
* 10-15: they have to give at least half the truth 
* 16-20: full truth must be given
===Minor===
Telumkinesis (Minor) 
*Like children of Ares they have slight magical control over weapons.
*Level 1: Can summon 1 weapon (not Stygian Iron) or change an object or weapon of equal mass (up to 5 pounds) into a single weapon.
*Level 2: up to 10 pounds 
*Level 3: up to 20 pounds. Can also use slight telekinesis to control a weapon for 2 turns. 
Thread Manipulation (Minor) 
*As children of the goddess of weaving, children of Athena have the ability to manipulate thread, yarn and string. 
**At level 1, they can manipulate a quarter of a ball of yarn for 2 turns and use it to trip people up. However, they cannot bind people with it as they cannot make it tight enough.
**At level 2, they can manipulate up to a third of a ball of yarn for 2 turns and use it to trip people up. Whilst they could tie it around something, even a small animal could break out of it with ease.
**At level 3, they can manipulate half a ball of yarn for 3 turns. They can use it to trip people up or even as a sort of detection contraption. They can wrap it tight enough to capture a small animal but not much else more. Drawbacks include dizzy spells, weakness in the legs and nausea. Their thoughts also may get tangled as string or yarn usually does.
Unnatural skill (Minor)
*Children of Athena never rest, their minds are like sponges soaking up information and some do so at an unnaturally fast rate. This ability allows a child of Athena to pick up a new skill in a fraction of the time mortals would. This includes hobbies, languages, expertise in weapons, etc. However due to the constant need for new information and ideas, any information gained from this feature is lost after a certain period of time determined on the level of proficiency in this skill. A skill can be hard to define... but it can be summed up as a general knowledge of a topic. Say you wanted to study cyclopes, you could learn about their habits, their weaknesses, skills, culture, types, history, etc with this skill for any encounter you may face. It can be useful to know about your enemies before you go on a quest to find them, or to know about the history of a particular temple or landmark.
*Level 1: You can learn things quickly, but not things that are practical in a battlefield sense... it takes you about a week to become roughly proficient in a language or hobby, and a month to become fully accustomed. In 2 months you're able to speak the language like it was your first and you're able to perform your hobby on a semi professional basis. (Think... able to play guitar in a bar, you're not going anywhere famous, but you can earn a bit of coin.) At this level it takes you an amount of time equal to twice the time spent learning this skill for it to fade away.
*Level 2: You don't just learn quicker than most, but learn more than most too. Increasing your ability to remember skills you've learned, including muscle memory. You can now become talented in a particular weapon within just a few days of use. The time for learning a new hobby or skill is reduced to 3 days as well, and you can become proficient in the skill within just 2 weeks, and an expert with it in 4. It takes 3 times the amount of weeks/days spent learning a skill to lose proficiency in it now.
*Level 3: You become attuned to new skills very quickly, you can pick up a rough knowledge of a hobby or language within just a day of study, same goes for weapons. It takes you a week to become skilled and a mere 2 weeks to use your chosen proficiency as if you had been doing it your whole life. It takes you a week to forget something you spent a day studying, and a month for something you spent a week on as well as 3 months for spending 2 weeks to gain your knowledge.
Martial prowess (minor)
*1- Better stamina, these demigods tire less quickly than standard demi-gods when in battle, allowing them to fight for prolonged periods of time before fatigue sets in.
*2- Increase in speed and agility. Children of Athena are swift fighters and are able to utilize an uncanny dodge. They are able to contort and roll with hits when struck. (Within reason, if something is too fast or large then they take full damage) 
**drawbacks: drains stamina faster and can only be used once or twice before resting.
*3- With their battle experience they are able to pinpoint the location or ranged attacks based on their ability to calculate and follow the trajectory of projectiles.
*Minor Degree Only: 4- Children of Athena are capable of predicting an enemy attack and redirecting it or absorbing it. By redirecting it they are able to send it to a location of their choice either somewhere off in the distance, or back to their enemies. (includes projectiles, elemental/magical attacks) - can be used 3 times in battle before needing to rest.
Absorbing Melee/Projectile will turn it into pure energy meaning the attack is rendered useless. - can only be used twice per battle before near exhaustion.
Athena’s whisper (Minor)
*1-Children of Athena are able to communicate with 5 siblings telepathically.
*2- Children of Athena are able to communicate to a group of 10 allies outside of their lineage.(siblings don’t need telepathy In order to be communicated to telepathically)
*3- Children of Athena are able to locate hidden enemies by seeing their mental energy - it has to be actively used and works a bit like infrared. (Nosebleeds, migraines fatigue)
*Minor Degree Only: 4- Children of Athena are gifted the whisper of battle, when fighting an enemy they are able to connect to their thoughts giving them powerful insight into their plans, or movements. (Only one enemy at a time, causes migraines when used in excess)
Knowledge is power (minor)
* It’s a common saying, but it couldn’t be truer for Athena kids. Children with this ability have the ability to control dictionaries, textbooks, research papers, and other things like that. They may use this power twice per day. 
** Passive: Once per day they can touch a dictionary or textbook and it’ll heal them of 1 minor injury + 1 extra for every level of this power they have. 
** Level 1: they can control 4 heavy textbooks easily, or 8 with difficulty. They can do this for 5 turns. 
** Level 2: they can control the individual pages of the textbooks (up to 200) or stick with 5 full textbooks easily or 10 with difficulty. They can do this for ten turns 
** Level 3: This is more just for fun, but anyways they have unlocked the ability to make the letters of the page shift around. Congrats you can now make trusted textbooks say whatever you want. You can also control textbooks for 15 turns. 
** Level 4: They have unlocked a ability I call *Bionk*. Once per day they can hit somebody with a textbook and all the knowledge floods into their brain. The target will not remember everything and will likely only remember a couple of facts from the book. They also must make a dc14 saving throw or be stunned by their new knowledge for 4 turns. You can also control 6 textbooks easily, or 12 with difficulty.
===Given===
Battle Preparation (Given)
*Children of Athena gain an increase in speed, agility and stamina. They have an edge over a standard demigod due to their Mother's battle prowess - this makes them far more able on the battlefield. 
Weapon Proficiency (Given)
*Children of Athena have a natural ability to wield almost all weapons. They’re the jack-of-all trades with weapons. However, they won’t be experts at all of them unless they specialize in a few. 
Genius Intellect (Given) 
*Children of Athena are gifted with great intelligence in the arts, science, and literary works. They're also known to be great strategizers, weavers, and excellent at crafts.
Arachnophobia (Given)
*Children of Athena naturally dislike and/or are afraid of spiders due to what happened all those years ago with Arachne.
Brain Active Time (Given)
*Athena's children often have trouble shutting off their brain at any time of the day, even while they sleep their brain is figuring out new ways to solve problems and they can wake up feeling refreshed with a new plan or solution in mind.
Underdog (given)
*Whether in combat or other situations children of Athena tend to thrive when on the defensive. Their brains blossom with ideas and they’re masters at stalling when they need more time.
Brain Fart (Given)
*Children of Athena, especially in times of great stress, tend to blank entirely for a brief moment, unable to think.
Battlefield History (given) 
*When Athena children walk into a past battlefield they can tell what happened there depending on how well they role. 
*1-5 all you know is that indeed a battle did happen 
*6-10 you can tell the amount of casualties, who won, and how long it lasted 
*11-15 everything from before, and you can tell who or what fought of each side
*16-15 everything from before, and you can tell what weapons were used by each side
Horsey Horsey (given)
*Given Athena's history with equine animals, children of Athena have a natural affinity for riding and taming these types of creature.
===Blessings===
Paralyze them honey! (Blessing) 
*Athena being the good mom she is, will sometimes lend her children a weaker version of her shield Aegis, when they need help in battle. This version of the shield can’t turn people into stone, but instead causes all who look upon it to be paralyzed for the next five turns. Which gives plenty of time to kill them while they can’t move.