Hades, but Trojan

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. His emoji is 💀

## Relations with the Trojans

**Everyday citizens**

He treats them just like he treats any other group of demigods, nymphs, and creatures. If they give him offerings or pray to him he’ll try and help them out a little bit, but he can’t do much from the underworld. The town doesn’t know about how this sits with Zeus, since they are so disconnected from the world of the gods, but it doesn’t take much thought to realize that things are probably at least a little tense between those two.

**His children**

He does still hold them to a standard, even if he does care about them the same regardless of if they ended up at camp hall blood or the town of Troilus. He’ll claim them as long as they impress him at least a little bit. This includes things like killing a couple of monsters, being rather successful in whichever job they choose, or gaining a leadership position. He will also give godly gifts out relatively easily to his kids, it’s not uncommon for his children to get a gift before they get claimed. Often times these are Stygian Iron.

## Potential demigod powers

Please refer to the powersets on the lineage page when choosing which powers you want.

### Majors

**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 3 undead for 5 turns.
* 4-6: Summon 6 undead up to 10 turns.
* 7-8: Summon 9 undead for 15 turns.

**Geokinesis** (Major/Moderate/Minor)

* Users of Geokinesis are able to manipulate small amounts of stone and bend it to their will, as long as it keeps the original surface area of the substance that’s being manipulated. They can create fissures and tunnels in the ground, as well as walls or spikes from the earth.
	+ Level 1: Users of Geokinesis are able to create and manipulate a 1 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 2: Users of Geokinesis are able to create and manipulate a 2 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 3: Users of Geokinesis are able to create and manipulate a 3 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 4-6: Users of Geokinesis are able to create and manipulate a 6 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 7: Users of Geokinesis are able to create and manipulate a 9 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
	+ Level 8 Superpower: Users of Geokinesis can use their power to shake the earth itself, causing an earthquake up to 5.0 on the richter scale in strength. They can use this power once every 7 days, and doing so causes extreme fatigue.

**Osteokinesis** (Major/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

**That’s Shady** (Major/Moderate/Minor)

* These demigods are able to manipulate shadows and darkness and bend it to their will. This darkness is considered magically created darkness, not natural darkness.
	+ Level 1: They can make shadows lurch outwards and cover more space with cold darkness. This can put out weak flames, and dim lights. This power lasts for 3 turns, can effect 5 shadows and each shadow can stretch an extra foot from their base location. As the opposite of dark is light, if a Photokinesis power is used the extended shadows, the shadows are destroyed. They can use this power once every 7 turns.
	+ Level 2: They shadows can put out weak flames, moderate non-magical light, and even photokinetic ability of lower level. This power lasts for 4 turns, can effect 6 shadows, and they can each extend an extra 1.5 feet. If an equal or higher level Photokinesis power is used on the extended shadows, they will be destroyed. They can use this power once every 9 turns.
	+ Level 3: The shadows can put out moderate flames, somewhat bright non-magical light, and even photokinetic ability of lower level. This power lasts for 5 turns can effect 7 shadows, and they can each extend an extra 2 feet. If an equal or higher level Photokinesis power is used on the extended shadows, they will be destroyed. They can use this power once every 11 turns.
	+ Level 4: they can focus extended shadows on one person to cause their vision to fill with dancing shadows if they are in range of any of the extended shadows. One shadow causes the target to get a -1 to all rolls that have anything to do with vision, two a -2, etc. This power last for 5 turns and can be used once every 13 turns.
	+ Level 5-6: They can create objects out of shadows. These objects will be inherently like a soft metal, if you try and smack someone with it no real damage will be done, but if you put force behind your slash, then it’ll hurt and cause a potentially nasty wound. They can summon them to their hand from a source shadow but other than that they have no kinetic control other them. These objects last for 3 turns before dispersing. They must be under 5x5x5 feet. They can use this power once every 6 turns
	+ Level 7: The shadow objects behave in the same way, however they last for 6 turns if they are under 5x5x5 feet. Also they can create objects up to 15x15x15 feet but these will last for 3 turns. This power can be used once every 12 turns.
	+ Level 8: They can use their own shadow to make darkness coil out from them and fully fill one persons eyes, temporarily blinding them in what will feel like a total cold darkness. This blinding last for 5 turns, and the target has disadvantage on any rolls that have anything to do with vision while effected. Once this power is used no other levels of this power can be used for a full day and this level can’t be used for 7 days.

**Shadow Travel** (Major/Minor)

* This is the ability for demigods to transport them selfs from one shadow to another. They must be standing in a shadow to use this, and it cannot be their own shadow, since it isn’t possible to stand on your own shadow. This power is written for rps based around the main setting, the town of Troilus. If you want to use it differently then it was designed please ask staff (chances are we will say yes, we just want to make sure your not trying to use it to travel across an entire continent with 6 people or something crazy like that).
* Levels 1-2: They can transport themselves around town, if they use this power continuously they will start to get dizzy and disconnect from reality.
* Level 3: They can transport themselves to the underworld, but are completely exhausted after doing so and must have a fully restful day before they can transport themself back.
* Levels 4-5: They can teleport themselves around town, and the light woods. They can also bring another person with them when they travel, but that other person will be prone to sickness, and they will exhaust quicker while transporting another person. When they exhaust they risk giving themselves a migraine which will make them nauseous, experience a pounding headache, and be sensitive to light all at once.
* Level 6: They can manage to travel to the underworld and back before they need a completely restful day to be able to shadow travel again.
* Level 7: They can shadow travel around the entire island! They can take 2 extra people with them when they travel, but these people will be prone to sickness, and they exhaust quicker when bringing around extra people. They risk passing out if they overuse there power at this level.
* Level 8: They can bring one extra person to the underworld and back, but once their passenger and them back back, they faint from exhaustion.

### Moderates

**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 demi of 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

**A Little Taste of 'Paradise'** (Moderate)

* Due to Children of Hades' connection to the underworld, they are capable of reflecting the general vibes:tm: of the afterlife within a given radius.
	+ Levels 1-2: Demigod can create a 5x5x5 section for a total of 3 turns which casts the general area in darkness, as if it is nighttime. The chill of the afterlife will also be in the air, and people's bones within this radius will be semi-visible through their skin. The caster is capable of seeing through this darkness and navigating the radius with no issue. Once the 3 turns are over with, the caster of this ability will be extra sensitive to the sunlight for the rest of the day. Over the course of multiple days, if they utilize this ability too much, they may also fall ill with a cold due to constantly experiencing the chill of the afterlife.
	+ Levels 3-4: Demigod can create the same 10x10x10 section for a total of 4 turns. Children of Hades now get a minor strength and speed boost within this small radius, especially if they have the 'Night Owl' given, which gives a +2 to rolls. This buff also applies to the undead, regardless of whether or not they are friend or foe. The same drawbacks from levels 1-2 still apply.
	+ Levels 5-6: Demigod can create a 15x15x15 section for a total of 5 turns, although they may be able to cut the radius' existence short in order to use it later on in the same day using the turns that they would've had, had they not cut the ability's duration short. Utilizing the ability multiple times a day like this grants a chance anyone, including the caster itself, may fall ill with a cold due to being subjected to the chill of the afterlife. All buffs and drawbacks described in levels 1-4 still apply here as well.

### Minors

**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.

*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.

**Shiny Thingies** (minor)

* This power is all about Hades' association with wealth. It allows them to find, and manipulate things of great monetary value. This is things like gold, crystals, and even dollar bills as long as their 50 bucks or above.
* 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.

### Givens

**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
* That’s shady
* shadow travel
* Necromany (edited)

Karma (@karmathedaedra on discord) made

* Geokinesis
* *Osteokinesis*

Made by Hop (hoppingalong on discord)

* A little taste of ‘paradise’