Hemera

Hemera is the Greek Goddess of the day. She is the female counterpart of her brother and consort Aither.

Her Roman aspect is Dies.

When they get claimed all the sunlight (or other forms of light if there isn’t any sunlight available) concentrations on them. Then a bright flash happens temporarily blinding those around (only for a couple of seconds) and the newly claimed demigod glows with the power of the sun. This glow lasts for around another hour.

Her Emoji is ☀️

Hemera children live in Deme 7 in the Hemera cabin

## Demigod Powers

Please refer to the power-sets on the godrent page when choosing their powers

### Major

*Photokinesis* (Major or Minor)

* See: Apollo- Photokinesis
* As the goddess of day, Hemera has divine authority and absolute control over light and brightness. Children of Hemera may use this power to create light from their palms at the risk of severe sunburn upon overusage. Lather on that sunscreen, dears!

*Solar Sphere* (Major)

* Demigods with this ability are able to “charge up” a ball of hot gas and light similar to that of the sun. Depending on their level they will need to sit in the daylight with their hands to the star in the sky absorbing solar beams. This will be especially difficult if they’re prone to sunburn as some Hemera children are. This only works if they are able to charge without any shadows fully covering their palms, if the charge is interrupted it will completely dispel any progress. Once they’ve charged up their hands they must roll their palms together to create a small ball whose heat they are immune to, and they are then able to use this small sun however they like (the ball cannot actually start any fires. It’s just incredibly hot.) This power can be used once every other day.
	+ 1-3- At these levels the demigod will need to charge up for 4 turns, and their small sun will evaporate after two turns. This small sun will be about golfball size and hot enough to cause first-degree burns to anyone who touches it aside from the weirder. It will also be able to burn through earthly materials and plastics.
	+ 4-6- At these levels the demigod will need to charge up for two turns, and their small star will disappear after three turns. This small sun will be about tennis ball size and hot enough to cause second-degree burns to anyone who touches it aside from the wielder. At these levels they are also able to recall the ball into their hands by holding out a palm, sending it back immediately. It will also be able to burn through earthly materials and plastics.
	+ 7-8- At these levels it will only take one turn for the small sun to charge up, and it will be able to last for four turns. This small sun will be about the size of a coconut and hot enough to cause third-degree burns to anyone who comes in contact with it aside from the user. At these levels they are also able to recall the ball into their hands by holding out a palm, sending it back immediately. It will also be able to burn through earthly materials and plastics

*Gravitational Flame* (Major/Minor)

* Using the power of the sun, children of Hemera are able to create a fiery vortex that glows like the sun itself. These are small rings that can cause fires if not created with caution, and that have their own gravitational pull which can lure in small objects or even demigods, if powerful enough. All objects move to the vortex slowly and gradually if pulled to it. This power can be used once every other day.
	+ 1-3: At these levels a vortex can be created from the palm of the users hand, it will appear where the palm was when it was willed to existence and it will not move until it dies. It will be about 6 inches in diameter, and last for 2 turns. It will be able to create stationary fires (meaning, they do not spread) that vanish once the vortexes do. They will be able to consume tiny objects like rings or pebbles, and pull objects up to the size of a toaster closer to it, gradually.
	+ 4-6: At these levels a vortex can be created from the palm of the user's hand, it will appear where the palm was when it was willed to existence and it will not move until it dies. It will be about 12 inches in diameter, and last for four turns. It will be able to create small, slowly spreading fires that will vanish after the vortex does. They will be able to consume small objects such as cups or books, and pull objects up to the size of a mini fridge closer to it, gradually.
	+ 7-8: At these levels a vortex can be created from the palm of the user's hand, it will appear where the palm was when it was willed to existence and it will not move until it dies. It will be about 18 inches in diameter, and last for six turns. It will be able to create small, slowly spreading fires that will vanish after the vortex does. They will be able to consume small objects such as kettles or basketballs, and pull objects up to the size of a regular fridge closer to it, gradually.

*Day Break* (major/moderate)

* Durning moments of intense anger (or the heat of battle/any other intense moment) they can tap into the primordial energy of their mom and send out a wave of daylight energy.
	+ Level 1-2: The wave of energy is rather weak and can only cause minor burns on a successful attack. This power can only be used twice per day before they start getting equally as bad burns whenever they use it.
	+ Level 3-4: They can cause moderate first degree burns on a successful attack and may use this ability three times per day before they get equally as bad burns of their own whenever they use it.
	+ 5-6: They can cause nasty first degree burns on successful attacks and they may use this ability four times per day before they start having equally bad burns of their own whenever they use it.
	+ 7-8: They cause second degree burns on successful attacks and they may use this ability six times per day before they start having equally as bad burns of their own whenever they use it.

### Moderate

*Fight off night* (moderate/minor)

* Herema is known for beating back Nyx’s veil to start the day, so naturally her kids would be better at fighting off creatures of the dark. Please note that such this power will only work of targets that relate to night/darkness. If someone overuses this ability they will get a fever. This ability is harder to use on fellow demigods since Herema doesn’t want her kids using it on other demigods.
* Level 1: They may target 3 creatures and make them drowsy and tired. The creatures will get disadvantage for the next 3 turns because of how tired they are. This power can be used once a day.
* Level 2: Same thing but they may target 4 creatures and the affects will last for 5 turns.
* Level 3: Either the same ability for 6 creatures and lasting five turns, or they can knock out 2 creatures for 3 turns.
* Level 4: They can knock out 3 creatures for 4 turns now!
* Level 5: They may slowly drain energy form qualifying demigods. This will make the other demigods fighting sloppy and give them disadvantage for 2 turns.
* Level 6: Same ability as level 5 but now the effects last for five turns.

*Morning Mist* (moderate/minor)

* This power allows for demigods to control things like mist, and fog since they are common in Herema’s hours of dawn. This power can be used twice of a day and the fog it creates naturally disperses in a couple of minutes (10 turns for turn heavy rps)
	+ Level 1: At this level they can create enough fog to cover a 6ft (1.8 meter) radius the fog lightly obscures vision to the point of colors being dulled and fine details being hard to make out.
	+ Levels 2: They can now manipulate the fog they disperse within its radius, allowing them to more heavily obscure 2 specific peoples' vision (to the point of them finding it difficult to see much other than silhouettes). They can also disperse their fog early.
	+ Levels 3-4: They can create enough fog to cover a 12ft (3.7 meter) radius. The fog can be thick enough to observe everyones vision to the point of not being able to see much other than silhouettes. If they obscures 2 specific peoples' vision those people will only be able to see fuzzy silhouettes that slightly shift around.
	+ Levels 5-6: They are now able to release a thick fog that’ll reduce everyone’s vision to only being able to see fuzzy silhouettes. Those with asthma or other breathing complications might find it difficult to breathe through this fog.

### Minor

*Good Morning!* (Minor)

* Demigods with this ability are able to use the daylight around them and transform it into energy, much like photosynthesis. However, instead of feeding themselves like a plant would, they are able to use that energy to give other demigods a boost of energy like a morning coffee would, making them much more alert and active despite any tiredness or exhaustion they had been feeling before.
* 1- At level one, they are able to give another demigod about 40 minutes of alert and active energy, at the expense of the caster needing a nap (1-3 hours) afterwards to erase the drainage it caused to the user. Once the energy has worn off from the afflicted demigod, they will return to the state they’d been in before the power was used.
* 2- At level two, they are able to give an energy boost that can last about 2 hours, needing to either take it easy for a few hours afterward or taking a quick nap for an hour or so once they’ve given the boost away. Once the energy has worn off from the afflicted demigod, they will return to the state they’d been in before the power was used.
* 3- At level three, they are able to give an energy boost that can last up to four hours, doing so makes them sluggish however, and they need to either sit down a while or nap for an hour or so to recover. Once the energy has worn off from the afflicted demigod, they will return to the state they’d been in before the power was used.

*Dome of Day* (Minor)

* Demigods with this ability are able to create a dome around themselves that creates a guise of day during the night (or any other time the sun is away). In the dome the entire world seems awake and bright, but the moment you step out of its confines it goes back to sleepy darkness. It is important to note that this dome is not physical, it’s an invisible boundary that surrounds the user in which this illusion appears. This ability can be used to stun/confused monsters or play cruel tricks on any other camper they wish to mess with. This power can be used twice a day.
	+ 1- At this level the demigod can create a 3 by 3 foot dome around themselves for four turns.
	+ 2- At level two the demigod can create a 6 by 6 foot dome around themselves for five turns.
	+ 3- At this final level, the demigod can create a 10 by 10 foot dome around themselves for up to seven turns.

*Vitakinesis* (Minor)

* Children of Herema can create a glow the colors of the sunrise around their hands and channel a small amount of healing power through this to their allies.
	+ At levels 1-3, they can use it to heal small cuts and bruises and such in around 2 turns. However, it takes a toll on them, often exhausting them.
	+ At level 4, they can heal bigger wounds like large gashes and close up missing limbs in 4 turns or so. They can not regenerate the lost limbs though.

*Chloro-boost* (Minor)

* As Daylight is what makes plants grow and ergo they can only flourish during the day, children of Hemera can speed up the photosynthesis process in plants. They can also make plants grow beyond their natural levels as long as it’s within the powers limit. This can only work if they're within five feet of the plant their aiding.
	+ 1: At level one they can revive a dying plant and make it perk up a bit more than it was, boosting its photosynthesis so it has another chance at life.
	+ 2: At this level, they can also make already healthy plants grow up to an extra foot (30.5 centimeters). They can do this to 3 plants a day
	+ 3: At this level, they can also make healthy plants grow up to two extra feet (61 centimeters). They can do this to 6 plants a day.
	+ 4: At this level, they can also make healthy plants grow up to three extra feet (91.5 centimeters). They can do this to 9 plants a day.

*Luminosity Camouflage* (Minor)

* These demigods can use light to become invisible, only durning daytime. They will get minor sunburns if they reach their turn limit which will worsen if they go on for a second or further round of invisibility. At the end of their 3rd round they take a -2 to any attacks made with a weapon until the sunburn heals. They can go one turn over the limit but if they do this they will get server sunburns and also take that -2 to weapon attacks.
	+ Level 1: They can stay hidden for 1 turn with a two turns cool down
	+ Level 2: 3 turns with a 2 turn cooldown
	+ Level 3: 5 turns with a 3 turn cooldown
	+ Level 4: 7 turns with a 4 turn cooldown

*Call of the Stelli* (minor)

* This power allows Children of Herema to summon their mother’s chariot pulling animals, the Stelli. For more information on these creatures please see their entry in the Librum Monstrorum. This power is taxing so it can only be used every other day.
	+ Level 1: The Stelli takes 3 turns to arrive, and will refuse to help in battle but I’m stead offering a get away for 3 turns.
	+ Level 2: The Stelli takes 2 turns to arrive, and will be willing to flashbang anyone who is clearly hurting a child of Herema. This flashbang will leave the enemy blinded for one turn. The Stelli will still offer a get away and stay around for 4 turns.
	+ Level 3: The Stelli takes 1 turn to arrive, and will be willing to give minor burns to anyone who is hurting a child of Herema or attacks it. The Stelli will not offer a get away and will instead act as a bodyguard for the child of Herema for 5 turns.

#### Given

*Sunlight Sensitivity* (Given)

* Hemera kids are VERY prone to sunburn! Keep this in mind for your character sheets and don’t forget to put on that sunscreen!

*Sun Kissed* (Given)

* Demigods who hail from Hemera somehow look like they’ve been tanned even if they never step a foot outside (for fear of sunburn), and if they do go outside they tan easily if taking the proper precautions against the deadly rays of the star above. If they do not have the given power that makes them sensitive to the sun, then they don’t have to worry as much and can simply tan with ease. Additionally, they get freckles more easily from the sun and their hair sun bleaches with extreme quickness, meaning it needs to be protected if that effect is not desired.

*Solar Energy* (Given)

* Being around Hemera kids during daylight hours gives other demigods a little buzz of energy, as people are generally more active in the day than at night. This has the opposite effect on children on any Demigod with the given “Night Owl” trait. Making them feel a little drained.

*Walking On Sunshine* (Given)

* Even though they are adverse to the rays of the sun, they actually can withstand heat (natural outside earthly temperatures, that is) very easily and sweat a lot less than other demigods because their bodies don’t really need to cool down.

*Sun Bathing* (Given)

* Children of Hemera are naturally a little warmer than most other demigods, people up to a foot away can even feel the pleasant heat upon their skin.

*Morning Person* (Given)

* These demigods are naturally very chipper in the morning and find it very easy to operate and wake early in the day. Some may even say it’s their prime state of being, the most active and alert they are all day.

*Glow Stick* (given)

* When her kids experience a particularly strong emotion they glow a certain color, usually one that reflects how they feel.

*Tears of day* (given)

* Some children of Herema cry faintly glowing tears of warm water.