Neptune

Neptune is the Roman god of freshwater, the sea, and horses. His Greek counterpart is Poseidon.

His emoji is 🔱

## Demigod Powers

### Major Powers

*Hydrokinesis* (Major)

* Children of Neptune have the power of Hydrokinesis, or water control, the ability to create, control and manipulate both fresh and saltwater in a variety of offensive or defensive ways. The Level 8 super power is a split-tree; you can only choose 8a or 8b, not both.
	+ Passive - Children of Neptune with Hydrokinesis have the ability to breathe underwater and swim at olympic speeds without the specific aid of their powers.
	+ Level 1-3 - At this level, children of Neptune can control water from small amounts of water, such as a glass of water or a small puddle. They can create waves or small currents, and may be able to freeze or boil water with some effort. They can only manipulate up to 1 ft2 (~7.5 gallons) of water at a time.
	+ Level 4-6 - At this level, children of Neptune can control water from larger bodies of water, such as a river or lake. They can manipulate the water in more complex ways, such as creating water constructs, shaping water into different forms, and using water as a weapon. They can only manipulate up to 2 ft2 (~20 gallons) of water at a time.
	+ Level 7-8 - At this level, children of Neptune can control water from vast bodies of water, such as the ocean. They can even perform incredible feats such as parting the sea and creating bubbles underwater. They can only manipulate up to 3 ft2 (~40 gallons) of water at a time.
		- Level 8a - Children of Neptune can tap into dormant water by either drawing it from things like seashells or spontaneously creating it from inside of their body for use in their other powers. Doing this physically hurts the child of Neptune, as if they’re using their life force to power it. They can only perform this once per month, and can only create up to 30 gallons at a time.
		- Level 8b - Children of Neptune can manipulate liquids that aren’t fully water but have some kind of water content, such as certain poisons or acids. However, they cannot control things like the Underworld Rivers or liquids that do not have water somewhere inside of it, like magma. Doing this physically hurts the child of Neptune, as if they’re using their life force to power it. They can only perform this once per month and can only control up to 30 gallons at a time.

*Siren’s Song* (Major)

* Children of Neptune can mimic the unique effects of a Siren’s voice, allowing them to infuse their spoken words with magic. This can be used to find someone's fatal flaw and their greatest desire, and it can be used to lure people to a specific location at higher levels. If the Child of Poseidon cannot speak, they cannot use this power.
	+ Level 1-3 - Children of Neptune can use this power to figure out a person’s fatal flaw and what they currently want the most. This can work on up to one person in a 12 ft radius. After using this power, they lose their voice for 3 turns.
	+ Level 4-6 - Children of Neptune can use this power to lure up to 3 people to their current location. This can work up to a 60 ft radius. Previous abilities function with an extended radius. After using this power, they lose their voice for 6 turns.
	+ Level 7-8 - Children of Neptune can use this power to lure up to 3 people to a different location. This can work up to a 30 ft radius and the target destination cannot be outside of this range. Previous abilities function with an extended radius. After using this power, they lose their voice for 12 turns.
		- Level 8 - Children of Neptune can influence the actions of one person, tricking them into doing simple tasks. This lasts 3 turns, after which the target snaps out of it and the Child of Poseidon loses their voice for 24 hours.

*Geokinesis* (Major/Minor)

* Children of Neptune have the power of Geokinesis, or earth control, the ability to control/manipulate earth to create fissures or spikes in the ground.
	+ Level 1 - Children of Neptune can manipulate small amounts of earth and stone. They may be able to move small rocks or pebbles, cause minor tremors, and shape small patches of earth. They can manipulate up to 1 ft2 of material at a time.
	+ Level 2 - Children of Neptune can manipulate small amounts of earth and stone. They may be able to move small rocks or pebbles, cause minor tremors, and shape small patches of earth. They can manipulate up to 2 ft2 of material at a time.
	+ Level 3 - Children of Neptune can manipulate small amounts of earth and stone. They may be able to move small rocks or pebbles, cause minor tremors, and shape small patches of earth. They can manipulate up to 3 ft2 of material at a time.
	+ Level 4-6 - Children of Neptune can manipulate larger amounts of earth and stone. They are able to create earthen constructs, shape the landscape around them, and move boulders and other large objects. They can manipulate up to 4 ft2 of material at a time.
	+ Level 7-8 - Children of Neptune can manipulate the earth on a massive scale. They are able to create minor earthquakes and fissures, tunnel through stone, and even cause small volcanic eruptions. They can manipulate up to 5 ft2 of material at a time.
		- Level 8 - Children of Neptune can crack the ground extremely deep to create a geyser that holds 1d12 ft2 of water that empties itself into its surroundings over an equal amount of turns. This can be used once every 7 days.

*Atmokinesis* (Major/Minor)

* Children of Neptune have the power of Atmokinesis, or weather control, the ability to control and manipulate the various forms and aspects of the weather.
	+ Level 1 - Children of Neptune can turn the sky cloudy to block out the sun. If it is already cloudy, light rain will start in a quarter mile radius around them. Their influence lasts 6 turns. They can turn light rain into a sunny day, but only while at sea.
	+ Level 2 - Children of Neptune can create light on clear sunny days and amplify it to medium rain on rainy days which covers a quarter mile radius. Their influence lasts 6 turns and they can use this once every 9 turns. They can turn medium rain into a sunny day, but only while at sea.
	+ Level 3 - Children of Neptune can create medium rain on clear sunny days and amplify it to heavy rain on rainy days which covers a quarter mile radius. Their influence lasts 6 turns and they can use this once every 9 turns. They can turn heavy rain into a sunny day, but only while at sea.
	+ Level 4-6 - Children of Neptune can create heavy rain, as well as create small sea storms that can blow small objects around. Rain covers a mile radius around them and the sea storms cover a 30 foot area. Their rain storms last 7 turns and their wind storms last 5. They can use this once every 10 turns. They can turn medium rain into a sunny day, but only while at sea.
	+ Level 7-8 - Children of Neptune can create violent rain, create medium sea storms that can create mini-cyclones. Rain covers a 3 mile radius around them and the sea storms cover a 45 foot area. Their rain storms last 9 turns and their sea storms last 7. They can use this once every 12 turns. They can turn heavy rain into a sunny day, but only while at sea.
		- Level 8 - Children of Neptune can create a small personal hurricane around them, turning the surrounding area into difficult terrain for 3 turns. Anybody the child of Neptune doesn’t consciously focus on avoiding in a radius of 5 feet must make a DC11 check or get knocked prone unless they are within a foot of the child of Neptune. All fires in the radius are extinguished in one turn. This power lasts 3 turns and can only be used once a month. The power itself is very draining for the child of Neptune.

### Minor Powers

*Bio Sonar* (Minor)

* Children of Neptune are capable of utilizing echolocation to guide themselves through dark areas. This power is stronger while used underwater.
	+ Level 1 - Children of Neptune can send out a ping that shows them a sort of “topograph” of the area around them in a 10 foot radius. This can be used once every 3 turns. The radius is increased to 15 feet when used underwater.
	+ Level 2 - Children of Neptune can send out a ping that shows them a sort of “topograph” of the area around them in a 15 foot radius. This can be used once every 3 turns. The radius is increased to 20 feet when used underwater.
	+ Level 3 -  Children of Neptune can send out a ping that shows them a sort of “topograph” of the area around them in a 20 foot radius. This can be used once every 3 turns. The radius is increased to 25 feet when used underwater.

*Water Nymph Control* (Minor)

* Children of Neptune have the ability to control and tame water nymphs of all kinds. Skilled users can even utilize them to empower themselves or give their power to them, giving them more strength. They can control Nereids, Oceanids, and Haliae.
	+ Level 1 - Children of Neptune can take control of undomesticated Nymphs–those which do not have anybody else currently controlling or ordering them. To take control, they must make a DC11 roll on a 20 sided die. They can keep control for a maximum of 7 turns, however as the power comes to a close the child of Jupiter begins to lose full control, with all orders having a 10% (DC3) chance to be ignored after 5 turns of service. This can only be used every 7 turns, but trying to take control of the same Nymph consecutively has a 25% chance to fail.
	+ Level 2 - Children of Neptune can take control of unowned Nymphs–spirits which do not have anybody else currently controlling or ordering them. To take control, they must make a DC8 roll on a 20 sided die. They can keep control for a maximum of 7 turns, however as the power comes to a close the child of Neptune begins to lose full control, with all orders having a 5% (DC2) chance to be ignored after 5 turns of service. This can only be used every 5 turns, but trying to take control of the same Nymph consecutively has a 25% chance to fail.
	+ Level 3 - Children of Neptune can take control of unowned Nymph–spirits which do not have anybody else currently controlling or ordering them. To take control, they must make a DC6 roll on a 20 sided die. They can keep control for a maximum of 9 turns, however as the power comes to a close the child of Neptune begins to lose full control, with all orders having a 5% (DC2) chance to be ignored after 7 turns of service. This can only be used every 5 turns, but trying to take control of the same Nymph consecutively has a 25% chance to fail.
		- They can also take control of owned Nymphs, however to take control they must make a DC19 roll on a 20 sided die.

*Seasickness* (Minor)

* Children of Neptune can inflict and heal seasickness on people and creatures.
	+ Level 1 - Children of Neptune can cure and prevent seasickness on one target person, as long as they are making physical contact with that person.
	+ Level 2 - Children of Neptune can cure and prevent seasickness on up to three people with diminishing returns; 1 day for 1 targeted person, 12 hours for 2 targeted people, and 6 hours for 3 targeted people. Physical contact is no longer necessary, but will make it last 1.5x longer.
	+ Level 3 - Children of Neptune can cure and prevent seasickness on up to three people for a day, unless they are making physical contact in which it lasts forever. They can also inflict it on one target person for 6 turns, causing them to be queasy and dizzy.

*Aquatic Zoolingualism* (Minor)

* Children of Neptune can communicate with and understand the language of fish and other sea creatures. This can be useful for gathering information or forming alliances with underwater creatures.
	+ Level 1 - Children of Neptune can communicate with fish on a basic level. They can understand some of the fish's simple messages and can send simple commands in return. This level is helpful for simple tasks like gathering fish for food or sensing any threats in the waters.
	+ Level 2 - Children of Neptune can communicate with fish on a more complex level. They can understand more nuanced messages and have a more in-depth understanding of the fish's behaviors, movements, and reactions. This level is useful for gathering more fish, exploring underwater caves, and detecting any underwater dangers.
	+ Level 3 - Children of Neptune have a deep understanding of fish language and can communicate with fish in a way that is almost telepathic. They can read fish minds, send detailed commands, and even form bonds with fish, which can be used to gain fish's trust and assistance. This level is useful for leading schools of fish, finding hidden underwater treasures, and navigating through dangerous waters.

*Hydrovitakinesis* (Minor)

* Children of Neptune can communicate with and understand the language of fish and other sea creatures. This can be useful for gathering information or forming alliances with underwater creatures.
	+ Level 1 - Children of Neptune can use water to soothe minor cuts, bruises, and ailments, such as headaches or minor stomach aches.
	+ Level 2 - Children of Neptune can use water to slightly accelerate the natural healing process of minor injuries, such as a twisted ankle or a sprained wrist.
	+ Level 3 - Children of Neptune can use water to temporarily alleviate symptoms of an illness or injury. For example, they can use water to temporarily relieve a fever or a muscle cramp. The effects are temporary and require consistent application of the water.

*Seaweed Manipulation* (Minor)

* Children of Neptune can control and manipulate seaweed, using it as a weapon or a tool for exploration. They can shape it into different forms, such as nets or ropes, and use it to ensnare enemies or create underwater structures. This power can only be used underwater.
	+ Level 1 - Children of Neptune can control small amounts of seaweed to create simple shapes and forms, such as ropes, nets, or small barriers. This ability is useful for basic tasks like gathering seaweed for food or creating simple obstacles.
	+ Level 2 - Children of Neptune can manipulate larger amounts of seaweed and shape them into more complex forms, such as walls or tunnels. They can also use seaweed as a tool for exploration or defense.
	+ Level 3 - Children of Neptune have a deeper understanding of the properties of seaweed and can use it to create more complex structures like traps and air-tight shelters.

### Given Powers

Deep-Sea Adaptation (Given)

* *Children of Neptune can adapt to the high-pressure and low-temperature environments of deep-sea environments.*

*Oceanic Love* (Given)

* Children of Neptune inherit a deep love and appreciation for the ocean and all its wonders.

*Calming Presence* (Given)

* Children of Neptune often have a calming presence, similar to the calming effect of the ocean.

*Nautical Know-How* (Given)

* Children of Neptune possess an innate understanding of all things nautical, from shipbuilding to navigation to weather patterns. While at sea, they know their exact nautical coordinates, how fast they’re going in knots, and have an instinctive understanding of sailing allowing them to know which ropes to hoist, which sails to raise, and which direction to steer

*Sponge* (Given)

* Children of Neptune and all objects that they touch, stay dry when underwater unless they allow it themselves. They can also absorb small amounts (about a glass) of water into their skin at a time as a form of hydration. This does not filter tainted water.

*The Big 3 Clause* (Given)

* As their father is one of the big three, the “standard demigod traits” Children of Neptune possess are greatly enhanced compared to the children of other gods.

*Hydro-Luminessence* (Given)

* Children of Neptune have invisible markings that glow blue while underwater. This also happens to any markings such as birth marks, freckles, or beauty marks that they may have. You may describe these markings as however you want underneath this power.

*Zoolingualism* (Given)

* Children of Neptune can speak with and understand sea creatures, horses, and bulls, as they are the sacred animals of their father.