Cyclopes

## Biology

This section contains all information about these guys physical aspects.

### Appearance

Cyclopes are a race of tall humanoids. They range from 7 to 8 feet tall with adolescents growing from 6 feet to 7 feet. The main defining feature however is that they have only one eye placed above their nose. Their skin is usually coarse and rough by nature and their features typically large and indelicate.

## Culture

### On island

On the Island of Troilus Cyclopes are very hard working. They have a history of working with forces against the island so those who do end up there often find themselves very grateful and happy to be on the island. They love to participate in the community but tend to stray from their violent culture outside the island. There are some that embrace it, however, but even these Cyclopes acknowledge that they feel more at home inside the walls than out. There is some skepticism towards them due to the fact that so many hurt demigods or serve Poseidon, but this mostly comes from older, more superstitious demigods.

### Off island

Outside of the Island Cyclopes serve one of two roles. They either serve Poseidon or Hephestus in forges working to craft weapons for the gods. The other option is to be a monster, they are often builders or shepherds and are largely solitary. They will eat any demigods who come near them, and have been known to harm nymphs or satyrs as well. This is fully grown Cyclopes though, young ones are often abandoned in cities and left to fend for themselves alone with only the cover of the mist to protect them. Luckily most monsters don’t attack them, but it is still very uncommon for them to make it to a successful place in life

## Powers

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

### Majors

**Larger Than Life** (major)

* This power centers around the fact that cyclopes when surrounded by demigods are smaller than their typical mythical forms. As a result they can grow to a larger size temporarily closer to their original legendary stature.
	+ Level 1: At this stage they can cause themselves to grow about a foot taller. While taller their muscles scale with them but incoming injuries do not, they become much stronger and tougher when transformed. This requires two turns of buildup though, and only lasts for one turn. After this power is used the user will feel exhausted and fatigued for as long as they used the power times 2 (example at this stage it would be 2 turns, then if transformed for 2 turns it would be 4 turns). This applies to all levels below unless otherwise specified. Additionally they can cause one limb to grow in size with only one turn of build up. However they will be very off balance.
	+ Level 2: They can now grow 2 feet in height and it will last for 2 turns
	+ Level 3: The power’s buildup drops to one turn and they can grow a full 4 feet in height.
	+ Level 4: At this stage they can make one limb grow on command in a turn and use it the same turn. They can also hold their transformed form for 3 turns now.
	+ Level 5: The user can now grow to 6 additional feet in size. However this also results in a different formula for buildup. They can control how big they grow when using this power now. To grow to full size though, it once again takes them 2 turns due to the increase in size.
	+ Level 6: Now a cyclops can hold their transformation for a total of 4 turns. However they are still dazed and tired for a number of turns equal to how long they were transformed rather than double.
	+ Level 7: The transformation now results in a complete doubling in size, this takes them 3 turns to prepare and lasts for a total of 5 turns. After which they remain dazed and confused just like the last level.
	+ Level 8: At the apex of cyclopean power, the user can triple in size. This requires 5 turns of build up though and only lasts for 5 turns. It does also result in the user passing out afterwards for the rest of the roleplay.

**Creative Mode** (Major/Moderate)

* Due to also being known for being architects, some cyclopes gain the ability to make rudimentary structures appear out of thin air. These are always geometric shapes such as a cube or a sphere and last for 10 rp turns.
	+ Levels 1-3: They can make a very small shape. Such as a fence post or a chest sized wood cube. All structures at this stage are able to be made of wood and remain so until stated otherwise. Only one structure can be maintained at a time
	+ Levels 4-6: They can make larger structures, the size of small walls and fences. Additionally they can make structures out of stone now, but begin to feel taxed after doing so and will get bad headaches. Additionally 2 structures can be maintained at the same time now.
	+ Level 7: They can make structures out of metal now however this is much more taxing, and they will start to get migraines after doing this which last for 5 turns.
	+ Level 8: 3 structures can be maintained at the same time.

### Moderates

**Enchanting** (Moderate/Minor)

* This power is a result from cyclopes’ position as blacksmiths and forgers for the gods, they are able to enchant weapons just the same as kids of Hephestus.
	+ Level 1-3: Can enchant swords/daggers, bows, shields, and hammers with very minor enchantments with costly materials. It takes 2 days per item. Ex: Sword will return to demigods hand, shield can blind others, bows can help calibrate to aim correctly. After finishing, it causes heavy fatigue.
	+ Level 4-6: Can enchant most weapons with minor enchantments for medium materials, or mediocre enchantments with costly materials. Minor enchantments take a day, medium four days. Ex: Swords can be disguised (\*wink wonk\* Percy Jackson anyone?, shield can extend to blind spots in peril, bow will alert you to nearby heat signatures. After finishing, it causes heavy fatigue

**Tear it down** (Moderate/Minor)

* Cyclopes have the ability to destroy just as they can build, this power allows them to do just that. It also draws upon their lineage with poseidon that gives them a connection to faultlines. It, in short, allows them to make small earthquakes.
	+ Level 1: This is a level 2 earthquake on the Richter scale which has a 10 foot radius centered on the user. After using the power they feel dizzy for 3 turns, they also are not immune to effects of the earthquake. All earthquakes last for 1 turn
	+ Level 2: The earthquake increases to a level 3 on the Richter scale, the radius also increases by 5 feet to 15. The dizziness remains for 3 turns.
	+ Level 3: The earthquake increases to a level 4 and the radius increases by another 5 feet to 20 feet. The dizziness remains for only 2 turns and the time of the earthquake increases to 2 turns.
	+ Level 4: The earthquake increases to level 5 on the Richter scale and grows to a 25 foot radius. The dizziness and turn limit remains the same.
	+ Level 5: The earthquake increases to level 6 and has a 30 foot radius. The dizziness and turn limit remain the same however.
	+ Level 6: The earthquake’s intensity doesn’t increases further but the radius grows to 40 feet and lasts for 3 turns, and the user is only dizzy for one turn afterwards

### Minors

**Material Growth** (Minor)

* Due to being forge workers, Cyclopes also have the ability to multiply non magical metals. This can be done multiple times a day but each time takes a physical toll on a cyclops, they will feel like they mined the material themself. After the material is used three times a Cyclops must sleep before it can be used again. To use this power they must be touching the material. This also applies to objects such as mortal currency, or weapons.
	+ Level 1: They can turn 1 cubic foot of material into 2 cubic feet of material
	+ Level 2: They can turn 2 cubic feet of material into 5 cubic feet
	+ Level 3: They can turn 3 cubic feet of material into 9 cubic feet. They also gain the ability to multiply stone building materials, including rocks that may contain ore.
	+ Level 4 (Minor Degree): At this stage they gain the ability to multiply magical metals and can produce up to one sword's worth of celestial bronze a day. However doing so counts as all three daily uses of this power

**Shepard of Fear** (Minor)

* Some solitary Cyclopes take up a role of herding animals. They are effective at this due tot heir large stature and size which causes animals to fear them and follow their instructions. They understand to move and stop with this ability and nothing more. Animals will always follow the order of the cyclops and will move as fast as they can to do what they say. To use this power a Cyclops must generally act intimidating and scary, mostly by yelling. A turn must be spent to initiate this power each time
	+ Level 1: The user can make a group of up to 10 domesticated animals move the direction they want for 2 rp turns.
	+ Level 2: The user can move up to 15 animals now and this works on all non magical creatures not larger than a cyclops. (For example, you could herd a crocodile but not an elephant.) They will move in the chosen direction for 3 turns
	+ Level 3: The user can move up to 20 animals and can now move up to 10 magical domesticated animals. Non magical creatures will move for 5 turns and magical ones will move for 2 turns
	+ Level 4 (minor degree): The user can now make large non magical animals follow their directions in groups of up to 15, this and the moving of magical creatures both last for 3 turns.

### Givens

**Poseidon’s gift**

* Cyclopes with this ability are able to breathe underwater due to working in poseidon’s forges.

**Fire immunity**

* This given ability allows Cyclopes to be immune to heat and its effects as well as anything they’re wearing or holding.

**Curse of the one eyed**

* With this curse Cyclopes are much more likely to have bad eyesight or depth perception. They may bump into things or not be able to pick out details far away, but they typically are still able to see details well due to metalworking.

## Credits

They were made by Cass (@littletrashgremlin on discord) so assume all powers were made by them unless specified otherwise.

We are unsure of the creator for

* enchanting