Harmonia

Daughter of Aphrodite and Ares, Harmonia is the Goddess of harmony, peace, and concord.

Generally when claimed, a holographic dove manifests and flies to the demigod, then disappears after a while.

Her emoji is 🌎

Her kids live in Deme 10 in the Harmonia Cabin

### Major

*Peaceful mind* (Major or Minor)

* Because their mother is the goddess of peace, children of Harmonia have the ability to influence all forms of it (cause it, take it away, etc)
* Level 1-3: Children of Harmonia can influence the peace (or lack thereof) in a 5 foot radius for five minutes.
* Level 4-6: This radius expands to 10 feet for ten minutes.
* Level 7-8: 20 feet for fifteen minutes.

*Eased* (Major or Minor)

* Ability to end conflicts, including fist fights, arguments, etc. This includes other humans, demigods, and monsters. Not gods.
* Level 1-3: They can end most verbal arguments, and fist fights with up to three people. They can end an altercation with one monster, however, it’s incredibly taxing.
* Level 4-6: They can end fist fights and other aggressive negotiations in groups of 6 people or less. They can also end an altercation with up to three monsters.
* Level 7-8: With enough concentration, they can end a riot with up to 30 people! Of course, this will most likely knock them out.

*Elements of Harmony* (Major)
There are five components to harmony; honesty, loyalty, laughter, kindness, and generosity. A demigod belonging to Harmonia can take advantage of all of these.

* 1-3: On a successful d20 roll, the demigod can force one to be openly honest and kind. Meaning no secrets.
* 4-6: At this level, a child of Harmonia gains the capabilities to make someone be generous, making them want to give the user anything they want.
* 7-8: At this level, they will be able to make someone laugh so hard that it hurts. And on their highest level, they will be able to force three people to become loyal to them.
* Rolling:
	+ 1-10: Failure
	+ 11-15: Lasts for five turns.
	+ 16-18: Lasts for seven turns
* 19-20: Lasts for ten turns.

*Futuristic Vision* (Major)

* A child of Harmonia will get visions into the future when something of conflict is about to happen.
* Level 1-3: Can see short visions of conflict (ten seconds), but will not be able to tell when they occur. Due to a lack of skills, these visions will occur spontaneously. If they become too frequent, it’ll become painful for the child of Harmonia. This is limited to internal conflicts within the camp.
* Level 4-6: At this level, they can see further into the future, and will get longer visions (thirty seconds). Although the demigod will not know when the altercation will occur, they will have an idea as to where. At this level, their power is extended to external camp conflicts including quests or mortal disputes (such as the influence of war, pandemics, etc.) The more frequent the visions, the more sanity a child of Harmonia will lose.
* Level 7-8: At this level, a child of Harmonia will get even longer visions (up to one minute). They won’t know when it will happen, but sometimes they’ll know exactly where. At their highest level, they will be able to see disputes between gods that may interrupt the mortal realm, including prophecies that may disrupt world peace. However, depending on how grand the vision is may cause them to lose consciousness, and have recurring hallucinations.

### Minor

*Give Peace a Chance, Dammit!* (Minor)

* Owing to their lineage, children of Harmonia may at times employ Ares' control over weapons for explicitly peaceful ends. In particular, they can force weapons to temporarily become useless or fly out of someone's hand- making peace the only solution.
* Level 1: May fling small weapons out other people or make heavy weapons feel twice as heavy. Up to 3 weapons, once a day.
* Level 2: Can make any kind of weapon fly out of a target's hand or stick itself to the ground for a total of ten minutes. Up to 6 weapons, twice a day.
* Level 3: Weapons will simultaneously feel scorching hot, frost-bitingly cold, slippery as soap, heavy as a cruise ship and unbalanced as a pay-to-win game; for half an hour. Up to 9 weapons, thrice a day.

*Harmonic Sound* (minor)

* 1- Children of Harmonia can now use their whistle to create a faint, pleasant melody that will bless a single ally so that they feel no pain - in exchange for this, the Child of Harmonia will experience it all for them. This lasts for 3 turns and can only be used once per fight.
* 2-Children of Harmonia can now use their whistle to create a loud, heavy sound that will disarm both allies and opponents in a 40 foot radius for 3 turns. During this time, their weapons will repeatedly fall from their grip, and they will either have to flee the radius or engage in combat without a weapon. This can be used twice in a battle
* 3 Children of Harmonia can now play a stronger shrill, sudden sound to summon a shield around themselves and allies in a 30 foot radius. It will absorb up to 6 hits (3 CB) and when destroyed activate a flash-bang effect that blinds enemies just outside the radius (10 foot) for 1 turn. If the shield is not destroyed it will last for five turns, they can create 2 of these shields per fight.
* DRAWBACKS - Sore throat, loss of voice, tinnitus.

*Emotional Inducement* (Minor)

* Her kids can sense and manipulate the feelings and moods of people, animals, and other creatures. Whether by increasing, decreasing, causing, or otherwise channeling emotions.
* Level 1: A child of Harmonia cannot control the anger of someone, and instead holds control over their peaceful and happy mood swings. At this level, they can make someone incredibly blissful, or prevent it. (three turns)
* Level 2 At this level, a child of Harmonia somewhat has control over one’s violent tendencies and can either decrease it by manifesting temporary calmness or encourage it by taking away what's left of their spiritual tranquility. (six turns)
* Level 3: At this level, the demigod will be more proficient at controlling the degree of one's mood swings. However, what they do to someone else will reflect back on their own emotions as well whether it be positive or negative. (nine turns)

*A sign of Peace* (Minor)

* Doves are often used to symbolize peace, children of Harmonia can slightly control these birds.
* Level 1: Can control 15 doves within a 100 foot radius.
* Level 2: Can control 25 doves within a 250 foot radius.
* Level 3: Can control 35 doves within a 400 foot radius.

*Peace & War* (Minor)

* When in battle, Children of Harmonia can encourage their comrades by singing a harmonious tune, or they can discourage their opponent who then must roll at disadvantage. If used frequently the user will begin to permanently damage their throat and lose their voice.
* Level 1: Can choose one comrade of their choosing to roll at advantage, OR one opponent of their choosing must roll at disadvantage. This can only be used once per battle.
* Level 2: Can choose two comrades of their choosing to roll at advantage, OR two opponents of their choosing must roll at disadvantage. This can only be used two times per battle.
* Level 3: Can choose three comrades of their choosing to roll at advantage, OR three opponents of their choosing must roll at disadvantage. This can only be used three times per battle.

*Yin and Yang* (Minor)

* Harmony lies in the balance of the two; should either the Yin or the Yang become too overbearing compared to the other, the harmonic balance is lost, giving rise to negative outcomes. Children of Harmonia have the power to control this harmonic balance. The more energy these demigods direct into people, the ability will begin to backfire on themselves for interrupting the harmonic balance.
* Level 1: A child of Harmonia can control the negative energy in the air, and can instill it in someone to decrease their well-being (make them sick, hallucinate, etc). They can do the same with positive energy, instilling it in someone to increase their well-being (make them happy, physically stronger, etc). At this level, however, they can only do it with one person for 2 turns.
* Level 2: They can do it with two people at a time for 4 turns.
* Level 3: At level three, they can give positive or negative energy to up to four people for up to 6 turns.

*Inner Peace Vision* (Minor)

* Her kids can look into someone and see what is disrupting their inner peace (aka what’s hurting them). They can only see one problem at a time, and they see the biggest issue.
* Level 1: Only two people per day
* Level 2: Only three people per day.
* Level 3: Only four people per day.

### Given

*Temper Tantrum* (Given)

* Whenever a child of Harmonia is angry or upset, ALL of their powers and givens have the opposite outcome; chaos.

*Animal Connection* (Given)

* Due to their loving nature, these demigods have a way with animals.

*Musical Harmony* (Given)

* With their talents, children of Harmonia have the ability to unite people (and monsters) with their music.

*Bad Luck* (Given)

* Due to the curse of Hephaestus, her demigod children have bad luck. However, this also brings eternal youth and beauty.

*Omnilingualism* (Given)

* The user of this power can speak any language. If an argument or any source of conflict is in a language they cannot understand, they’ll be able to solve it.

*Physical Empowerment* (Given)

* The demigod is empowered by all forms of peace or absence of external or internal conflict, within their mind, body or spirit. They will be able to achieve and draw strength and speed from entering a state of wisdom and tranquility.

*Stress Reliever* (Given)

* They naturally relieve the anxiety of everyone around them.

*Discord Immunity* (Given)

* Children of Harmonia are immune to the powers of children of Eris, the goddess of discord.