Aisa

Aisa, or Atropos, is the fate goddess of inflexible fate. She is one of the three moirai, the three fates, and is the eldest.

Her emoji is 💫.

Aisa children live in Deme 14, in the Aisa cabin.

## Demigod Powers

### Major

Lets Change Fate! (*Major*)

* Fate seems to favor you, kid. Go figure. Roll fate dice, and make sure you remember your roll, because you may only make these rolls once per roleplay. You can change any following rolls someone makes later on, and then that fate dice is expended forever. (If a creature is unwilling to have their roll changed, they may challenge your Fate DC. This save = 10 + your ability’s level.)
	+ Lv. 1-3: You gain 1 fate dice per roleplay. You may not save a roll higher than a 18 or lower than a 3 with this trait.
	+ Lv. 4-6: You gain 2 fate dice per roleplay. You may not save nat 20’s or nat 1’s with this trait, but all other numbers are in your domain.
	+ Lv. 7-8: You gain 3 fate dice per roleplay, of any roll. (6 turn cooldown in-between)

Destiny (*Major/Minor*)

* These children have the strange ability to make short glimpses into the future. It starts out with an uneasy feeling in your gut, and soon the future itself bleeds into your head…
	+ Lv. 1: Something terrible is coming! Or your stomach just hurts. Gain a +2 to dodge/block rolls, and a sweet sweet “I told you so”. (2 turns)
	+ Lv. 2: You’re starting to find life a little more predictable. Gain a +3 to dodges, blocks, and skill checks that don't involve magic. (3 turns)
	+ Lv. 3: Things are getting clearer. You now gain your bonuses against attacks and magic saves, and can tell when someone’s gonna die now. Ain’t that neat? (5 turns)
	+ Lv. 4: Ever since your eyes have opened, you’ve been able to guess much more immediate things like which cup a ball is under, or which card someone picked. Your bonus is now a +4. (6 turns)
	+ Lv. 5: Guessing has left your immediate area. You no longer get surprised, and can deduce any hidden consequences someone hides if they roll under your bonus to hide it. (8 turns)
	+ Lv. 6: Maybe it’s time to slow down? You’re practically living life whole minutes ahead of everyone else. Your bonus is a +5 (8 turns, eye’s become irritated when used at this level more than thrice.)
	+ Lv. 7-8: What did you mean you already knew? Instead of applying your bonus, you may roll twice and use the higher number, applying no bonus. (9 turns, Eye irritation)

Change of Fate *(major/moderate)*

* Some of her children gain the ability to speak small bits of the future into existence. This can be used to make minor curses or blessings. They may only use this power if the last person they changed the fate of experienced their thing.
	+ 1-2: They can look at someone and say minor and specific truths. Think things like “you will stub your toe and it will hurt” or “you will eat some candy and it’ll taste amazing” and it will happen in the next couple of days.
	+ 3-4: They can speak vaguer but slightly more impactful truths. Things like “you will experience a moment of shame/joy soon” these take up to a week to come true.
	+ 5-6: They can get more specific with impactful truths now. Things like “You will bleed and the cut will sting and leave a scar.” or “you will receive a meaningful gift.” These take up to two weeks to come true.
	+ 7-8: Forget what it says at the top of this power you may now have two active changes of fate. Enjoy!

### Moderate

Judgment (*Moderate*)

* They see you, and they want to make it known. As the fate’s were also considered goddesses of death in regard to a human’s fate at death, these eyes instill truth and judgment in whoever sees them.
	+ Lv. 1-3: Your Judgement eye save is 8. If the target fails to roll that or higher, they feel the dread of death looming over them, and you learn one basic thing  about them. (4 turns.)
	+ Lv. 4-6: Your Judgement Eye save is 14. They now know who to be afraid of; you. And, you get to learn their best and worst actions so far. You may choose to learn this without scaring them, but to do so discreetly lowers your save to a 10. (8 turns)

Scissors (*Moderate*)

* Careful! I hear those things are sharp. And determine when people are gonna die, apparently? Anyway, summon custom scissors as makeshift throwing knives, or maybe as just a nice spare weapon.
	+ Lv. 1-2: Very pretty! You gain two pairs of non-magical scissors to summon. Wait, if they aren’t magic, how did you- (3 turns)
	+ Lv. 3-4: You’re getting good with those things. It’ll take a whole action to do so, but you may now call them back to your hand. Careful how you catch them~ (6 turns)
	+ Lv. 5-6: What, you're not satisfied with two? Fine, have a third one. See if I care. (8 turns)

### Minor

Stay Dead (*Minor*):

* Some mortals always find a way to cheat fate. Show them why they shouldn’t have.
	+ Lv. 1: When fighting against undead creatures (spirits, zombies, etc), you gain a one-time 5% boost in strength. (2 turns)
	+ Lv. 2: When fighting against undead creatures, you gain a one-time 8% boost in strength. If the creature was summoned temporarily by magic, you can have them roll against having the spell ended early, and the creature returning to the grave. (Your DC is 5. You have 3 turns.)
	+ Lv. 3: You gain a 10% boost in strength against souls who left earth and came back. Creatures summoned by magic must beat a DC of 6. (You have 4 turns)

### Given

Coming Soon (*Given*)

* Children of Aisa can foresee someone’s predictable lifespan, as well as what might happen if current threats take them down. (Ex: fatal wounds, fates of people involved in their prophecies at the time, etc.) this is not absolute, more like a warning.

Threads Of Life! (*Given*)

* Children of Asia tend to be really good at cutting and using string at arts & crafts. Best not to ask one why.

Judgement Day (*Given*)

* Children of Aisa make wonderful impartial judges in life. They are always aware of the rules in any given place and can tell when they aren’t met.