Nike

Nike is the goddess of victory (in warfare and peaceful competition) and the charioteer of Zeus. She was closely associated with athletics, speed, and strength, and sometimes seen as an aspect of Athena (Athena Nike, the goddess victorious). She's sometimes split into multiple Nikai, or victories.

Her emoji is 🥇

Nike children live in Deme 6 in the Nike cabin

### Major

*Competitive Tychokinesis* (Major or Minor)

* The ability to influence the luck of another person in a single battle, fight, or competition in the near future. The more consequence that the event has, the more effort the ability will take on the part of the demigod, and the demigod cannot use it on themself.
* Level 1-3: Little things can happen, like maybe the target or their opponent stumbles. This can only be used if it's an event of relatively low consequence and happens within 12 hours
* Level 4-6: They can affect a little more now, like a gust of wind to help or hinder the target/their opponent's aim. These can be in events with slightly higher stakes, like if there's s'mores on the line, and up to 3 days in advance.
* Level 7-8: Now we're talking. These are more like blessings/curses that can actually turn the tide, and can really help if your dignity is on the line up to 10 days in advance.

*Rally Forces* (Major or Minor)

* The ability to motivate one's allies, whether it's a sports team or a very small army. This works especially well when a child of Nike wants to give their team a second wind. The larger the group and the more dramatic the effect, though, the more exhausted the user will be. Children of Nike can band together to increase the effect as long as they're not just trying to one-up each other– Inspiring speeches work better from an inspired speaker, after all. This ability works better on a group that has something in common.
* Level 1-3: Inspire up to 10 people
* Level 4-6: Inspire up to 15 people
* Level 7-8: Inspire up to 20 people

### Minor

*Philippides’ Glory* (Minor)

* Victory is always hard-fought, and sometimes it may take all that one can give to secure it. Nike’s children have that struggle in their veins, the Legacy of the Marathon runner, the legacy of “Nikomen!” to see a battle through, to run that extra mile, to take that next fight. Similar to “Godly Adrenaline,” this power gives demigods a second wind (equivalent to dnd), restoring their stamina and temporarily recovering their health and fighting capabilities. This power-up is entirely goal-driven, meaning that the restoration and stamina will last only until the objective that the demigod has set out to achieve is met (the monster is slain, the distance is cleared, the bags they set out to carry in one trip have been placed on the kitchen counter, etc.). Once the task is achieved, power shall drain from the demigod. If the stamina drained is more than what they have at the end of the action, they will pass out. If the life-force drained is more than what they have at the end of the fight, the demigod must get immediate medical care or die.
* Level 1: recover 25% of total health, 50% of total stamina, drain 50% of total health and stamina
* Level 2: recover 50% of total health, 75% of total stamina, drain 40% of total health and stamina
* Level 3: recover 75% of total health, 100% of total stamina, drain 30% of total health and stamina

*Enhanced Speed* (Minor)

* Since their mother often relies on speed to make her way around battles, some children of Nike have enhanced speed, though not on the same level as children of Hermes.
* Level 1: Their speed is 25% faster than most
* Level 2: 50%
* Level 3: 75%

*Path to Victory* (minor)

* 1- Children of Nike are able to clearly see who poses more of a threat to their victory. In the Child of Nike’s eyes, the individuals glow a faint golden. They must be within 60 foot of the child of Nike, but it means they can say through disguises. (Drawbacks, fatigue, headaches temporary colour blindness)
* 2- Children of Nike are able to clearly see the direction of projectiles. The path taken shows in a golden light to the child of Nike and allows them to locate exactly where a projectile was shot from.
* 3- Children of Nike are now able to see who poses more of a threat to their victory in a 100foot radius allowing them to prioritize during a fight. The golden glow they see is now even effective if someone is invisible, will not work if their on a different plane of existence or manipulating the mist - however they can see even if someone is blended into the shadows/camouflaged.
* Drawbacks - Fatigue, headaches, blurry vision

*Enhanced Strength* (Minor)

* Much like speed, strength is often a necessity for somebody as competitive as Nike and her children, and some children of Nike are a bit stronger than the average camper.
* Level 1: 10% stronger
* Level 2: 15% stronger
* Level 3: 25% stronger

*Blessings to the Victors* (minor)

* Children of Nike can boost peoples abilities if that person has beat them in one way or another in a competition within the past week. The boost will be minor but still helpful. Think things like higher stamina, higher pain tolerance, and better focus (this gives whoever their boosting a +1 to any rolls). They can only boost one person per day.
	+ Level 1: To boost someone that person must have have beat the child of Nike in a completion of pure skill. The blessing with last for 3 turns.
	+ Level 2: To boost someone that person must have beat the child of Nike in a competition of at least half skill. The blessing with last for 5 turns.
	+ Level 3: To boost someone that person must have beat the child of Nike in any type of competition. The blessing will last for seven turns.

*Curses to the Losers* (minor)

* Children of Nike and curse people if that person has lost to them in one way or another in the past week. The curse will be minor but still annoying. Think things like lower stamina, lower pain tolerance, and worse focus. (this gives whoever their cursing a -1 to any rolls) They can only curse one person per day.
	+ Level 1: To curse someone that person must have lost to the child of Nike in a completion of pure skill. The curse with last for 3 turns.
	+ Level 2: To boost someone that person must have lost to the child of Nike in a competition of at least half skill. The curse with last for 5 turns.
	+ Level 3: To curse someone that person must have lost to the child of Nike in any type of competition. The curse will last for five turns.

### Given

*Competitive Spirit* (Given)

* Children of Nike are naturally competitive, not always to their benefit.

*Natural Charioteer* (Given)

* Some children of Nike inherit her proficiency in driving a chariot. This doesn't mean they have inherent chariot-driving knowledge, though– It's just more intuitive, and takes a bit less trial-and-error.

*Mom Privileges* (Given)

* By some luck, children of Nike almost always always get Nike brand merchandise for free, or at least at an outrageously low price. This is because of their mother's brand deal with the company