Zagreus

Zagreus was a god of the underworld, god of wine, hunting and rebirth, associated with hunters and aligned with Gaea, being referred to as the “highest god” of the underworld. Zagreus, "the first-born Dionysus," was a god of the Orphic Mysteries. He was a son of Zeus and Persephone who had been seduced by the god in the guise of a serpent. Zeus placed Zagreus upon the throne of heaven and armed him with his lightning bolts. The Titans, incited by the jealous goddess Hera, sneaked into Olympus and offered the boy a collection of toys, tricking him into setting aside the lightning. They then seized and dismembered him with their knives. Zeus recovered Zagreus' heart and made it into a potion for Semele to imbibe who then conceived and gave birth to the second Dionysus as a reincarnation of the first.
The genitals of Zagreus were later recovered by the Kabeiroi (Cabeiri), two demigods of the island of Samothrace. They deposited these in a sacred cave on the isle and instituted the Samothracian Mysteries in honor of the dead god. From these came the new Zagreus, who now resided in the underworld.

His emoji is 💮

Zagreus children live in Deme 8 in the Zagreus cabin

### Major

*Call of the Hunt* (Major)

* Children of Zagreus are able to call upon the power of the hunt, infusing themselves with supernatural abilities to enhance their combat and hunting capabilities.
* Level 1-3 - Children of Zagreus can boost their physical capabilities for 3 turns (strength, agility, dexterity, speed, etc.). This has a cooldown of 6 turns.
* Level 4-6 - Children of Zagreus can boost their physical capabilities (strength, agility, dexterity, speed, etc.) and their power effectiveness (boosting its strength by one level) for 5 turns. This has a cooldown of 8 turns.
* Level 7-8 - Children of Zagreus can boost their physical capabilities (strength, agility, dexterity, speed, etc.) and their power effectiveness (boosting its strength by one level) for 7 turns. This has a cooldown of 10 turns.
* Level 8 - Children of Zagreus can project these abilities on up to three other allies for 7 turns. This has a cooldown of 15 turns.

*Hunter’s Intuition* (Major/Minor)

* Children of Zagreus are able to track something that they have some kind of personal possession or piece of like an internal GPS. As they track the target, they can pick up on seemingly invisible clues that other people wouldn’t notice unless it was pointed out. For every turn the power is active, they can roll to discover clues that boost their tracking accuracy with a DC of 20 (5% chance).
* Level 1-3 - Children of Zagreus can track something with about 5% (DC20) accuracy. This accuracy increases by 5% (-1 to DC) for every clue they find up to 25% (DC16) accuracy.
* Level 4-6 - Children of Zagreus can track something with about 10% (DC19) accuracy. This accuracy increases by 10% (-2 to DC) for every clue they find up to 50% (DC10) accuracy.
* Level 7-8 - Children of Zagreus can track something with about 15% (DC17) accuracy. This accuracy increases by 15% (-3 to DC) for every clue they find up to 75% (DC 5) accuracy.
* Level 8 - Children of Zagreus can tag something that they’re chasing with a Hunter’s Mark, which puts a mental GPS mark on them for the Child of Skaði. For 12 turns, the Child of Skaði will know the exact location of the target.

*Necromancy* (Major/Minor)

* Children of Zagreus can summon, dispel, and control the undead. Children of Zagreus have limited strength with their Necromancy, however what they can do is done pretty well. Only one group of undead can be raised at a time, and after the group is dispelled or destroyed the user must wait 3 turns to summon a new one.
* Level 1-3 - Children of Zagreus can raise 2 undead humanoids for up to 5 turns or 1 undead small animal for up to 6 turns.
* Level 4-6 - Children of Zagreus can raise 4 undead humanoids for up to 8 turns or 1 undead medium animal for up to 10 turns.
* Level 7-8 - Children of Zagreus can raise 6 undead humanoids for up to 12 turns or 1 undead large animal for up to 15 turns.
* Level 8 - Children of Zagreus can create a frankenstein creature out of nearby bones, creating an undead creature that doesn’t exist (as a random example, making a platypus turtle). These last for 8 turns.

*Umbrakinesis* (Major/Minor)

* Children of Zagreus are able to manipulate darkness and create shadows at will. This ability gets stronger at night or if they’re not in direct contact with bright light. Users cannot use this ability to Shadow Travel.
* Level 1-3 - Children of Zagreus can create and manipulate shadows up to 5 feet in area, as well as create basic shapes by solidifying shadows into a 3d object.
* Level 4-6 - Children of Zagreus can create and manipulate shadows up to 10 feet in area, create more robust shapes by solidifying shadows into a 3d object, and cloak themselves in shadows.
* Level 7-8 - Children of Zagreus can create and manipulate shadows up to 5 feet in area, as well as create complex items by solidifying shadows into a 3d object, cloak themselves in shadows, and heal minor wounds.
* Level 8 - Children of Zagreus can create chains out of shadows, ensnaring a singular targeted enemy and holding them in place for 5 turns. This has a cooldown of 15 turns.
* *Where My Stuff Goes* (Major/Minor) - Subpower
* Children who can control shadows can also unlock a special dimension of sorts, where they can store things. It can't be anything too big, like a car, but something like a weapon or some snacks for a trip can be stored. The item must be retrieved soon, though, or it has a chance of being lost. This can be unlocked at level 3 of the Umbrakinesis power, with higher levels having better luck.
* 3: The dimension is able to be used, but anything that is stored has a 50% chance of being lost if stored for more than 3 days.
* 4-6: The child is better at accessing the dimension and now has a better chance of not losing their things. They have a 25% chance of losing their stuff if it's been stored for more than 7 days.
* 7-8: The child is now an expert at using this dimension and can store things for 14 days, with a 5% chance of items being lost if stored longer than that.

### Minor

*Soul Archer* (Minor)

* Children of Zagreus are able to infuse their bow shots with the shades of the dead, enchanting them with magical properties that other arrows could never achieve on their own. Using these tugs at the life force of the user, and can lead to death with overuse.
	+ Passive - Children of Zagreus do not require arrows to fire, and instead upon drawing the string of a bow a spear of shadowed light appears where the arrow would rest. These arrows fly straight and true, and do not suffer from projectile drop. Upon striking their target, they disappear. The drawback to these arrows is they cannot be used for the Soul Archer abilities and they cannot leave lasting wounds on their targets, only the initial pain of the arrow.
	+ Level 1 - Children of Zagreus can enchant an arrow with the ability to sense the souls of their prey. Upon striking a target, at that point in a 12 foot radius a sonar wave is let out. Any enemies caught within that radius have their current location revealed to the Child of Zagreus. This has a cooldown of 6 turns.
	+ Level 2 - Children of Zagreus can enchant an arrow to follow its target to an extent, allowing the Child of Zagreus to consciously change its trajectory. They can only control it for up to 3 turns, after which the arrow clatters to the ground harmlessly. Cooldown of 9 turns.
	+ Level 3 - Children of Zagreus can infuse their arrow with the soul of a predator, causing their arrows to perform differently. Upon striking an enemy, the arrowhead will grow into a spectral wolf head which will then open its jaw and bite into the point of contact. This does leave a lasting wound, though it does not have the risk from saliva infection like normal animal bites. Cooldown of 6 turns.

*Hunter’s Patience* (Minor)

* Children of Zagreus have an innate patience that comes with their heritage, allowing them to perform great feats of doing abso-fucking-lutely nothing for extended periods of time.
* Passive - Children of Zagreus’ bodily actions require less maintenance while they’re concentrating; they need to blink less frequently, breathe less frequently, their heart beats slower, and their body is steady and unmoving.
* Level 1 - Children of Zagreus can survive on absolutely nothing except oxygen for five days, but after that they’ll die of dehydration.
* Level 2 - Children of Zagreus can survive on absolutely nothing except oxygen for eight days, but after that they’ll die of dehydration. They can also control physical feelings in their body at will; getting rid of itches, raising or lowering temperature temporarily, etc.
* Level 3 - Children of Zagreus can enter a “Death Trance”, which allows them to sustain themself for long periods on time while consuming nothing but a single grape per day. During the trance, the user lies in a deathlike hibernation, consumes no oxygen, water, or food, and becomes very weak. After waking up, they may be unable to move properly or use their powers efficiently for 24-72 hours.

*Rebirth* (Minor)

* Children of Zagreus can bring themselves back from the dead, pushing themselves to continue the hunt. Doing so is disorienting for the Child of Zagreus, so it’s (obviously) a last resort. Every rebirth has a cost. If they are injured while resurrecting themselves, the power fails and they die, unable to reattempt it.
* Level 1 - Children of Zagreus can resurrect themselves within 3 turns of them being incapacitated at the cost of 1 level of any power. They are brought back at 100% torpidity, requiring them to take some time before getting back into the fight. They can only do this once per month.
* Level 2 - Children of Zagreus can resurrect themselves within 3 turns of them being incapacitated at the cost of 1 level of any power or within 5 turns at the cost of 1 level tier (Level 4-6 goes to Level 1-3) of any power. They are brought back at 75% torpidity, allowing them to at least reposition and/or run away from the fight. They can only do this once every 3 months.
* Level 3 - Children of Zagreus can resurrect themselves within 5 turns of them being incapacitated at the cost of 1 level of any power or within 7 turns at the cost of 1 level tier (Level 4-6 goes to Level 1-3) of any power. They are brought back at 50% torpidity, allowing them to get back in the fight right away if needed. They can only do this once every 3 months.

*The Highest of the Demigods* (Minor)

* Children of Zagreus have a commanding shout that allows them to pacify enemies, enacting their superiority over them. This cannot affect immortals or those associated with war or conflict, as they are too powerful/too polarized to affect them.
* Level 1 - Children of Zagreus can target up to three individuals, or they can target an assortment of individuals multiple times, as long as the total number of targets does not exceed three. For every target something receives, they must make a roll of 16 or higher on a 1d20 or be pacified, unwilling and unable to attack the Child of Zagreus for 3 turns. For every additional target on an individual, -2 is added to the roll requirement (if you’re targeted twice, your first roll would be 16, but the next would only need 14). The amount of pacification does not stack, once they’re pacified their rolls stop.
* Level 2 - Children of Zagreus can target up to four individuals, or they can target an assortment of individuals multiple times, as long as the total number of targets does not exceed four. For every target something receives, they must make a roll of 17 or higher on a 1d20 or be pacified, unwilling and unable to attack the Child of Zagreus for 4 turns. For every additional target on an individual, -2 is added to the roll requirement (if you’re targeted twice, your first roll would be 17, but the next would only need 15). The amount of pacification does not stack, once they’re pacified their rolls stop.
* Level 3 - Children of Zagreus can target up to five individuals, or they can target an assortment of individuals multiple times, as long as the total number of targets does not exceed five. For every target something receives, they must make a roll of 18 or higher on a 1d20 or be pacified, unwilling and unable to attack the Child of Zagreus for 5 turns. For every additional target on an individual, -2 is added to the roll requirement (if you’re targeted twice, your first roll would be 18, but the next would only need 16). The amount of pacification does not stack, once they’re pacified their rolls stop.

*Geokinesis* (Minor)

* Children of Zagreus can bend the earth very minimally, just enough to link them to the depths of the Underworld. They won’t carve your trenches, but they’ll build your fire ring.
* Level 1 - Children of Zagreus can lift up to three small rocks and throw them up to 10 feet away.
* Level 2 - Children of Zagreus can lift either three small rocks or two medium rocks and throw them up to 10 feet away.
* Level 3 - Children of Zagreus can lift three small rocks, two medium rocks, or one large rock and throw it up to 10 feet away.

*Static Electricity* (Minor)

* Children of Zagreus maintain the smallest sliver of their heritage to Zeus, able to manifest Electrogenesis in a way that would be brushed off by anyone with the power. With this, primarily, they’re able to cause muscle contortions to immobilize their opponents.
* Level 1 - Children of Zagreus can target an individual, who must make a roll of 6 or higher on a 1d20 or have their muscles tighten to the point of immobility. This lasts for 3 turns, but for the entire duration the Child of Zagreus must have total concentration on maintaining it (no using other powers or attacking). Cooldown of 6 turns. Maximum range of 5 feet.
* Level 2 - Children of Zagreus can target an individual, who must make a roll of 9 or higher on a 1d20 or have their muscles tighten to the point of immobility. This lasts for 3 turns, but for the entire duration the Child of Zagreus must have total concentration on maintaining it (no using other powers or attacking). Cooldown of 6 turns. Maximum range of 5 feet.
* Level 3 - Children of Zagreus can target an individual, who must make a roll of 11 or higher on a 1d20 or have their muscles tighten to the point of immobility. This lasts for 3 turns, but for the entire duration the Child of Zagreus must have total concentration on maintaining it (no using other powers or attacking). Cooldown of 6 turns. Maximum range of 5 feet.

### Given

*Zoolingualism* (Given)

* Children of Zagreus can speak with serpents and underworld creatures like hellhounds, Cerberus, etc.

*Enhanced Immunity* (Given)

* Children of Zagreus are immune to common illnesses and resistant to external toxins such as poison and venom. Where it would take someone else 3 days to die from poisoning, it would take a Child of Zagreus 5, and they wouldn’t feel the adverse effects as much.

*Hunter’s Grace* (Given)

* Children of Zagreus don’t sink inside of snow, and instead walk on top of it like they have snow shoes on. They’re unaffected by “impassable” terrain, and can pass through it as if it were rough terrain.

*Presentiment* (Given)

* Children of Zagreus are able to sense if they're being attacked with the intention of being killed, or at least a majority of the time. They must concentrate if they are to sense the intention of being harmed in any way other than being killed and can even sense the intentions of social interaction in someone. This cannot be used if the murderous/harmful/social intent is placed on someone else unless it comes from multiple creatures, and even then it's difficult with concentration added.

*Undead Appearance* (Given)

* Children of Zagreus tend to take on a few traits which make them look “dead” or "ghostly", those being: Pale, Slightly Translucent Skin, Plain White Eyes with Dark Circles Around Them, and a Lack of a Shadow

*The First Dionysus* (Given)

* Zagreus was the first Dionysus, and though he’s now detached from this a small connection remains. Children of Zagreus are sometimes mistaken as Children of Dionysus by other gods, except by Dionysus himself.

*Primal Instinct* (Given)

* Children of Zagreus find themselves often being “uncivilized” or “unkempt”. Not to the degree of feral cavemen, but when given the chance they usually eat with their fingers and let their physical appearance go.

*Monster Sense* (Given)

* Children of Zagreus can instinctively know what type of monster they face just by hearing them which also means a cyclops' voice imitations don't work on them.