Ares

Ares is the Greek god of war. His symbols include the boar, dog, wolf, spear, sword, and vulture.

His Roman counterpart is Mars

His emoji is ⚔️

Ares children live in Deme 5 in the Ares cabin

## Demigod Powers

### Major

*Telumkinesis* (Major or Minor)

* This is slight magical control over a weapon.
* Summon different kinds of weapons
* Change an item or weapon into another
* Curse a foe’s weapon
	+ Make the weapon heavier (Minor curse)
	+ Make arrows not hit their target (Minor curse)
	+ Make a weapon break in the middle of combat (will reform after battle) (Major curse)
	+ Make a weapon inflict minor injuries on the user. (Major curse)
* 1-3 can summon 1 weapon (not stygian iron), or change an object or weapon of equal mass into a single weapon. Cannot curse.
* 4-6 Can summon 2 weapons or 1 weapon and 1 shield (not stygian iron) or change objects or weapons of equal mass into 2 weapons. Can provide minor curses to the weapons of a foe. (2 curses per battle)
* 7-8 Can summon 3 weapons or 2 weapons and 1 shield (not stygian iron) or change objects or weapons of equal mass into3 weapons. Can provide major or minor curses to the weapons of a foe. (3 curses per battle)

*War birds (major/moderate)*

* Ares kept Stymphalian Birds as pets, yes he’s the one to thank for having to deal with those guys now. Although for some of his children these birds aren’t bad news. Passive: Demigods with this power will not be attacked by Stymphalian Birds, ever.
	+ Level 1: They can summon two Stymphalian Bird per day, but they are a wild an unpredictable force. It will attack everyone and everything it wants. In the order it wants to. The birds will stick around for two turns.
	+ Levels 2-3: They can summon four birds per day. These Stymphalian birds will attack any creatures that pose a threat to the child of Ares first before being annoying. The bird will stick around for 3 turns.
	+ Level 4: They can summon five Stymphalian birds per day. These birds last for four turns. They also gain the ability to speak to the birds they summoned. This allows them to attempt to keep the birds from attacking their friends once the monsters are dealt with. No guarantee it’ll work.
	+ Level 5: They can now talk to any Stymphalian birds they see and attempt to convince them to be helpful. Once again no guarantee it’ll work.
	+ Level 6: They can summon four birds per day and they will each last for five turns. These birds are inclined to listen to the child of Ares and will likely help out if asked nicely.
	+ Level 7: You can basically charm speak Stymphalian birds now. Once per day you can force a group of up to five Stymphalian birds to attacks the target you want them to attack.
	+ Level 8: You have full control over the birds you summon. You may summon eight Stymphalian birds and they will last for six turns. Durning those six turns they will take every order you give them and carry it out to the best of their ability.

*Armor Imperfections* (Major or Minor)

* 1-3 A user is able to recognize weak points of helmets, leggings and weapons, and with recognizing it they can aim for these imperfections to shatter armor or break swords or just hit past it causing a lot of damage, this works with mortal steel and Celestial steels
* 4-6 a user is able to see and create minor imperfections in any kind of armor, both mortal and celestial material.
* 7-8 A user can see all imperfections on armor or weapons no matter what metal it's made from and with this level of power they are able to curse armor, this can be for making it into cotton clothing, making it from leather, or turning it into any liquid. They can also create major imperfections in any armor.

Drawbacks: Nosebleeds, Fatigue

*Rage* (Major/Minor)

* With use of this power these demigods “hulk out” so to speak, and fly into an incurable fit of pure rage where they become possessed with an incredible strength, but lose all rationality while they do so. After this rage, the power cannot be used for another 7 days and they become incredibly exhausted and pass out right after use.
* 1-3: At these levels the rage only lasts two turns and their battle odds (or rolls) increase as so:
	+ 1-3 move/power failed
	+ 4-9 move/power clipped the opponent and does partial damage
	+ 10-15- move/power hits opponent
	+ 16-20 critical hit
* 4-6: At these levels the rage lasts four turns, and their odds increase as so:
	+ 1-3 move/power failed
	+ 4-7 move/power clipped the opponent and does partial damage
	+ 8-13- move/power hits opponent
	+ 14-20 critical hit
* 7-8: at these levels the rage can last five turns and the odds increase as so
	+ 1-2 move/power failed
	+ 3-6 move/power clipped the opponent and does partial damage
	+ 7-11- move/power hits opponent
	+ 12-20 critical hit

### Minor

*Odikinesis* (Minor)

* Influence battlefield emotions, such as inciting feelings of rage or fear.
* Similar to the “rally forces” ability for Nike demigods.
* If you roll 1d20 for this:
	+ 1-5: your goal has the opposite effect and can negatively affect your own team
	+ 6-10: subtle feelings
	+ 11-15: significant feelings
	+ 16-20: Major feelings
* Level 1: It only affects 1-2 people
* Level 2: Affects up to 5 people
* Level 3: Up to 10 people! Wow! That's practically an army!

*Battle Necromancy* (Minor)

* Children of Ares can raise the skeletons of those who died in battle. These are summoned with whatever gear their bodies were buried or left with, although it is deteriorated. They can only summon one wave at a time, so they must wait for the currently summoned undead to wear off to summon a new one. This takes increasing amounts of energy.
* Level 1 - Children of Ares can raise 1 undead for up to 3 turns at a time.
* Level 2 - Children of Ares can raise 2 undead for up to 3 turns at a time.
* Level 3 - Children of Ares can raise 3 undead for up to 3 turns at a time.

*Need a Torch?* (Minor)

* Kids of Ares have an odd relationship with fire. They can kinda control it but only when it’s on a torch since a flaming torch is one of their dads symbols.
* Level 1: once per day they can summon two torches and they have the ability to light any torch they can see by snapping their fingers. They can change the color of the fire on these torches but it will not affect the fire's temperature.
* Level 2: they can summon the duel torches twice per day, and now they have gained the ability to increase or decrease the temperature of the torches. The temperature change will only last for one turn before the flame reverts back, and they can only change up the temperature once per day.
* Level 3: they can control a torches temperature for three turns before it reverts back and can do this twice per day. They’ve also gained the ability to manipulate the size and shape of the flames of torches. This can do anything from make simple designs that’ll last for a couple of hours, to making dramatic changes for two turns. They can change its shape twice per day.

*Battlefield mastery* (minor)

* 1- Children of Ares can now summon a Greek chariot of war with an echoing whistle. This chariot can be mounted and moves at 200mph. It moves at a constant speed unless instructed otherwise, it is incapable of any sharp turns - any attempt will break the wheels and throw any passengers off of the chariot. The Chariot is magic and is summoned through 3 the course of three turns. Can only carry one other person and must be driven by the child of Ares. Can be summoned ONCE per battle.
* 2- Children of ares will be able to sense where projectiles will land within the battlefield. After being shot at, the children of Ares will see a red streak which will show the path of trajectory for the projectiles. This can be done 4 times in battle before they gain headaches and dizziness. Excessive use will equal disorientation.
* 3- The child of Ares can now sense where the projectiles will land within the battlefield 6 times per battle, and can call upon the heavens to rain arrows upon the battlefield. The Ares children can aim these arrows in the direction that they need, or onto people that they need within a 20 foot radius. The rain will last for 4 turns before stopping completely. The arrows that are left behind will also dissipate. Can do this twice per combat situation before complete exhaustion.
* 4 MINOR DEGREE ONLY- Children of Ares are now given the ability to summon their chariot of war Three times per battle, as they have become the masters of the battlefield they need only use one turn to summon the chariot. It is capable of two sharp turns before the entire thing breaks and throws its passengers off.

*The Inheritance* (minor)

* 1 - Children of Ares are able to leap 20 foot in any given direction, upon landing it radiates a shockwave in a 20 foot radius capable of knocking back a group of enemies. Can be done three times in battle before their knees buckle and they are in severe pain.
* 2- Children of Ares are able to draw in energy over 3 turns and then launch themselves forward with an empowering charge. This charge allows them to move in a straight line at 100mph until they hit an object or their energy runs out, they cannot turn. If they fail to hit anyone they will fall over, and need to rest for 2 turns before rejoining the battle.
* 3- Children of Ares can channel thermal heat from across their bodies and focus it into their fists, causing them to glow red like hot metal. This means that their next punch is imbued with the heat of fire, it causes 2nd degree burns upon contact with any skin unless the attack is carried out against someone with immunity to fire/heat, or someone who has ice based abilities where it will only be 1st degree burns. The heat can also be transferred to their weapon but will only last for the one attack. This can be used 4 times in combat before their body temperature drops and they become at risk of hypothermia.
* 4 MINOR DEGREE ONLY- The children of Ares can release a deafening battle cry that echoes across entire battlefields, the sound is so loud that it pierces the ears and causes deafening ringing for 2 turns. The shockwaves generated from this battlecry can throw enemies up to 30 feet backwards. The closer they are to the child of Ares the greater the damage i.e broken ribs. This can be used every 6 turns but excessive use will cause a temporary loss of voice, and will cause hearing damage.

DRAWBACKS: Nosebleeds, exhaustion, hypothermia and joint pain.

*Enhanced Battle Prowess* (minor)

* Level 1 - Children of Ares are able to pull a weapon or shield to themselves as long as it is not in the possession of another being can only be done twice in a combat situation.
* Level 2- Children of Ares have pinpoint accuracy when throwing weapons such as daggers, spears and axes. They won’t miss their target - this is mentally taxing and can lead to migraines. (Note: you will have to roll to see if they get a crippling migraine after 2 uses which will then give them disadvantage on any attacks made)
* Level 3 - children of Ares are able to summon a single weapon/shield that will follow them and protect their back/sides. This won’t chase enemies and can only focus on parrying one assailant at a time it lasts for 5 turns, or until it is knocked to the floor, requiring the child of Ares to be conscious.
* Level 4 MINOR DEGREE ONLY- When in direct combat children of Ares gain a resistance to pain, the adrenaline that fuels their blood causes them to become twice as strong. Once combat is over the pain is magnified and overwhelming, they will be extremely fatigued. If they sustained any potentially lethal injuries they must seek immediate medical assistance, this power is dangerous if they aren’t careful.
	+ Migraine rolling table
	+ 1-5: crippling migraine, take disadvantage
	+ 6-12: annoying headache, you can no longer use the auto hit power
	+ 13-17: slight headache, disadvantage on your next roll on this table 18-20: all good

### Given

*Enhanced strength* (Given)

* Many children of Ares seem to be stronger than the average camper. However, this is a skill they have to develop and maintain.

*Weapon Proficiency* (Given)

* Children of Ares have a natural ability to wield almost all weapons. They’re the jack-of-all trades with weapons. However, they won’t be experts at all of them unless they specialize in a few.

*Infectious Anger* (Given)

* When children of Ares are angry, the emotion spreads to people around them and makes them more generally aggressive and confrontational.

*Claustrophobia* (Given)

* Children of Ares tend to be anxious in small, confined areas, but in turn they find themselves slightly stronger in these conditions, even if it is just from the panic adrenaline.

*Situational Strategist* (Given)

* Children of Ares are excellent war strategists, though they seem to prefer mindless brute force over strategy like their father.

*Courage* (Given)

* Because Ares is the God of Courage as well as War, his children have a higher level of bravery than the average person. They’re willing to face danger with ease, and even if they are not fearless, they’re likely to face the action head on anyway.

*The fire within* (Given)

* Children of Ares have a red aura that surrounds them that grows more vibrant when angry, their eyes will also flare with fire.

*Thick skin* (Given)

* Children of Ares have an abnormally thick skin, upon being claimed their skin solidifies and permanently transforms into a protective hide, allowing them resistance to damage from non magical metals. This allows them to have formidable fights as they are now more durable in war.

### Blessing

*Blessing of Ares* (Blessing)

* This isn't necessarily a power, but a blessing that may sometimes be placed upon a Child of Ares as long as they show their father excellent war prowess. This is not an ability you can choose, but rather earn the momentary blessing during battle.