Ares, but Trojan

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 ⚔️

## Relations with the Trojans

**Everyday citizens**

It is said that Ares watches over every battle that happens of Troilus, looking for great warriors to reward. There is no way to prove this though, as it is just speculation from the few times Ares has given his blessing to someone other than his children during tense, important battles. Also sometimes a child (like a baby carried by a vulture, that’s how they know the child of from Ares and it is considered a claiming if someone sees the vulture) of his just appears in the town square for someone to take care of. There is speculation that this is a gift to the town, but there is really no way to tell.

There is no regular worship of him on the island. However some soldier, when their scared for a particular battle will make an offering and say a prayer to him.

**His children**

He is known to be generous with his claiming when it comes to battle biased claiming. Even a small victory on the battlefield like scaring off a few monsters, can get someone claimed. Also successful hunts are a common way for Ares children to get claimed. However, his more peaceful children may never be claimed. He also tends to give weapons as godly gifts to his children after impressive battle victories, or a really good hunt.

His usual claiming involves his child glowing a bright red as a vulture circles around them before flying off.

## Potential demigod powers

Please refer to the powersets on the lineage page when choosing which powers you want.

### Majors

**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)

* If they overuse this power they will start to feel fatigued and potentially get nasty nosebleeds
	+ 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.

**Rage** (Major/Moderate)

* 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

### Minors

**Odikinesis** (Minor)

* Influence battlefield emotions, such as inciting feelings of rage or fear. This can be used to boost and motivate an army, or try and ruin the opposing teams moral.
* 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. They will pass out after about 3 or 4 waves.
* 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 4 turns at a time.
* Level 3 - Children of Ares can raise 3 undead for up to 5 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.

**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. Also, whenever using this ability they run the risk of hurting their friends.

**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 the, 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

### Givens

**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.

**Weapons** (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.

### Potential Blessings

**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.

## Credits

While it is unknown who created some of these powers, below are the credits that we are aware of. Please bring it to our attention if you know who made a power that currently isn’t credited