Since Hermes is the god of hospitality and his cabin houses the children of cabinless gods along with his own, the interior of the cabin resembles a miniature hotel and always has rooms for more residents whereas the outside looks like a regular summer cabin with an image of a winged shoe above the door. The floors are covered with velvet carpets while the ceiling of the main lobby presents an entire map of the world. When someone looks up towards it and focuses on somewhere they’d rather be, images of that place are seen by the viewer. As Hermes also presides over travel and athletics, there is a hidden compartment in one of the walls where the cabin’s equipment for exercise, sports and travel are stored. A lone statue of Hermes stands at the center of the lobby. Each room possesses a nice large bed and a trunk at the foot of the bed which can only be opened by the owner of the room to prevent any sort of thievery. Hermes himself placed all these enchantments on the cabin.
Children of Hermes are skilled thieves and are able to disarm an opponent and take their weapon easily.
Children of Hermes can summon nearby animals to attack an opponent. The more animals summoned and the bigger they are, the more energy is drained.
Children of Hermes are able to increase their speed and stealth in short bursts, making them faster than most and undetectable for a short time. However, they cannot have a weapon drawn so the speed is purely for evasion.
Children of Hermes have innate reflexes which allows them to fight and dodge quickly.
Children of Hermes are extremely proficient with thrown weapons.
Children of Hermes are proficient in dodge-rolls.
Children of Hermes have the inhuman ability to leap great distances at once which this can be used to dodge or attack.
Children of Hermes possess enhanced stamina.
Children of Hermes can sense and manipulate locks of all types. The more complicated the lock, the harder to manipulate.
Children of Hermes are able to endow a pair a shoes with ethereal wings which grant the wearer temporary flight, they may use it for themselves or give them to another, however they are only able to go as high as just over the tree tops, and they only last for a couple of days at most before the wings lose power.
Children of Hermes can cause a person or a group of people to speak in different languages so that no one understands what each other is saying, the effects only last a short time.
Children of Hermes are able to trick another into doing something for them or revealing a secret to them; nothing guarantees the person will complete the task, if they figure out they are being tricked.
3 Months After Character is Made
Children of Hermes are able to teleport themselves, since their father is the god of travel. The further the distance, the more energy drained.
6 Months After Character is Made
Children of Hermes can temporarily steal 1-3 demigod powers from an opponent or ally for a few minutes, the user gains some knowledge of their new powers. The more powerful the stolen powers are and the more taken, the more energy is drained when the power theft wears off. (If the target doesn't have their 3/6/9 month powers, they cannot be stolen.)
9 Months After Character is Made
Children of Hermes can shift into a hawk for short periods of time granting them flight, the longer they retain this form, the more energy it drains and the more time they need to rest between transformations.
Children of Hermes make excellent thieves.
Since their father is god of astrology, children of Hermes tend to make great astrologists. Able to identify any constellation and use the stars to draw star maps.
Children of Hermes often do well when competing in athletic contests.
Because Hermes “invented” the Internet, his children are able to use the Internet without drawing any extra attention to themselves from monsters.
Children of Hermes have excellent memories for remembering messages.
Children of Hermes have excellent sense of directions, are able to find and travel to any location in the world with ease.
Cabin Activities & Duties
(Special announcements by the counsellors are to be placed here, like welcoming new members, saying goodbye to leaving members, birthdays, etc. Also put here if there's an ongoing counsellor spot challenge and maybe encouragement to go to events (like the new halloween one) and saying good luck to those who joined the battle royale and congratulating those who won and maybe like an IC call to eat dinner outside or ice skate etc.)
Here, it's like for example, there's a schedule activity for a certain day. Like every Mondays and Wednesdays, there's a scheduled morning jog at 5 am, and then at 10 am, there's swordfighting practice. Then every Tuesdays and Thursdays, they train in fighting WHILE flying and then maybe pegasi riding lessons etc.
Unlike the cabin announcements, this is pretty much scheduled and is like the daily activities that campers do while at Camp. So it really needs to have something to do with training, while on the cabin announcements, you can put there recreation stuff also.
Things that the cabin runs in Camp, like what are they in charge of (Infirmary for Apollo, Armory for Heph etc). Also put here assigned tasks like who goes on watch at what time.
Camp Notice Board
In Character Notices/Announcements
Out of Character Notices/Announcements
Level 5's and up, please make sure to vote on current issues in the Voting:Level 5's and Up forum. 12 users must vote for any resolutions to be passed.
Edit the board here. This board is to show any information relative to camp, either in character or out of character. For instance, if you'd like to announce the death of one of your characters, or their kidnapping, or anything that other users should know.