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Ariadne's Cabin

Abilities
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  1. Dead End: User causes an opponent to see themselves at a dead end, seeing nothing on three sides of them, and forcing them to turn back
  2. Labyrinth: User creates a real labyrinth using the terrain across the field, obstructing all movement for a short period of time.
  3. Mind Maze: Can make an opponent believe they are in a maze, even when there is no maze in front of them, only lasts temporarily
  4. Passionless: Can temporarily diminish an opponents passions to fight, leaving them vulnerable for a short period of time
  5. Bullshit: Can cause an enemy to think it is facing the minotaur, long enough to gain an advantage in battle.

Requires a Labyrinth

  1. Claustrophobia: User causes two labyrinth walls to begin to close upon an opponent, distracting them for a sort period of time.

Strategy Only
(Only for use in full blown CTF Games)

  1. Sense of Direction: User can find their way though or around any sort of maze or obstacle.
  2. Tom-Tom: Can sense any obstructions or enemies in their path one tile beyond their visual range, non-stacking.
  3. String Theory: User creates string that temporarily misleads an opponent from their chosen path
  4. Fork in the Road: Can cause the enemy to feel that they are at a crossroads, unsure of which path to take, momentarily slowing them down.
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Astraeus' Cabin

Abilities


Astraeus
  1. Star Attack: User creates miniature stars to distract an opponent.
  2. Bright: User surrounds a group of enemies in bright stars, blinding them for a few seconds.
  3. Supernova: User creates a small star near an enemy, which bursts into flames and damages them significantly. The size of the star used causes proportionate exhaustion.
  4. Living Constellation: User summons a constellation to fight for them temporarily. During this time the user is vulnerable to attack.
  5. Star Shield: User calls upon a group of stars which form a small shield in front of them, blocking projectile attacks.
  6. Mark of the Cosmos: The user imbues an Ally’s weapon with celestial power allowing them to attack for extra damage for a short while.
  7. Binary Bond: The user forms a celestial bond with an ally sharing similar powers (Astraeus or Asteria) empowering the two of them, but also forcing them to remain within three feet of one another.

Night Only

  1. Energies of Night: User gains strength in the night. Night matches only
  2. Star Light: User brightens the stars to illuminate an area temporarily. Night Games Only
  3. Starry Eyes: User is able to see in all directions during the night. Night Games Only
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Hecate's Cabin

Abilities


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  1. Protection: User creates a temporary spell that blocks a single attack, must be used ahead of time.
  2. Blaze: User creates a small fireball can be used to attack others.
  3. Wild Call: User is able to call forth a single wolf to aid them in battle.
  4. Alteration: User casts a spell that alters the course of a projectile, causing it to miss.
  5. Mend Wounds: User is able to heal minor wounds.
  6. Burning Blade: User ignites their weapon with a magical fire which will burn anything it touches.
  7. Poison Apple: User throws a delicious looking poisoned apple at an opponent, distracting him or her. If they have a low enough defense, they may even take a bite.
  8. Putrid Potion: User throws an acidic potion at an opponent, burning through armor and clothing weakening it and doing damage.
  9. Arcane Curse: User curses the weapons of everyone within a small area for the rest of the skirmish. Can only be used once per match and leaves the user vulnerable temporarily afterward.
  10. Eldritch Storm: A surge of magical energy bursts forth from the user, surrounding an opponent and dealing consistent damage as long as the storm is maintained. The longer this is performed for, the more energy is used.
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Hypnos' Cabin

Abilities


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  1. Hypnosis: Character can make an enemy perform a small action, such as moving away from the battle or dropping a weapon, so long as they do not harm themselves or others. It is only effective on a character once per match.
  2. Day Dream: Can make an enemy see something that is not there
  3. Narcolepsy: Can make an enemy take a 10 minute power nap. It is only effective on a character once per match, and leaves the user stunned for a short period.
  4. Power Nap: Can make their teammates feel suddenly refreshed and stronger for a short time, as if just waking up from a refreshing nap.
  5. Sleep Deprivation: Can suddenly cause an enemy to feel overwhelmingly sleep deprived, causing them to be momentarily distracted.
  6. Sleep Paralysis: Able to paralyse an enemy for a few seconds.
  7. Astral Projection: Is able for a short period to astral project, to distract an enemy.
  8. Melatonin: Able to increase the enemies melatonin levels temporarily, causing them to feel overwhelmingly happy and content and unwilling to fight for a brief moment of time.
  9. Twitchy: Able to cause a person’s muscles to twitch uncontrollably for a few seconds.

Strategy Only
(Only for use in full blown CTF Games)

  1. Sleep Talking: Is able to convince an enemy to tell them which direction (NESW) is closest to their flag, as if they are talking in their sleep.(This information must be requested from the match moderator assuming that the ability is successfully used.)
  2. Astral Projection: Is able for a short period to astral project, to either distract an enemy or learn of enemy movements one tile beyond their visual range, non-stacking.
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Nike's Cabin

Abilities


Nike 2
  1. Brute Force: User can physically over power nearly everyone in opposition.
  2. Quick Step: User has the natural inclination to be able to move and dodge quickly.
  3. Victorious: Users next attack has a high chance of being accurate.
  4. Victory Blow: User, knowing where to strike, jabs an opponent in one of many pressure point, hurting and immobilizing them for a short period of time.
  5. Enchanted Eyes: User has the ability to predict the path of projectiles and dodge them, as well as identifying the weak points of opponents.
  6. Sprint: User quickly runs up on an opponent, catching them off guard.
  7. Quick Strike: User punches at an opponent with nearly flawless accuracy.
  8. Winning, duh!: User predicts their opponent’s next attack and counters flawlessly.
  9. Can’t Touch This: The user flawlessly dodges an incoming strike.
  10. Call of Victory: The user cries forth an inspiring battle cry, encouraging allies and causing them to charge forth. While this may give them a temporary offensive bonus, they are also more vulnerable to attack and damage for a short time.


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Abilities


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  1. Lucky Glance: User has a minor ability to foresee the actions of others, which allows them to dodge attacks easier.
  2. Card Counter: Temporarily alters the luck of a single individual
  3. Card Shark: Temporarily alters the luck of a small group of individuals, but stuns the user for a moderate period of time.
  4. Broken Mirror: Curses a moderately sized group with extraordinarily bad luck, but drains the user
  5. Miracle Shot: Manipulates user's luck to allow one projectile to hit without fail, but can only be used once per match.
  6. Lucky Charm: Allows them to alter an individuals aim/accuracy for their attacks for a short time
  7. Betting Limits: Temporarily places limits on a group of players, giving them an even playing field, stuns the user for a short period of time.
  8. Blind Bet: Temporarily alters an opponents attack so that they have no idea where they are aiming
  9. Edge: Temporarily gives the player an advantage over their attacker for one turn.
  10. Spooking: User can give another player the minor ability to foresee the actions of others, and allows them to dodge attacks easier


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Palaemon's Cabin

Abilities


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  1. Enraged: User goes into a frenzied rage at the scent of blood and attacks with no regard of friend or foe near them. Their offences are amplified, however, their defensive are lowered equally.
  2. Shark Teeth: User grows shark teeth and dislocates their jaw then attempts to bite an opponent.
  3. Blood Lust: User devours some blood from the battlefield in order to heal minor wounds.
  4. Jaws: User uses the scent of blood to find an enemy, even if hidden
  5. Under Pressure: Can cause an enemy to feel like they are being put under the immense pressures of the deep ocean, causing them to be temporarily incapacitated.

Requires Water

  1. Shark Form: User turns into their shark form. Requires water.
  2. Spontaneous Regeneration: User can quickly heal minor wounds, through the use of water. Requires water.

Requires Shark Form

  1. Frenzy: User summons two sharks which attack along side them. Requires Shark Form.
  2. Dragged Down: User pulls an opponent under water with them in order to stop them from fighting. Requires Shark Form.

Strategy Only
(Only for use in full blown CTF Games)

  1. Water Travel: User (and their squad) do not have to stop their movement at water tiles.


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Notus' Cabin

Abilities


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  1. Great Gust: A blast of wind that is used to force other off their feet.
  2. Wind Storm: A small tornado is formed that the user can control for a short amount of time, once completed the user is stunned for a short period.
  3. Rotation: User surrounds himself in a small tornado temporarily, knocking back all enemies in a close proximity. Once used the user is stunned for a short period of time.
  4. Wind Blast: User unleashes a burst of wind which blocks a projectile.
  5. Dust Cloud: Creates a stationary patch of swirling air that stirs up dust and debris and lowers the attack accuracy of anyone in it.
  6. Wet Mists: Is able to cover small areas in wet mists, soaking enemies
  7. Steam-wind: User creates a gust of heated wind that can scald opponents, disorienting them temporarily.
  8. Fog Bank: Is able to create a dense fog bank for a short period of time, hampering enemy movements and their line of sight.
  9. Flurry of Leaves: The user creates a strong wind causing leaves to fly in the face of an opponent, temporarily distracting him or her.

Travelling

  1. Flight: User can fly in order to increase their offensive and defensive capabilities.


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Prometheus' Cabin

Abilities


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  1. Prophecy: User is able to predict the action of an enemy, but becomes temporarily vulnerable.
  2. Titanic Force: User can physically over power nearly everyone in opposition that is near them. This takes enormous power and leaves them stunned for a moderate period of time afterwards.
  3. Endurance: User only uses up half the normal energy it takes to use their abilities.
  4. Regeneration: They are able to slowly regenerate wounds over a period of time.
  5. Gift of Fire: User can “gift” a team mate with the ability to augment an attack with fire for one attack.
  6. Figure of Hope: Is able to boost the fighting morale of their teammates.
  7. Men of Clay: Can create a temporary clay man to distract the enemy.
  8. Weapons of Clay: Can create temporary weapons out of clay.
  9. Curse of Fire: Temporarily ignites a fire near an enemy distracting them

Strategy Only
(Only for use in full blown CTF Games)

  1. Treachery: User causes an opponent to tell them which direction (NESW) is closest to their flag.


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Eris' Cabin

Abilities


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  1. Mind Warp: User causes an opponent to be confused, stunning and leaving them momentarily vulnerable.
  2. Mutiny: User causes a group of enemies to randomly turn on one another, temporarily ignoring the user and their teammates while fighting.
  3. Fake Ambush: User causes an opponent to believe they are about to be attacked from behind, causing them to turn and lower their guard.
  4. Battle Fervour: User's strength is increased in the heat of battle.
  5. Savage Rivalry: User causes an opponent to focus all of their attack on one of the user’s teammates, causing them to be severely distracted.
  6. Field of Discord: The user creates a field discord which, when projectiles pass through it, causes them to veer off in random directions; effectively serving as shield.
  7. Imagined Ineptitude: The user causes an opponent to think he or she is incapable of fighting effectively, causing them to become distracted for a time.
  8. Storm of Strife: The user creates a short lived “storm of strife” which causes everything within it to change, warp, or break. The effects are random, but typically powerful and can stretch over a wide area depending upon the amount of energy put into it.
  9. Scapegoat: User makes an object (tree most likely) appear to the enemy as if it is a member of the opposite team, and the enemy attacks it instead, for a brief moment.
  10. Nobody Move!!: User causes an opponent to be temporarily stunned
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Harmonia's Cabin

Abilities


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  1. Serenity: The character emits a wave of peaceful energy, making an opponent hesitant to attack and defend.
  2. Passive Renewal: The character sends a beam of positive energy to another making him or her faster, stronger, and more powerful.
  3. Weapon of Remedy: Instead of doing damage, an attack against this character will heal instead of hurt.
  4. Protective Bond: The character forms a bond with another, taking half of all damage he or she would have received otherwise.
  5. Damage Reversal: An attack made against the character rebounds, hitting the opponent instead.
  6. Inner Peace: The character enhances their body to become much stronger for a short period of time.
  7. Stay Your Blade: The character causes an opponent to be unable to attack for a short time.
  8. Healing Hands: The character makes physical contact with an ally, healing him or her.

Strategy Only
(Only for use in full blown CTF Games)

  1. Ahmisa: The character removes him or herself from a single skirmish but also removes an opponent from that same battle.


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Thanatos' Cabin

Abilities


Thanatosop
  1. Shadow Spike: User forms a spike through Umbrakinesis that can be wielded like a sword to attack others.
  2. Shield of Darkness: User creates a hard shield made of solidified shadows used to block attacks from others.
  3. Shade Blades: User creates quick moving projectile weapon made of shadows that can be used to attack others.
  4. Call of the Souls: Able to call forth recently dead spirits to aid them in battle for a short time
  5. Mark of the Reaper: User enchants his or an allies’ weapon with Soul-damaging powers.
  6. Soul Siphon: The user gains a small amount of health every time he deals damage.
  7. Sacrifice: The user deals him or herself damage but does double this to an opponent.
  8. Aura of Death: The user surrounds him or herself in dark power which greatly boosts attack and defense. However, the act of surrounding takes time and the user is vulnerable during it.

Travelling

  1. Shadow Evasion: User shadow travels to avoid an attack.

Strategy Only
(Only for use in full blown CTF Games)

  1. Soul Scouts: Able to commune with the spirits of the dead to learn of enemy movements one tile beyond their visual range, non-stacking.


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Phobos' Cabin

Abilities


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  1. Fearful Progression: The longer a battle goes on, the stronger the user gets.
  2. Enraged: User goes into a frenzied rage and attacks with no regard of friend or foe near them. Their offences are amplified, however, their defensive are lowered equally.
  3. Sheer Terror: User causes an opponent to see their worst nightmare and dims view away from everything else temporarily.
  4. Fear Incarnate: User brings to life a monstrous shadowy creature to fight along side them. The shadow takes the form of whatever a person fears most when they fight it.
  5. Fearless: User is immune to fear, and therefore more confident in battle.
  6. Primal Fear: The user makes eye contact with an opponent, filling them with an instinctive dread and causing him or her to reel back in fear.
  7. Scared, Bro?: User unleashes a powerful wave of terror across a small group of enemies, causing them to hesitate with fear
  8. Loom: User projects the thoughts of the target's worst fear into their mind, distracting them and stunning them.
  9. Dreadly Touch: The user tires the target out by bringing traumatically fearful thoughts and memories into their mind.
  10. Paranoia: The user implements complete and utter fear of everything into the target, causing temporary trauma and confusion into them. This power is only active for a short time.


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Koios' Cabin

Abilities


Coeus
  1. Polarity: User increases the polarity of an opponent’s weapon, causing it to fall to the ground and become temporarily unusable.
  2. Magne-Tight: User, controlling polarity of certain parts of an opponent’s armor, causes the armor to constrict and implode slightly and incapacitate the person in the armor temporarily.
  3. Force-field: Can temporarily create a small force-field in front of them, stopping projectiles, but it leaves them vulnerable to an assault from behind.
  4. Tractor Beam: User can cause an enemy to become magnetically charged temporarily attracting all metal in the area to come flying at them for a brief time.
  5. Magnetic Pulse: User sends a magnetic pulse from their body halting a melee attack from an opponent.
  6. Repulso: Repulses any projectile containing metal away from them, immediately after using this the user is stunned for a short period and vulnerable to another attack.
  7. Magneto: User uses magnetism on an opponent’s weapon to temporarily use it against its owner.
  8. Broken Compass: Can alter an enemies internal compass causing them to lose their direction temporarily distracting them.
  9. Backlash: User sends a magnetic pulse at an opponent while they are swinging a melee weapon, causing them to fall over backwards and become vulnerable for a moment.

Strategy Only
(Only for use in full blown CTF Games)

  1. Internal Compass: Can alter a teammate for a short period so that they have a better sense of direction


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Eurus' Cabin

Abilities


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  1. Great Gust: A blast of wind that is used to force other off their feet.
  2. Storm: A controlled storm cloud can be temporarily unleashed to flood a target area.
  3. Rotation: User surrounds himself in a small tornado temporarily, knocking back all enemies in a close proximity. Once used the user is stunned for a short period of time.
  4. Wind Blast: User unleashes a burst of wind which blocks a projectile.
  5. Dust Cloud: Creates a stationary patch of swirling air that stirs up dust and debris and lowers the attack accuracy of anyone in it.
  6. Flurry of Leaves: The user creates a strong wind causing leaves to fly in the face of an opponent, temporarily distracting him or her.
  7. Eroding Winds: Temporarily causes the enemies armour to suddenly have the effects of years of eroding, weakening it considerably.
  8. Seasoned Wind: User creates a wind that causes the plants around an opponent to die temporarily, making the terrain harder to traverse, as well as temporarily disorienting the target.

Travelling

  1. Flight: The user can fly in order to increase their offensive and defensive capabilities.
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Leto's Cabin

Abilities


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  1. Unseen: User causes a weapon to become invisible in order to trick an opponent.
  2. Transparency: User becomes temporarily invisible in order to avoid or attack an opponent.
  3. Clear Sight: User can see anything that has been turned invisible.
  4. Houdini: User creates an invisible obstacle in front of an opponent in order to trip them.
  5. Invisible Arrows: The user fires a series of arrows, some of these disappear or reappear mid-flight and become harder to dodge.
  6. Disappearing Act: User repeatedly becomes invisible and reappears elsewhere to disorient an opponent. After a couple of uses, the user is stunned for a moderate amount of time.
  7. Invisible Shield: Can create an invisible shield momentarily, so that projectiles can’t penetrate, and the attacker is unaware of the shield.
  8. Field of Invisibility: The user creates an area in which all characters become invisible, friend or foe. The larger the size of this area, and the longer it lasts, the more energy will be consumed.

Strategy Only
(Only for use in full blown CTF Games)

  1. Stealth: User causes a group of teammates to become partially invisible in order to avoid or attack a group of opponents.
  2. Range of Sight: Can turn a fairly large area invisible to learn of enemy movements one tile beyond their visual range, non-stacking, this however stuns the user for a moderate period, and if there is an enemy on that tile, the enemy can also see.


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Iris' Cabin

Abilities


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  1. Rainbow Cage: User makes a cage made of solidified rainbows can be formed around someone for a short period of time.
  2. Rainbow Barrier: User makes a rainbow come crashing down in front of the user, blocking a single attack.
  3. Colour Armour: User creates a temporary armor of solidified rainbows in order to lessen damage from attacks but is slowed down due to this armor.
  4. Rainbow Dome: User creates a dome of rainbows around a group of allies protecting them from projectile attacks for a short period of time.
  5. Double Rainbow: User creates a rainbow to bash an opponent, and if evaded, they create a second to counter.
  6. Full Rainbow: User summons a rainbow which then dumps large amounts of dirt or other material based on terrain on a small group of opponents.
  7. Pot ‘o Gold: User creates a rainbow, and the enemy is suddenly overwhelmed with the need to follow it to the end to look for the pot of gold, distracts the enemy for a short period of time.
  8. Healing Mist: User creates a fine mist, spreading across part of the battlefield and healing allies.
  9. Call Waiting: User creates several Iris messages around an opponent, distracting them and lowering their accuracy temporarily.

Travelling

  1. Rainbow Travel: User is able to use rainbow travel to avoid an attack


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