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PJO: Son of a Primordial

Primordials, entities that embody concepts of the universe themselves. First Khaos was born and from it the five original primordials appeared: Nyx, Erebus, Gaia, Tartaru and Eros. From there the universe was built, beings came into existence, wars were fought, now an anomaly exists a being which has never existed since Khaos’ inception a child of a Primordial, this is his story. I don’t own anything from Percy Jackson all rights go to Rick Riordan. Also for Greek mythos nerds out there I am using the primordials from the Theogony so don’t expect either Kronos primordial god of Time or Ananke primordial goddess of Compulsion. Advanced chapters in Patreon/JoanjudoStories

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Cabin Placement and Demigod Powers

Cabin 1: Zeus/ Jupiter

Aerokinesis: the power to manipulate the winds, this power also allows for the demigod's to fly. This power is stronger in children of Jupiter than Zeus.

Electrokinesis: the power to manipulate and generate electricity. This power is stronger in children of Zeus than Jupiter.

Atmokinesis: the power to manipulate the weather and generate storms. This power is the same in strength in both children.

Enhanced Leadership Quality: Children of Zeu/Jupiter feel that they should be the leader of whatever group they are in, as their father is King of Olympus. They are all naturally good leaders and tend to assume leadership in groups.

Zoolinguism: As children of Zeus/Jupiter they are able to communicate with any avian creature because they live in their father's domain and bulls because his father created them. (I know this isn't a power shown in the books but it doesn't make sense how Percy is able to talk to his father's animals and Jason and Thalia can't XD)

Cabin 2: Hera/Juno

She has never had any children aside from those she had with Zeus,the cabin is there as a tribute to the goddess.

Cabin 3: Poseidon/Neptune

Hydrokinesis: The ability to control water with the mind. They can will themselves to stay dry in water, extract water shoot from petrified seashells, create oxygen bubbles underwater for people who cannot breathe underwater, and harden water to form solid ground to walk on or shields. They even can make giant fists of water that mimic whatever they do, which can be used to grab enemies or smash them into the ground.

Cryokinesis (limited): They have very limited control over ice; such as create an icy hurricane to attack all nearby monsters.

Vitakinesis (limited): They can use water to strengthen themselves and heal most wounds, the amount of water and time needed for the healing being proportionate to the severity of the wound.

Water Immunity: If they fall into the water, they will be immune to water pressure. Additionally, they can breathe underwater for unlimited amounts of time and see in the darkness underwater.

Heat Immunity (limited): They have a higher resistance to fire and burns than regular people.

Watercraft Manipulation: When they are in saltwater, they always know their exact nautical coordinates, wherever they are such as in water or on a ship or boat. They have the telekinetic ability to control boats and ships. They also know exactly how to work the boats and what all the parts do. However, they have so far only shown control over sailing vessels and similar boats. They can also keep a boat together through sheer willpower alone.

Perfect Bearings: They always know their exact nautical coordinates wherever they are, which allow them to easily navigate their way at sea.

Instinctive Understanding of Sailing: They have an instinctive understanding of sailing, letting them know which ropes to hoist, which sails to raise and which direction to steer. They can even detect what speed they are moving at and understand just how fast that is.

Atmokinesis (limited): They have limited control over the weather. They can create small hurricanes and storms to attack others or for defense.

Aerokinesis (limited): They have limited control over the wind. They can summon strong winds, which allow them to create miniature hurricanes and typhoons.

Geokinesis (limited): They have a limited amount of control over the earth. They can create earthquakes as their father is known for creating them.

Communication: They have divine authority over their father's subjects and can speak both telepathically and normally with each other underwater.

Zoolingualism (limited to Equestrians and Marine Life): They can understand and talk to marine animals, equines, and similar creatures. (Seriously Percy is op as hell I didn't add anything lol)

Cabin 4: Demeter/Ceres

Chlorokinesis: Children of Demeter/Ceres have powerful Chlorokinesis, also known as Agrokinesis, Botanokinesis, or Phytokinesis, the ability to mentally and/or physically summon, control and manipulate plants and vegetation. This ability requires total concentration to be effective, rooting them(ironic) to one spot. (I am getting rid of them being able to teleport through plants that is stupid lol)

Cabin 5: Ares/Mars

Telumkinesis: They are able to adapt to using various types of weapons quicker than normal. They have the power to curse their opponents' weapons and transfigure any object into any weapon. Examples include making a sword too heavy to lift properly or turning arrows into rubber, forcibly disarming their opponents.

Odikinesis: They can unconsciously arouse feelings of impulsive anger, hatred, and bloodlust in people, to the point of instigating physical violence.

Necromancy (limited): They can summon the dead of the losing side of a battle., only through their parent's blessing.

Enhanced Physical Prowess: They all have enhanced strength and swiftness. The daughters of Ares have the skeletal structure and muscle distribution of exceptionally large, strong, and well-conditioned human men, allowing them to withstand the rigors of combat as well as their brothers.

Intelligence: They are excellent war strategists, though they seem to prefer mindless brute force over strategy like their father.

Fighting skills: They are natural fighters with inborn fighting skills

Ares' Blessing is a magical blessing bestowed by Ares or his Roman form, Mars, upon his demigod children. It looks like red fire around them and makes them temporarily invincible.

Cabin 6: Athena/Minerva

Genius Intellect: They possess high intelligence and wisdom, especially regarding war strategy and languages.

Craftsmanship: Many of them have instinctive skills in architecture, forging and weaving.

Audiokinesis (limited): They never forget what they heard and can be very manipulative.

Telumkinesis (limited): They adapt to using various types of weapons quicker than normal and develop great control over them.

Enhanced Physical Prowess: They all have enhanced strength, swiftness and durability.

Cabin 7: Apollo/Apollo

They can curse others to only speak in rhyming couplets that can take days or even weeks to wear off.

They are expert archers, inherited from their father. However, the children of Apollo who are healers tend to be less skilled with this as seen with Will Solace.

They also excel at anything involving throwing or shooting stuff, like shooting hoops or shooting firearms or other missile weapons.

They are skilled in physical contests and games.

They excel in the arts.

They are skilled musicians.

Vitakinesis: As the children of Apollo, they are natural healers.

They can heal people by singing a hymn to their father (in Ancient Greek).

Audiokinesis: As the children of Apollo, they have the ability to control sound waves and music.

It is extremely rare that a child of Apollo can possess complete photokinesis, as only Apollo himself and the Titan of Light, Hyperion, and the Titan of the Sun, Helios, have been known to use the ability.

Cabin 8: Artemis/Diana

As one of the three virgin goddesses she has no children though she does has a group of all females who follow her called the Hunters who stay at the cabin whenever they visit camp. The Hunters in return of their loyalty and giving up love for all eternity are blessed with immortality and the teachings of the Hunt.

Cabin 9: Hephaestus/Vulcan

They are all expert builders.

They are all mechanics.

Technokinesis: As children of Hephaestus, they can control and manipulate machines.

Can sense machines, mechanics, or metal.

Can identify machinery type and use by touch.

Can sense faults in metal ore.

Can find and sense traps in the ground.

Pyrokinesis: Some children of Hephaestus have control over fire, a rare ability that Hephaestus blesses his children with every few hundred years, since the last demigod Hephastus blessed caused the Great Fire of London.

Cabin 10: Aphrodite/Venus

They have magical control over clothes, makeup, and jewelry.

Amokinesis: As the children of Aphrodite, they have control over feelings related to love and desire.

Shapeshifting: They have the ability to change their physical features., such as eye, hair and skin color.

Charmspeak: Very few children of Aphrodite can influence other with the strength of their voices.

They have the ability to speak fluent French and other languages of love.

They possess high social abilities and awareness.

They have the ability to use Permanent Makeup on others, as seen in the Demigod Files

They have the ability to curse people so all of their clothes are two sizes too small for them for a period of time. This is seen in The Demigod Files.

Cabin 11: Hermes/Mercury:

Enhanced Speed: Children of Hermes have a high athletic ability and swiftness. Some children of Hermes inherit super speed fast enough to run on air and become a blur.

Audiokinesis: Children of Hermes are skilled at trickery and very persuasive, acting very good as spies and influencers.

Enhanced Theft Abilities: Children of Hermes are naturally stealthy and can supernaturally steal things without people noticing, even other demigods.

Clauditiskinesis: Children of Hermes can magically sense the internal structure and mechanisms of any lock they touch. They are able to make it unlock, even telekinetically. This doesn't work on cursed locks, though.

Lock Intuition: They can identify curses and traps placed on locks. If they concentrates hard enough, they can deactivate them.

Chrimatakinesis: Children of Hermes are presumably quite good with money.

Cabin 12: Dionysus/Bacchus

Chlorokinesis: As children of Dionysus, they can control plants, strawberry and grape vines.

They are capable of causing or curing madness.

May have some power of alcohol and drinks.

They are really good actors, sometimes using this to their advantage when they get in trouble.

Cabin 13: Hades/Pluto this cabin is built in the Last Olympian

Necromancy: They have control over the dead.

Power Over the Undead: They can reanimate skeletons and put them to sleep.

Osteokinesis: They have control over bones of skeletons, such as summon Skeleton Warriors or destroy them.

Power Over Deceased Souls: They can summon souls of the deceased by digging a pit, filling it with food and chanting in Ancient Greek. Additionally, they can release the souls of people that should have died but had somehow managed to cheat death.

Power Over Ghosts: They can physically touch and manipulate ghosts, such as taking hold of them by hand or forcing them to be silent with a gesture.

Sensitivity to Death: They can sense death as it happens or when it is coming, including when an immortal is fading. When a person close to them dies, it comes as a ringing in the ears.

Life Aura: They can see/sense someone's life aura.

Umbrakinesis: They have control over darkness and shadows for various uses such as solidifying it for attacks or to hide in it. They can see through darkness.

Shadow Travel: They can use shadows as a way of transportation. However, great distances tend to wear them out.

Darkness Generation: They can solidify shadows to shoot bolts of darkness, form virtually impenetrable shields, and surround enemies in pitch-black clouds of lightless space.

Invisibility: They can use shadows to cover themselves in darkness to become invisible.

Vitakinesis (limited): They can heal minor injuries to themselves or others by using darkness.

Geokinesis: They have control over the earth, such as open fissures in the ground, levitating rocks, making rocks extremely sharp, and control the walls of the Underworld.

Ferrokinesis: Some of them can control precious metals.

Phobikinesis: They can radiate an intense aura of fear and death like their father Hades, but to a much lesser degree.

Pyrokinesis (limited): They can create flaming fissures of hellfire, trapping people in their father's realm.

Hypnokinesis: Children of Hades are able to induce sleep. (Again Hazel and Nico are op as well too seriously)

There are seven other built cabins dedicated to minor gods built after the Last Olympian those being Cabin 14(Iris), Cabin 15(Hypnos), Cabin 16(Nemesis), Cabin 17(Nike), Cabin 18(Hebe), Cabin 19(Tyche), Cabin 20(Hecate). It is said that more cabins are being built but these are all they have right now. So yeah in my story from cabin 13 onwards they still haven't been built here I will leave a picture of what the cabins look like.

This is a reference chapter.

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