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GODDESS OF DANCE

HISTORY

Terpsícore or Terpsícora (in ancient Greek: Τερψιχόρη, transl .: Terpsikhórê; "the one that delights in the dance") (of the verb τέρπεω "to delight" with the noun χoρός "dance"), was one of the nine muses of Greek mythology , who were the daughters of Zeus and Mnemosyne, daughter of Oceano and Tethys.

It was the muse of dance. Represented sitting with a lyre. She was also the mother of the mermaids, whose father was the river Aqueloo.

CHILDREN OF TERPSÍCORE

Appearance: Terpsychore's children are well endowed and spotted, having a practically perfect healthy body

Personality: Children of Terpsychore are cheerful and happy all the time, in sad situations they tend to try to cheer up their companions

SKILLS

Passive Powers

The Dancer

As children of Terpsychore, the offspring have the gift of dance, being the same for them something more than natural, allowing them to learn and unveil any type or style of dance, and can even perform magic dances. As a consequence of their learning, the offspring also unveil their opponents' fighting style.

Level 1-10: While participating in or observing combat, campers are able to learn the way their targets fight, unraveling it completely after three rounds. Thus, they are able to predict the future movements of their opponents, and to avoid them with extreme ease.

Level 11-25: Now they are able to completely unravel the combat style in two rounds, being able to defend and deflect future movements with ease.

Level 26-35: Only one round is required for the combat style to be learned.

Level 36-50: The children of Terpsychore are able to learn the fighting style through simple movements of the opponent, such as walking and moving their arms to catch something. In addition, they are also able to reproduce this style perfectly.

Level 51-99: At their peak, the offspring are able to unveil their opponents' style even when standing still, and acquire skill in this technique, reproducing that style in an improved form of it.
 

Photographic memory

Level 1: Shortly after his birth, Terpsichore's children receive a blessing from their grandmother, Mnemosyne, which grants them an excellent memory, remembering almost everything perfectly. In addition, they also receive protection, which prevents their memory from being erased.
 

Musician

In addition to being born dancers, Terpsícore's children are also great musicians, possessing an impeccable voice and great skill with musical instruments, especially with the lyre, symbol of their mother. This ability allows them to also perform magical music, but the highlight is their voice, which allows them some control over the sound.

Level 1-10: Initially, demigods are able to change the pitch of their voices, thus being able to perfectly imitate any other “human” voice.

Level 11-25: They are now able to imitate sounds other than the human voice, such as animal sounds, thunder noises, whispers, footsteps and so on; all of these with extreme perfection, it is almost impossible to suspect them.

Level 26-35: Controlling their own voice better, they can make the sounds emitted by them seem to have been emitted in another direction or distance, as if their point of origin was another, something perfect for distracting and diverting guards and so on.

Level 36-50: Without being able to change the frequency of their voice now, Terpsichore's children can communicate with radios, if they find the correct frequency, and listen to them because they also acquire the ability to hear sounds in other frequencies, the that allows them to communicate with some animals. In addition, they can use this ability to become human radar.

Level 51-99: Campers are able to amplify their voices, and with a shout they release powerful sound waves, which bewilder the enemy, and cause damage proportional to the time he is hit by it. In addition, they can serve to boost your heels, and break less resistant things like glass and simple locks.

Level 100-150: Your scream is greatly increased, reaching its peak and becoming deadly to those who get in the way. In addition to being able to crack and destroy complete structures, they lead people and stronger beings to death easily, due to the intensity of the waves.
 

Illuminated

Because his mother sings and dances alongside Apollo, the god of light, campers will be more powerful when in bright places.

Level 1-10: While in bright places, the offspring are able to move at 150 km / h, and have enough strength to break through doors easily.

Level 11-25: Now, due to the blessing of Apollo's light, when they are in illuminated places, the offspring are able to move at 250 km / h, also having the strength to crack a wall with a punch.

Level 26-35: You are already able to break iron with your hands, and move at a speed of 400km / h while in a lighted place.

Level 36-50: Terpsícore's children already run up to 500 km / h and can break steel with their hands.

Level 51-99: At the height of their strength, the offspring are capable of breaking titanium, and moving at up to 600 km / h.

Level 100-150: Now, they will be able to manipulate light on a small scale, and move at a speed of 1000 km / h.

Level 151-200: They already manipulate light in a medium way, and move at up to 1500 km / h.


Short Weapon Skill

Due to the characteristics of their physiognomy, Terpsichore offspring are best adapted with short and simple weapons, allowing them to attack quickly and accurately. Thus, demigods developed skill with this class of weapons, be they swords (normal and short), daggers, daggers, knives, etc.

Level 1-20: Even though they are new to the camp, demigods have a high skill that lets them know the basic use of weapons said to be short, unlike other campers.

Levels 21-40: Terpsychore's children are now able to perform more difficult movements by adapting brutality with these weapons, even if they are still initial.

Levels 41-60: Your character can throw daggers and knives at the opponent with certain skill, in addition to obtaining high control with these and other short weapons, being able to perform precise movements without spending a large part of their energy.

Levels 61-80: Now the demigods have discovered all the tricks and privileges exercised by the skill with short weapons, being able to control them perfectly, in addition to possessing the ability to make impossible and enviable moves with them.
 

Enhanced Physique

All the years of dance provided the demigods with an improvement in their body and attributes, which allows them to be faster and more agile, in addition to also having better reflexes.

Level 1-10: At first, the offspring are already very flexible, being able to practically bend their bodies, thus being able to compress themselves in extremely tight passages and very narrow places without much difficulty. Their agility means that they can climb trees without much difficulty, in addition to making jumps of 1.5 meters and avoiding punches easily thanks to their reflexes.

Level 11-25: Offspring easily climb walls and walls, and their improved reflexes allow them to dodge spears perfectly. Its jumps reach 2 meters in height, and its improved speed reaches 100km / h.

Level 26-35: Your reflexes already allow you to deflect perfectly the daggers thrown in your direction, your jumps already reach 2.5 meters and you also climb mountains easily. In addition, you now run at up to 150 km / h.

Level 36-50: The offspring are already able to dodge arrows and any other attacks that come at the same speed (250 km / h), and also run at up to 200 km / h, in addition to being able to jump 2.5 meters from the ground .

Level 51-99: The improved reflexes allow campers to dodge normal bullets, and other attacks at the same speed as them (1,042 km / h), their jumps reach 4 meters from the ground, and their maximum speed becomes 300 km /H.

Level 100-150: At their peak, the offspring already have reflexes fast enough to dodge bullets from the best weapons, and other attacks at that speed (3,500 km / h). In addition, they jump up to 5 meters from the ground, and run at up to 450 km / h.
 

Thieves

Level 1: Dance, as stated, is present in the "DNA" of Terpsychore's children, which makes them have a unique fighting style, and thus, much more difficult, and perhaps even impossible, to predict. In addition, the fact that they are practically dancing while fighting makes your enemies think they are making fun of them, and so they easily get angry, giving you an edge in combat.
 

Inexhaustible

Because they dance frequently since they were children, Terpsícore's children developed their vigor, having a greater energy and as a result of this, they take time to tire.

Level 1-50: The demigods can run and dance for hours at a time, the maximum amount of which increases along with their levels.

Level 51-100: Dancers can now run and dance for several days in a row, and the higher their level, the more days they can take.

Level 101-150: At their peak, the offspring are practically tireless, being able to run and dance for weeks at a time, without making an effort to do so.
 

Hybridism

Level 31: When they reach this level of power, Terpsichore's children approach their mermaid sisters, and have the ability to transmute their bodies, transforming themselves into a half fish or half bird hybrid.

• Bird form: when entering this form, the camper acquires a pair of wings, and everything from his waist down looks like that of a bird. Its wings allow it to fly, at a speed of up to 350 km / h, and its claws give it the ability to carry things that weigh up to 500 kilos. In addition, your voice becomes even better, and you become resistant to emotional attacks, especially seductive ones and those involving love.

• Fish shape: the dancers' legs are transformed into a beautiful and scaly tail, between their fingers they appear suction cups, on their flippers arms, and on their neck gills, these that allow you to breathe underwater, while the other changes in their bodies allow them, while in the water, to move at a speed of 250km / h. In addition, its appearance becomes even more seductive, increasing the chances of success of any action that involves the seduction itself.

Note: both forms are activated instantly in dangerous situations, for example, when demigods are falling from great heights or are drowning.
 

Junction

After a certain period of practice of their powers and dances, demigods are able to mix different dances, thus being able to invoke more than one effect at once.

Level 31-60: Dancers are able to invoke the effect of two dances at the same time. Because it is more exhausting than usual, they can maintain the effect for two rounds.

Level 61-90: You can now maintain the effects for three rounds.

Level 91-120: At this level, Terpsichore's children are able to invoke the effects of up to four different dances during three rounds.

Level 121-150: The effect lasts for four rounds.

Level 151-180: At their peak, campers are able to summon the effect of all their dances at once, however, as an exhausting feat, they can maintain the effects for up to five rounds.


Active Powers
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Archaic Dance

While performing a dance style reminiscent of past times, such as those of indigenous, Inca and earlier civilizations, the offspring establishes a connection with the primordial, becoming able to magically control and invoke the elements, and use them for combat.

Level 1-20: At first, while executing the movements, Terpsichore's children are able to invoke water and control it on a small scale. After stopping such steps, they are still able to control the element for one round.

Level 21-40: Campers develop control over the land, being able to control and invoke it on a small scale. Their water skills become average, and they are also able to control the elements two rounds after they stop dancing.

Level 41-60: Your control over land becomes average, and control over water high, now also allowing you to control ice on a small scale. In addition, you will also control the fire, being able to invoke it (both on a low scale), and when you stop dancing, you will still be able to control the elements for three rounds.

Level 61-80: The dancer is now able to control air at low scale, and his previous controls become stronger. The control over the earth becomes high, which now allows you to control the metals on a small scale, in addition, the control over both fire and ice becomes average, and the duration of the effect after the dance is over four rounds.

Level 81-100: Your control over fire and ice becomes high, which allows you, through the first, to invoke and control electricity (lightning) on ​​a small scale. In addition, the camper starts to control shadows on a small scale, and his control over metals becomes average. The duration of the effects after the end of the dance is five rounds.

Level 101-120: At their peak, the Terpsichore offspring are able to control light on a small scale, and now they control electricity and shadows in a medium way. His control over metals and air also increases, being able now, with some difficulty, to remove air from a certain area, leaving only a vacuum there. Post dance control now lasts six rounds.
 

Dance of Invulnerability

With more firm steps and movements, the Terpsichore offspring conjure a divine protection on them, which, like them, becomes more powerful, and their effects are increased until they are on the verge of invulnerability.

Level 1-10: While performing such steps, campers become immune to physical blows.

Level 11-25: Now, while dancing, the offspring will also be immune to elemental blows.

Level 26-35: Dancers will now become immune to kinetic attacks while performing such movements.

Level 36-50: Immunity increases, making Terpsychore's children immune to mental and emotional attacks while dancing.

Level 51-99: The spell becomes even stronger, making you now immune to spiritual attacks and death-related attacks.

Level 100-150: At this level, campers are already immune to magic, witchcraft and curses; and are also unaffected by body controls
(atoms) or shutdown.

Level 151-200: Even stronger, the spell provides immunity to cosmic / space and temporal attacks.

Level 201-250: At their peak, while performing this dance, Terpsychore's children are able to withstand even heavenly and hellish attacks; and also blackouts.
 

Friendship Dance

While performing these moves close to an ally, Terpsichore's children are able to temporarily make him stronger, unleashing his hidden power.

Level 1-10: After performing the dance, the chosen ally will have its power doubled for two rounds.

Level 11-25: The offspring are already able to exert the effect on two allies, who will have their power doubled during two rounds.

Level 26-35: Now, for three rounds, the two allies will have their power tripled.

Level 36-50: Terpsichore's children can enchant up to three allies, their power having tripled in four rounds.

Level 51-99: The demigods are already able to increase the power of five allies, who will have their power quadrupled for five rounds.

Level 100-150: The offspring now enchant up to eight allies, their power multiplied by 6 over six rounds.

Level 151-200: At its peak, dancers can enchant 10 allies at once, which will have their power multiplied by 8. The effect lasts the entire battle.

Note: the power works only once per battle.
 

Dance of Healing

Performing the harmonious movements, the dancers are able to cast a healing spell, which heals and regenerates you and the allies around you.

Level 1-10: With the execution of the movements, you and your allies within 2 meters receive the healing effect, which is capable of healing minor cuts and wounds quickly.

Level 11-25: The healing radius increases to 5 meters, medium cuts and wounds heal quickly, and the smallest heals instantly.

Level 26-35: Now, with a radius of 10 meters, deep cuts and more serious injuries are regenerated quickly, and things smaller than that are healed instantly. Simpler diseases are also cured.

Level 36-50: Wounds internal to the body, and limbs detached from those within a radius of 20 meters start to be regenerated quickly, and the lighter than that instantly. In addition, the most common diseases are also cured.

Level 51-99: At this level, severe illnesses and lost body parts (the latter being the longest to regenerate) are also regenerated from allies within a 40 meter radius.

Level 100-150: It is already possible to cure almost everything, including very severe illnesses, and intense internal and external bleeding to the body, the regeneration of limbs becomes rapid, and all injuries or illnesses inferior to those will be healed instantly from those in a radius of 70 meters.

Level 151-200: At its peak, the spell summoned is able to heal all of your allies within 100 yards of you, regardless of how severe the injuries are, thus completely regenerating your body. In addition, it is already possible to resuscitate those who died within ten minutes.
 

Dance of Discord

Unlike the friendship dance, campers, while executing these heavy and aggressive movements during combat, will influence their enemies a series of negative effects, which decrease their performance and power.

Level 1-10: The spell falls on up to five enemies, who have their speed reduced by half

Level 11-25: Now, in addition to the slowness, the targets will suffer from nausea, then suffering from dizziness, which make it difficult to carry out any movement, such as attack and defense. The number of enemies hit becomes 10.

Level 26-35: The targets are temporarily blinded and cannot see anything. Up to 30 enemies can be bewitched at once

Level 36-50: Enemies also suffer from weakness, having their strength, endurance, and energy divided by two. Can bewitch up to 60 enemies

Level 51-99: The spell can now be placed on up to 100 enemies at once.

Level 100-150: At its peak, the spell cast through this dance affects even entire armies, which can contain thousands of soldiers, thus leaving everyone at the mercy of weakness and other negative effects.
 

Seductive Muse

Through provocative movements, campers are able to seduce those around them by growing lust in them. This seduction can be exponentially sexual or not. Once seduced, targets become subordinate to the offspring, taking their orders and orders.

Level 1-10: The children of the dancing muse, can make sensual steps that in the first visual contact of a human, he will be mesmerized by it, being unable to look away from his movements. In this state of trance, any human is vulnerable to requests from Terpsychore's offspring, whether male or female.

Level 11-25: At this level, the offspring increases their collection in terms of dance steps. His movements become more sensual than the previous ones, being able to leave at the mercy of his demigod requests, minor deities, with levels below those of the offspring of the dancing muse.

Level 26-35: Now Terpsichore's daughter offspring is able to seduce even monsters, being he of any kind, with his dancing steps. Just a glance, even if it is a glimpse of the body of the descendant of the dancing muse, that the viewer will leave your petrified body with that vision, submitting to make any request for it, even if it costs you his life.

Level 36-50: At this level of power, the offspring's dance becomes so sensual and flashy, that its charms pass even to your voice, that is, while dancing, it can utter words that will catch the attention of any demigod or monster , regardless of the level, for your body, which, at the slightest glance, will succumb to the wishes of the children of the dancing muse.

Level 51-99: Now the power rank is increased, making it possible to hypnotize and manipulate even stronger mythological creatures through their sensuality when dancing. Ex: King Lycaon, Centaurs, Cyclopes, and any and all other important mythological creatures that are below gods.

Level 100-150: Level 100-150: The greed caused by your body and the skill in basically perfect steps now becomes so powerful that it attracts even the eyes of lesser deities, leaving them static and subject to the orders of the offspring.

Level 151-200: At their peak, the children of Terpsychore can seduce even the most powerful deities, such as the Olympians and the Big Three.
 

Doom chords

By strumming in the wind, as if touching an imaginary lyre, the children of Terpsychore initiate a powerful mental attack on the minds of the enemies around them, unbalancing their minds in a torturous way.

Level 1-20: After strumming for 10 seconds, your enemies will begin to experience severe mental pain, becoming deconcentrated and as a consequence harming their future actions.

Level 21-40: The fingering time drops to 8 seconds, being contrary to the attack power, which increases. The pains become more intense, causing the targets to bend their bodies and put their hands on their heads, trying to stop them.

Level 41-60: The pains become so severe that they cause a continuous loss of energy in the targets, causing them to pass out after five rounds. Now, it is necessary to strum for only 6 seconds.

Level 61-80: It is necessary to strum for only 4 seconds, and the targets will pass out after four rounds.

Level 81-100: Terpsychore's son needs to touch for just 2 seconds, and those affected by the power will fall passed out after three rounds.

Level 101-120: At its peak, it only takes a flick of a finger (as if touching a lyre string) to initiate the attack. This, which was already powerful enough to hit enemies within 50 meters, now faints the targets after two rounds under the effect, due to the continuous loss of energy caused.

Note: 1- If the offspring wants, their allies will also be affected by the attack.
2- The attack is in area, the maximum of which is a radius of 50 meters from your character

 

Lullaby

While playing or singing this melody, Terpsícore's children radiate their surroundings with the calm and harmony of their notes, leaving those who listen extremely comfortable, making them fall asleep.

Level 1-50: Initially, the song itself is already extremely powerful, being able to put demigods, monsters and low-ranking mythological creatures to sleep easily.

Level 51-100: The song has now become powerful enough to put stronger demigods, and medium level monsters and creatures to sleep easily, in addition to making the strongest sleepy.

Level 101-150: At its peak, the effect of the song already affects the most powerful demigods and the most fearsome monsters, such as the cerberus. When heard by higher creatures, it makes them sleepy.
 

Funeral Singing

With the intonation of this melody, the offspring affects the barriers of the spiritual with the material, leaving them more fragile, and thus becomes able to make the spirits and the dead fight at their side.

Level 1-30: When they sing or play this melody, the offspring will cause zombies and skeletons to rise from their graves, and will fervently fight alongside you in battle (maximum 10 beings).

Level 31-60: Now, more skeletons and zombies will rise for the fight, these being more equipped, and thus carrying swords, spears and bows. In addition, a ghost / spirit will answer your call, and will fight for you (maximum of 20 beings regardless of the spirit).

Level 61-90: Several zombies and skeletons will rise at once, these already carrying even firearms, the number of summoned increases to 50, and up to three spirits will also appear to fight.

Level 91-120: A maximum of 100 heavily equipped undead are summoned, along with 5 spirits who also respond to your music's call.

Level 121-150: Up to 10 spirits are summoned, and their power is already sufficient to restore life to someone whose body has not been completely destroyed (Only 1 per event / saga)

Level 151-180: At their peak, the offspring have been able to restore life to up to three people whose bodies have not been completely destroyed (only 3 per event / saga)



The Swirling

Terpsichore offspring, when performing a more lasting turn, are able to take the form of a mini tornado, which sucks and drives away the surroundings, and strikes everything that comes into contact with it.

Level 1-20: Initially, when the camper performs the pirouette, it will take the form of a 2 meter tornado, and its speed is increased to 100 km / h. As they are still little experienced, they cause little damage to the environment around them.

Level 21-40: Now, the tornado reaches 3 meters in height, and moves at up to 180 km / h. The strength of the tornado is enough to be able to lift tiles and move cars in motion off the road, which already serves to unbalance and bring down demigods.

Level 41-60: Reaching 4 meters in height and 250 km / h while in that form; campers will start to lift some houses, and the trailers / mobile homes in their path will be demolished. This tornado can also blow train cars off its tracks, and knock down some larger monsters.

Level 61-80: The tornado now reaches 5 meters in height, and its winds move at 330 km / h, just like it. Heavy trees will be uprooted and uplifted, and walls and roofs of solid buildings will be uprooted like matchsticks when Terpsichore offspring pass by.

Level 81-100: Being able to reach 7 meters in height, and move at a speed equal to 410 km / h, while in the form of a tornado, campers cause locomotives and heavy trucks to be thrown like toys, buildings they will be destroyed but not uprooted, and strong, well-engineered structures can have high losses.

Level 101-120: At its peak, the tornado reaches a height of 10 meters, and its winds reach a speed of 510 km / h, as well as the new movement speed. The tornado destroys everything in its path, cars are hurled like stones for hundreds of meters, and entire buildings can be lifted off the ground. The force is similar to that of an atomic bomb.

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