Playable Races & Special Abilities

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Playable Races & Special Abilities

Postby From the Desk of the Minister » Mon Feb 03, 2014 5:09 pm

Playable Races & Special Abilities

Applications for magical races or characters with special abilities will be more closely screened during the approval process. Please familiarize yourself with the following information if you're thinking of playing one of these races or special abilities.

Special Abilities/Afflictions (Magical Status)
NOTE: All special abilities/afflictions are restricted and must be purchased through the OOC Inventory system. The current price is 50 Galleons or any 2 items from your inventory sheet.
Playable Races (Blood Status)
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Re: Playable Races & Special Abilities

Postby From the Desk of the Minister » Mon Feb 03, 2014 5:09 pm

SEERS
This article was written and compiled by twufoo and with some information from the Harry Potter Wiki

True Seers are rare and have the ability to see into the future. This ability is often referred to as the Sight or the Inner Eye. The Department of Mysteries takes a special interest in seers and legally requires all seers to register their status and report their visions to them; however this law is poorly enforced and failure to do so only results in a monetary fine.

EXPERIENCING VISIONS

    Seers cannot control when their visions occur or what they see. While each seer may experience visions differently, they generally follow this pattern:

    Visions may either occur unexpectedly or have a subtle tell before their onset, such as lightheadedness or clammy palms. The vision itself produces an out of body state similar to dream paralysis, where seers are unable to effectively interact with the outside world. When the vision ends, it's like waking from a quickly fading dream, though in some rare cases the seer may not even realize they've had a vision. An unusually powerful vision may leave the seer with a migraine or lingering psychosomatic sensations.

RECORDING VISIONS

    The Department of Mysteries has implemented a system of recording visions via modified legilimency. Seers are required by law to report their vision to the DoM within a week of its occurrence. Due to the difficulty in enforcing this law, the DoM offers a tidy monetary incentive to any seers who come in to have their vision recorded. Documented visions are stored in prophecy orbs in the Room of Prophecy.

ASTRAL PROJECTION

    Astral projection is a dangerous, experimental procedure that was developed by the Department of Mysteries near the end of the Second Wizarding War. It was based off of classified research on a previous program for inducing visions. While inducing visions produced a large amount of irrelevant, junk information due to the inability to control what is seen during visions, astral projection allowed for more control in scrying a specific target.

    The information on the procedure is classified, and it was only performed on small handful of volunteers and (during the war) forced test subjects. Most test subjects for both inducing visions and astral projection have been left with some level of permanent psychological damage.

    Spoiler: detailed procedure and drawbacks show
    This procedure can only be performed with two seers. One seer acts as the traveler and the other seer acts as the anchor. The anchor must have a high level of legilimency to perform their task.

    Astral projection can only be attempted once every few weeks due to the psychological trauma the traveler undergoes, and it is not successful every time. The amount of information, target location, and target time (past, present, or future) are difficult to control.

    Procedure
    1. The anchor must familiarize themselves with their subject's mind through several preliminary legilimency sessions.

    2. A magic circle is drawn around the anchor, traveler, and a totem object that must be somehow linked to the target for scrying. Certain runes inside the circle designate other factors such as the time (past, present, or future), duration, and strength of the spell.

    3. A potion called absentium vitriol is administered to both the traveler and the anchor. The procedure to make it is quite complex. Directly before administering, a black cube is dropped into a bright green solution, causing it to fizzle violently, turn pure black, and then lighten again to a speckled green that looks like an emulsion of absinthe and motor oil. The taste is acrid and foul--a cross between ethanol, sulfur, and licorice. Cloudiness between the colors indicates an impure potion.

    4. The anchor uses the incantation, Potentia Portens, to send the traveler to the targeted location. During the length of the astral projection, the anchor must have unwavering concentration or session will end prematurely.

    Dangers and Side Effects
      Upon returning to their bodies, the traveler is disoriented and experiences dementia, hallucinations, and ataxia. This state lasts for several days to a week. In the week following, they feel scattered, mentally exhausted, and occasionally experience frightening hallucinations. Any attempts to repeat the procedure on the traveler during their recovery time will be unsuccessful.

      Characters that repeatedly undergo this procedure as the traveler experience one or more permanent side effects that may take years of therapy to recover from. Use the table below to determine your character's side effects:

        01-20: chronic severe migraines
        21-40: post-traumatic stress disorder
        41-55: amnesia
        56-70: schizophrenic hallucinations
        71-85: ataxia
        86-95: dementia/psychotic break
        96-100: coma (consciousness is stuck outside of body)
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Re: Playable Races & Special Abilities

Postby From the Desk of the Minister » Mon Feb 03, 2014 5:09 pm

ANIMAGI
This article was written and compiled by twufoo and with some information from the Harry Potter Wiki


OVERVIEW

  • An Animagus is a witch or wizard who can transform into an animal without a wand.

  • They cannot choose which animal they turn into. It is reflective of their personality and inner traits and usually the same as their patronus.

  • Each Animagus bears an identifying mark on their animal form that is caused by something on their human body. (Ex: jewelry, tattoos, major physical changes such as scars or loss of limb)

  • Animagi cannot cast spells while in their animal form.

  • While in animal form, animagi do not become infected with lycanthropy if injured by a werewolf, and werewolves are not aggressive to them.

STIGMA, DOCUMENTATION, & TRAINING

    Documented animagi have traditionally been low due to the minor benefits of the ability in comparison to the long, arduous training, risks of the transformation, and the stigma of certain sexual perversions that animagi have historically been associated with. However, with the increased openness about sexuality in recent times, more animagi have been coming out of the closet and the younger generation has shown an increased interest in the art.

    This training process takes 5-10 years, with people at the lower end of the spectrum typically having mentors to teach them the art. The following list gives some rough benchmarks in the training process:

    Spoiler: training benchmarks show
      10%: Character must hold the leaf of a mandrake in their mouth for an entire month.

      30%: Characters can turn various individual parts of their body into animal forms (ex: limbs, fur, head, etc.)

      50%: Characters are able to turn into full animal form as long as they have a wand. Clothes are not included. Turning back to human form requires them to be touching their wand somehow.

      60%: Clothes are now included in the transformation as long as the character uses a wand.

      90%: Wandless transformation without clothes.

      100%: Wandless transformation with clothes included.


TRAINING MISHAPS

    Mishaps are extremely common for animagi in training, and even after they've mastered the skill an animagus may occasionally experience a minor or major mishap if they attempt the ability while fatigued or under mental duress.

    Minor mishaps can be quickly taken care of with the appropriate spell, and their effects do not last more than 1 day. Minor mishaps are relatively common, and characters in training typically experiences about 7-10 per year.

    Major mishaps are more difficult to fix due to the complexity of the magic involved. Characters feel their effects for 2-4 weeks, either due to recovery time from injury or waiting for the magic to wear off. Even after this recovery period the character may (by player's choice) still experience trace, lingering effects of the mishap.

    All animagi have suffered at least 3 major mishaps during the entire course of their training, with the average total number being approximately 5-7. Animagi characters are required to list the 3 most severe mishaps they've endured during their training on their form. Listing more is optional. To determine the mishaps endured, roll on the table below:

    Spoiler: mishap list show
    1. Animal Mind -- You literally think you are the animal you turned into.
    2. Animal Sound -- Your voice is altered so that your speech patterns sound like the animal you turn into.
    3. Animal Feature -- You have adopted some awkward physiological feature of the animal other than sound. (ex: skin texture, coloration, hairiness, flatulence, sexual stamina, estrus, etc.)
    4. Animal Behavior -- You adopt animal-like mannerisms.
    5. Animal Part -- You have returned to human form to find one part of your body stuck in animal form. (ex: head, horns, beak, appendage, penis, tail, etc.)
    6. Extra Animal Parts -- You are more than human and have multiple extra animal body parts on your human form.
    7. Partial Transformation -- You are stuck in an awful, awkward half human/half animal hybrid form.
    8. Anthro Form -- You are have turned into a Furry.
    9. Siamese Twin -- A giant, gibbering fetus-like duplicate of your animal form is attached somewhere on your body.
    10. Scrambled Nerves -- Something got mixed up when you turned back into human form. Left is right and right is left, up is down, and you can't stop hitting yourself.
    11. Razed Nerves -- Some of your nerves got messed up and are burning with pain whenever you move.
    12. Bone Deformity -- Your bones didn't transform back to their original shape and have strange growths on them, leaving you all lumpy and deformed.
    13. Broken Muscles & Bones -- The strain of transformation has broken many of your bones and torn your muscles. Ouch.
    14. Brain Scramble -- Your brain did not correctly transfigure, and you are now mentally challenged.
    15. Muscular Atrophy -- Your muscles did not correctly transfigure, and you are incredibly weak and skinny.
    16. Cerebral Palsy -- You've got it now.
    17. Boils -- The structure of your skin got messed up, and you're covered with painful boils and pimples.
    18. Skin Folds -- Your skin got overstretched and you are now covered with extra flaps and folds.
    19. Jumbled Body -- Some of your body parts switched places and have been put on backwards.
    20. Absorbed Clothes -- You've transfigured your clothes inside your body and need immediate medical attention.
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Re: Playable Races & Special Abilities

Postby From the Desk of the Minister » Mon Feb 03, 2014 5:09 pm

METAMORPHMAGI
This article was written and compiled by twufoo and with some information from the Harry Potter Wiki

Metamorphmagi are extremely rare witches or wizard who are able to alter their appearance at will, without the help of a potion or wand. The ability is genetically inherited and cannot be learned.

POWER EVOLUTION BY AGE

    Infancy & Childhood (0-12 years)
    • Pigmentation changes, such as changes in hair, eye, or skin color are possible from birth, but cannot be controlled until about three years of age.
    • Can change features and apparent sex, but cannot impersonate others believably
    • Up to 1 inch change in height and 5 pounds change in body mass.

    Teenager & Young Adult (12-25 years)
    • Can impersonate others believably
    • Up to 3 inches change in height and 20 pounds change in body mass.

    Mature Adults (26+ years)
    • Can mimic an animal form on a small section of their body, the size of a hand or less (ex: a pig's snout or horse's ears)
    • Up to 6 inches change in height and 50 pounds change in body mass.
    • Powers tend to reach their maximum potential at around 40 years old and persist at that level into old age, declining somewhat with senility.

POWER RESTRICTIONS

    Metamorphmagi must be conscious to control their power. If they sleep or are knocked out they will revert to their normal form. During dreams, it is possible for metamorphmagi to unconsciously shift forms or pigmentation. Additionally, metamorphmagi abilities are affected by their emotional state, and strong emotions such as shock and depression can make it extremely difficult or impossible for them to use their power.
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Re: Playable Races & Special Abilities

Postby From the Desk of the Minister » Mon Feb 03, 2014 5:09 pm

WEREWOLVES
This article was written and compiled by twufoo and with some information from the Harry Potter Wiki.

OVERVIEW

Werewolves are...
  • Humans who undergo an incredibly painful transformation into a powerful wolf form upon the complete rising of the full moon. They are unable to control this transformation.

  • Highly aggressive towards humans in wolf-form. They will attack even their closest friends without reservation. If they are unable to attack a human, they will attack themselves out of frustration, resulting in a large number of self-inflicted scars.

  • Able to recall everything they experienced upon returning to their human form.

INFECTION & TREATMENT

    Lycanthropy is a magical illness spread by contact between saliva and blood; thus, when a transformed werewolf bites a human, the bitten will become a werewolf themselves. These wounds are often fatal, however a mixture of powdered silver and dittany applied to a fresh bite will seal the wound and allow the victim to live on as a werewolf.

    If a werewolf is in human form and bites the victim, they will merely gain lupine tendencies such as a fondness for rare meat. Any bite or scratch obtained from a werewolf, whether in human or animal form, will leave permanent scars.

    There is no cure for lycanthropy, however its worst effects can be mitigated in two ways.

    1. A wolfsbane potion allows a werewolf to retain their human mind while transformed, making it possible for them to resist the urge to harm humans or themselves. This potions is extremely difficult to make, poisonous when done incorrectly, and must be taken every day for 1 week before the full moon.

    2. Companionship with animals, or wizards in animagus form, has been known to make the experience more bearable to werewolves, making them less likely to harm themselves.

LAWS & PREJUDICE

    Werewolves are generally regarded with fear and distrust by wizarding society. It was extremely difficult for them to find employment, and anti-werewolf legislation was passed in 1993 by Dolores Umbridge, made it practically impossible. Thus, many werewolves live in poverty or off the grid.

    In 1998, after the war, Shacklebolt repealed the anti-werewolf legislation, making it once again possible for them to seek employment. Currently, he is pushing reforms for less prejudicial treatment of werewolves, but that is meeting resistance. Registered werewolves working at the Ministry of Magic are required to use wolfsbane potion and during the full moon must report to a remote, underground location to be sealed in separate vaults.

    Like animagi and metamorphmagi, Werewolves are required by law to register their status in the Magical Status Registry.

THE WEREWOLF ARMY

    Led by Fenrir Greyback, the Werewolf Army attempted to infect as many people as possible with lycanthropy so that werewolves could take over the wizarding community. They specialized in targeting children. The Werewolf Army has been active since at least the 1960s and allied themselves with the Death Eaters in both the First and Second Wizarding Wars to gain access to more potential victims.

    Death Eaters regarded werewolves as inferiors, and even Fenrir was not given the Dark Mark. However, Fenrir was convinced that werewolves would have a high place in society under Voldemort's rule than under the Ministry's.

WEREWOLF FORMS

    Not all werewolves have exactly the same wolf form. Some are significantly larger and more powerful than others. The following table shows the three classifications of werewolf forms:

    FormAvg. Time as WerewolfHeightLengthWeightMagical Resistance
    Standard Wolf Any 2 - 3' 5-6½' 100-300 lbs 70%
    Dire Wolf 15+ Years 2½ - 3½' 6 -7½' 200-600 lbs 80%
    Greater Dire Wolf 25+ Years 3-4' 7-8½' 500-800 lbs 90%


    Standard Wolf Form: All new werewolves start with a standard wolf form. Standard werewolves resemble regular wolves except that they are slightly larger in size, with a shorter snout, tufted tail, and more human-like eyes. Despite appearing so similar to regular wolves, they are significantly stronger, faster, tougher, and heal more quickly due to their magical natures. A single bullet is not enough to put a standard werewolf down.

    Dire Wolf Form:: Dire wolf form is larger and more powerful, with stockier limbs and a longer, more feral snout. Many werewolves do not progress to dire wolf form. Whether they do depends on a number of factors:

    • Force of Charcter: Werewolves with more forceful, willful, or aggressive personalities are more likely to become dire wolves
    • Attunement/Rejection of Humanity: Dire wolves must significantly forsake their humanity and embrace animalistic hedonism and the wolf/pack mentality, wherein the law of the jungle rules. Dire wolves have, without exception, killed and eaten multiple people while in wolf form. In human form, their cannibalistic cravings and animalistic nature put them on the fringes of society.
    • Experience: The greater the number of years the person has been a werewolf, the more likely they are to become a dire wolf.
    • Wolfsbane Use: The wolfsbane potion completely stunts werewolf growth for months after its use. Constant use effectively cancels out the years of experience for when it was used.

    Greater Dire Wolf form: Only people who have given themselves over wholly to their animal nature for multiple decades can be greater dire wolves. They are extremely rare and cannibalistic. They show signs of their true nature in their human forms, as Fenrir Greyback did. These signs include an abnormally larger, stockier body, unnatural hair growth, an animalistic appearance to the face, claws, and sharpened teeth.

WEREWOLF POWERS WHILE IN HUMAN FORM

    Prowess: Lists the percent increase in strength compared to what it should normally be. The first number is the increase during most times, and the second number in parenthesis indicates the dramatic rise in strength during the week leading up to the full moon.

    Toughness: Lists in percent increase compared to what it normally should be. Toughness encompasses accelerated healing, pain resistance, resistance against toxins, and general constitution.

    Senses: Encompasses smell, taste, and hearing.

    Magical Resistance: How much the effects of spells are blunted for them.

    Hunger: The type of hunger inflicted on each form. Failure to meet the diet results in increased irritability, feelings of weakness, and a minor decrease to all their abilities.

    NOTE: Regular use of wolfsbane cuts all these abilities in half and negates the increase in strength leading up to the full moon.

    FormProwessToughnessSensesMagical ResistanceHunger
    Scratched/Non-Werewolf 5% (10%) no change minor increase in sensitivity to smells and tastes no change craving for raw/rare meat
    Standard Wolf 30% (80%) 50% heightened senses 15% needs raw/rare meat
    Dire Werewolf 50% (110%) 100% stronger heightened senses, similar to a dog's 25% cannibalistic cravings
    Greater Dire Werewolf 80% (150%) 150% greatly heightened senses, greater range, better than a dog's 35% cannibalistic

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Re: Playable Races & Special Abilities

Postby From the Desk of the Minister » Tue Mar 11, 2014 4:32 pm

GHOSTS
This document was compiled and written by Belle with some information from the Harry Potter Wiki


OVERVIEW

  • Ghosts are the disembodied spirits of witches or wizards who have died and left an imprint of their soul on Earth.

  • Muggles cannot become ghosts, nor can witches or wizards with souls that are heavily damaged by their actions during their living years (eg. by splitting their soul to create a horcrux).

  • Becoming a ghost is a choice made by the witch or wizard, often due to fear of death. However, in doing so, they must acknowledge that they will never be able to pass on and will remain trapped on Earth for all eternity. For this reason, ghosts are relatively rare.

  • Ghosts are attached to a specific place, person or object that was important to them in life.

APPEARANCE

    Ghosts appear as a silvery apparition of their former selves at the time of their death. In the cases of witches and wizards who suffered physically violent deaths (such as the Bloody Baron and Nearly-Headless Nick) they will retain any wounds that they incurred. Additionally, some ghosts may become invisible at will to better allow them to pass unnoticed by the living.

ABILITIES

  • Ghosts can communicate with all sentient creatures as well as magical portraits. They can also communicate with Muggles if they so choose, but due to the Statute of Secrecy, this is forbidden by the Ministry of Magic.

  • They can pass through any solid obstruction without damaging or altering it. When they drift through living creatures, they impart an eerie, freezing cold feeling that lingers for several seconds.

  • Some ghosts can affect the physical world to a small extent, such as Moaning Myrtle's ability to splash water. However, these interactions are tiring to the ghost and cannot be maintained for long periods.

  • Ghosts are tied to the place, person or object that they attached to at the time of their death. Although they are capable of leaving for brief periods, it takes a lot of effort and cannot be maintained for more than a few hours at most. In the event that their chosen person passes away, or their object is destroyed, the ghost will default to the place of their death. Attachment is permanent and alterations are practically unheard of.

  • Though they can be petrified by a Basilisk, ghosts cannot be destroyed or pass beyond the Veil.

LEGISLATION & CONTAINMENT

    The Spirit Division of the Department for the Regulation and Control of Magical Creatures deals with the welfare of ghosts and any legal matters involving them. One of their jobs is, as with magical beasts, to keep the existence of spirits hidden from Muggles. They also have some jurisdiction over ghosts' movements, such as relocating spirits who are making a nuisance of themselves.

    For ghosts who are too insane to be reasoned with or have proven to be a danger to society, the Department of Mysteries has developed Spectral Containment Units (SCU) for the express purpose of shunting these spirits into a sub-dimensional space where they can wreak havoc amongst themselves. The technology is relatively new and occasionally subject to breakdowns. For short-term containment and in emergency cases, Ghosts can be captured and corralled using special magical lassos of modest efficacy or by hyper-experimental Zoton packs, which are far more effective, but highly volatile and prone to explosions. These use revolutionary magical post-mortem metaphysical and protoplasmic properties to temporarily trap ghosts in a force field for transfer into the SCU.

POSSESSION

    In rare cases, some ghosts may possess living creatures, though it is extremely difficult to accomplish. Consent from the person to be possessed, a certain weakness of will in their case, or extremely strong emotions (such a rage) on the part of the spirit may make the process easier. Resisting possession is relatively easy for adult witches and wizards - though intoxication, emotional upheaval, or illness may compromise their ability to block the spirit - but children and teenagers can be possessed with less effort on the part of the ghost.

    Once a spirit has taken control of a body, overpowering the possession requires great strength of will akin to that needed to resist the Imperius curse. Most people are not capable of such feats and they must seek assistance from the specialists in the Ministry.

    Over time, the presence of second soul inside a living body will result in the gradual erosion of the owner's soul, resulting in irreparable damage if maintained over a number of years. As the soul becomes more damaged, so too does the body, and it is likely that a victim of long-term possession will have skin lesions, hair loss, blindness, and a variety of other ailments.

    Possession of a human or magical creature with the classification of Being without their consent (or those incapable of giving informed consent, such as children under seventeen, the mentally ill, etc.) is illegal, and the Ministry punishes such transgressions by sentencing the ghost to a stay in the SCU, the duration of which is decided by trial.
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Re: Playable Races & Special Abilities

Postby From the Desk of the Minister » Thu Aug 20, 2015 2:02 pm

VAMPIRES & HALF VAMPIRES
This document was compiled and written by Belle


OVERVIEW

  • Vampires are classified as Non-Wizard Part-Humans by the Ministry of Magic, and are technically undead magical humanoids.

  • Only witches or wizards may become vampires after being turned by an existing vampire. Muggles that come into contact with vampires will become ill and die from the effects of the turning process.

  • Though they are not immortal, vampires have an extended lifespan compared to witches and wizards, and generally live between 200-225 years. It is possible to kill a vampire by destroying their heart or brain.

  • Once they are turned, vampires can no longer perform magic, as wands only react to living creatures.

APPEARANCE

    Vampires retain the same features that they had when they were human, however they will gradually lose weight to the point that they become extremely gaunt due to the lack of actual calories in their diet. Their skin is cold to the touch and their flesh becomes wasted and soft, riddled with age spots as if they were 100 years old. Their eyes appear clouded as they would on a corpse, and beneath them the skin shadows purple making them look constantly exhausted. Hair and nails will stop growing and become dry and brittle. Additionally, their teeth will elongate and sharpen, and their canines will develop grooves like a snake, which connect to a small sac that grows in their sinus cavity upon becoming a vampire.

DIET

    The primary component of a vampire's diet is blood. Human blood, either fresh or preserved, is the preferable choice, however animal blood may also be consumed, though it tastes comparatively disgusting and is the vampire equivalent of subsisting on junk food. Notably, vampires may also consume human food, but as they have no digestive process, it must be vomited up later as otherwise it will begin to rot inside them.

    When feeding on a witch or wizard who they do not intend to kill, vampires must be careful to consume no more than approximately a pint of blood. Their saliva produces an anaesthetic and upon extraction their teeth create a magical coagulant to make feeding less painful and dangerous. Any blood vessel may be used, so most vampires eschew the jugular in favour of spots that are more easily concealed unless planning to kill or turn the victim.

TURNING PROCESS

    It is not enough to simply be bitten by a vampire in order to turn. Witches and wizards may allow a vampire to feed on them with few ill effects beyond dizziness, light-headedness and temporary weakness. However, should a vampire intend to turn their victim, they must drink enough blood to take them to the point of death, before forcing them to consume a poisonous mixture of belladonna, wormwood, strangleweed, hemlock, and vampire blood. This will kill the victim, and allow them to rise as a new vampire. This process also works on those who are close to death due to injury or illness.

ABILITIES

  • As they are technically already dead, vampires are resistant to the Killing Curse.

  • Though vampires cannot perform magic in the same way as when they were alive, they gain the ability to walk on walls and on the ceiling, as well as becoming adept at blending into their environment as if under a perpetual disillusionment charm.

  • Vampires can turn into bats at will. As this power is a side-effect of their condition, they are not considered Animagi.

  • Former Seers, Metamorphmagi, Werewolves, and Animagi do NOT retain their abilities after turning.

  • Vampires can control Inferi, although they cannot create them without the assistance of a human witch or wizard.

  • Vampires do not possess a reflection or a shadow, and cannot appear in photographs.

WEAKNESSES

  • Vampires cannot be exposed to sunlight, otherwise they will experience severe burns depending on the strength of the light. On overcast days, their skin will blister and smoke for several minutes before bursting into flame. However, full sunlight will cause their skin to immediately burst into flames.

  • As a result of chronic vitamin D deprivation from lack of sun, they suffer from a number of degenerative illnesses, including depression, muscle aches and weakness, chronic fatigue, low sex drive, erectile dysfunction, osteoporosis, and dementia. Whilst supplements may be taken to try and combat these effects, they are largely useless.

  • All vampires have a strong aversion to garlic, and can detect even the tiniest traces of it. Its effect on their bodies if consumed is equivalent to a fast-acting poison.

  • Damage to the body of a vampire cannot be repaired by magical means, as healing charms and potions only react to living tissue. Whilst some natural healing may take place if sufficient human blood is consumed, for the most part injuries become a permanent feature of the vampire's body. This means that many vampires who make the mistake of going out into the sun carry burn scars for the rest of their unlives.

LEGISLATION

    Paragraph twelve of the Guidelines for the Treatment of Non-Wizard Part-Humans set out by the Ministry of Magic prohibits the arbitrary killing of vampires who do not pose a clear and demonstrable threat to witches, wizards, or muggles. Vampires must register with the Ministry of Magic and are not permitted to feed on living human beings without their express written approval. Turning a witch or wizard is classed as murder, and vampires who engage in this behaviour are tried by the Wizengamot and, if found guilty, incarcerated in Azkaban.

HALF VAMPIRES

    Half vampires are very rare as they can only be born from sexual contact between a magical human and a vampire which, biological and logistical difficulties aside, is considered extremely taboo in the wizarding world as it is essentially a necrophilic act. Unlike full vampires, they are considered to have the same rights as regular humans under Ministry legislation because they can technically perform magic - however, their abilities never progress past second year level, meaning that they cannot obtain OWL and NEWT qualifications in wandwork-based subjects, and they struggle to find employment in the wizarding world.

    In terms of their powers, partial vampires do not develop the same unique abilities as their full brethren. They are unable to walk on walls or ceilings, turn into bats, or survive the Killing Curse, and are half as adept at blending into their environment. Although they can go out in daylight, their skin is still extremely sensitive to the sun and will turn red raw within minutes without full coverage, meaning that they, too, suffer from chronic vitamin D deprivation and have issues with depression, weakness, chronic fatigue, low sex drive, erectile dysfunction, osteoporosis, and dementia. Partial vampires are sterile and cannot reproduce.

    It is somewhat easier for partial vampires to pass as humans; they can subsist on regular food, and heal from injuries - albeit much more slowly than humans - and they can even consume garlic without dying, though the resulting anaphylaxis can prove fatal without treatment. Though partial vampires have reflections and shadows and appear in photographs, they constantly look as bad as people do in front of a mirror at the hair salon. Their skin is pale, flaccid, and discolored by deep purple shadows, though to a lesser extent than full vampires. Their lifespan is 150-170 years, though unfortunately, they experience even more social stigma and discrimination than full vampires due to the circumstances of their birth.
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Re: Playable Races & Special Abilities

Postby From the Desk of the Minister » Fri Nov 13, 2015 11:59 am

MUGGLES
This article was written and compiled by twufoo and with some information from the Harry Potter Wiki

Muggles are non-magical people who are incapable of performing magic and largely unaware of its existence. Due to the International Statute of Wizarding Secrecy, most muggles' memories are erased following an incident in which they're exposed to magic.

FINDING OUT ABOUT MAGIC

    Certain muggles are allowed to retain their knowledge of the magical world without being Obliviated. In order for a Muggle to be allowed to retain their knowledge, they must be one of the following:

    • Close familial relations to a witch/wizard, such as siblings, children, or parents/guardians.
      • Declared a strategic asset by the Minister of Magic. (The Prime Minister, for example.)
        • Sponsored by an existing witch/wizard who is in good lawful standing. By sponsoring a muggle, the witch/wizard becomes legally accountable for any damages their muggle may incur. This is most often done during a romantic relationship and is generally not taken lightly.

        Muggles who are allowed to retain their knowledge of magic must sign a magical contract that ensures retribution should they break secrecy, similar to the roster for Dumbledore's Army. They are given an ID card that has been enchanted to appear like a VHS video store rental card to other muggles. However, when a magical person views the card, it displays the muggle's sponsor, familial connection, or other magical endorsement as well as the official seal of the Ministry of Magic.
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      Re: Playable Races & Special Abilities

      Postby From the Desk of the Minister » Fri Nov 13, 2015 12:00 pm

      MAGICAL BLOOD TYPES
      This article was written and compiled by twufoo and with some information from the Harry Potter Wiki.


      Magical blood type is a highly politicized topic. These terms are used as markers of social hierarchy in wizarding society, and a great deal of legal documentation is required in order to prove one's lineage as "pureblooded." Consider each of these terms legal only. Your character's blood type is only what they can prove legally, so list your character's blood type as how they would be viewed by other wizards. (Ex: An orphaned halfblooded witch raised by muggles with no documentation of her parents would be listed as "muggleborn.")

      PUREBLOODS

        Purebloods are the elite of the wizarding world, and their families place utmost importance on only mingling with other pureblooded families. Although many pureblooded families have had impurities somewhere in their family history, these cases are rare and are fanatically written out--either through disowning or by using money, influence, or trickery to make the problem disappear.

        Purebloods must mate with other purebloods for their offspring to be considered pureblood as well. The child of a pureblood & halfblood would be considered a halfblood. Because of this, nearly all pureblooded families are interrelated. This practice has been known to cause problems in certain families as they become increasingly inbred, resulting in lowered fertility, violent tendencies, mental instability, health problems, and birth defects.

        In addition to the Sacred Twenty Eight, this site allows original pureblooded families.

      HALFBLOODS

        The vast majority of wizarding kind is halfblooded. Even if someone has two magical parents, if there is any documented history of a direct muggle or muggleborn ancestor in a person's history, then they are considered halfblood as well. Thus, the child of a pureblood and a halfblood is considered a halfblood.

        Typically, halfbloods have a greater chance of producing squibs than purebloods, but they do not encounter the same issues of inbreeding that purebloods do. However, squibs are still rare, as children born to at least one magical parent will almost always be magical themselves.


      MUGGLEBORNS

        A muggleborn is a witch or wizard born to two non-magical or muggleborn parents. In order for someone to no longer be considered muggleborn, they must be able to trace their lineage back to a pure or halfblooded ancestor.

        Muggleborns are often derided by other wizardingkind, especially purebloods, and called disparaging names such as "mudblood." Even well-meaning witches and wizards often discriminate against them in more subtle, condescending ways. Muggleborns are often seen as less magically talented. They face a steep initial learning curve due to the unfamiliarity of the magical world, and many become discouraged and unable to catch up to their peers due to this slow start. However, for those who put in the extra effort to overcome this initial hurdle, their magical abilities do not seems to be affected at all by their muggle parentage.

        In reality, muggleborns inherit their magic from a distant ancestor and are often descended from squibs who have married muggles and forgotten their magical heritage. As stated above, children born to at least one magical parent will almost always be magical themselves, and muggleborn parents have about the same chances of giving birth to squibs as halfbloods.

        When a muggleborn reaches school age, a representative from Hogwarts introduces them to the magical world and Diagon Alley so that they are not at a complete loss when school starts. There is a small monetary and donated, reused item fund to get muggleborns started with school supplies, and muggle money may be exchanged for galleons at Gringotts.


      SQUIBS

        A squib is a non-magical person born to at least one magical parent. Essentially, they are "wizard-born muggles" and are looked upon with great disdain by many wizards, particularly purebloods.

        Unlike muggles born from muggle families, squibs are different in their knowledge of the wizarding world and their ability to see some things that are hidden from muggles. They also have access to some magical objects and creatures that can help them navigate the magical world. It is common practice to send squibs to muggle schools and allow them to mingle with muggles.

        Late Bloomers:

          In some rare cases, it is possible for magical abilities to manifest in squibs or other seemingly non-magical people later than 11 years old. If the individual is still under 17 at the time, they may still attend Hogwarts under remedial classes until they are able to catch up to their peers. Hogwarts does not teach students older than the age of 20. If the student is still behind, they must seek out classes or tutors from other sources.

          Generally, the later past the age of 11 that these powers manifest, the weaker the magic will be, with those who manifest their powers after adulthood usually only being able to cast basic spells. However, there are some branches of magic & fields of study that late bloomers do just as well in as regular magickind once one factors out the late start. These fields are divination, arithmancy, wandlore, broomology, magizoology, herbology, alchemy, and potions.
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      Re: Playable Races & Special Abilities

      Postby From the Desk of the Minister » Fri Nov 13, 2015 12:00 pm

      GOBLINS
      This article was written and compiled by twufoo and with some information from the Harry Potter Wiki.


      OVERVIEW & PHYSICAL DESCRIPTION

        Goblins are a highly intelligent race of small hominids renowned for their skills in money, banking, metalworking, and as artisan craftsmen. They have their own type of magic that can be performed wandlessly.

        Goblin height ranges anywhere from 3-4½ft at full adult height, with the average height being just below 4ft tall. They have long fingers and feet, and short, stocky legs and bodies. They have long, hooked noses, pointy ears, and male goblins experience some level of balding or hairline recession. They are typically fair-skinned due to spending most of their time indoors. Goblins live to approximately 160 years old. By human standards, their physical appearance ages at approximately 2x the normal rate, plateauing at around 40 years old when goblins appear wrinkly and wizened.

      CULTURE & LIFESTYLE

        Goblin culture is best described as Lawful Neutral. As a society, they value strict adherence to established rules, structure, and maintaining tradition. The laws of their society are extremely mercenary, with great emphasis on money, trade, and ownership. Goblins greatly dislike theft and hold debt to extremes. They speak to each other in a language called Gobbledegook.

        Goblins do not attend schools. Instead, goblins tend to focus on a particular technical trade. These are usually dictated by family traditions, and apprenticeship begins at a young age. This concentrated training from an early age, as well as the goblins' particular magical attunements, have resulted in goblins becoming the most renowned metalworkers, artisans, builders, security engineers, cursebreakers, and financiers in the wizarding world. Several notable organizations in goblin society and popular places of employment include:

        • Gringotts Wizarding Bank: The largest wizarding bank.
        • Brotherhood of Goblins: A goblin activist group, seeking the right to carry and use wands and other improved living conditions for goblins.
        • Kneebreakers Collection Agency: An organization that handles collections of outstanding debts for others by contracting out mercenaries for collections.
        • The Golden Cog: A large, impressive goblin run casino located in Diagon Alley.

        Their diet consists of meat, roots, and fungi. Because of this, goblins often keep bowls full of various fungi and roots in their abodes, which are a source of much amusement and discomfort for visiting wizards. However, wizards often display certain arrangements of decorative gourds that arouse similar feelings of unease and amusement for goblins.

        Romantic relationships between goblins are heavily contracted, with long courtship periods for prenuptial negotiations. These pairings are often arranged and determined by inter-family politics and pragmatism. Goblin sex is widely joked about as being stiff, lifeless, and efficient for the majority of couples. However, a small, underground segment of the goblin population is responsible for an infamous dungeon porn scene considered freakishly hardcore even by wizarding standards.

      TENSIONS WITH WIZARDS

        Tensions between goblins and wizards have historically been high. The 17th and 18th century saw many bloody and vicious goblin rebellions, and the truce negations have largely shaped the relationship between the two. Though the two species have enjoyed relatively peaceful coexistence since then, the tensions between them remain.

        Goblins are resentful of the fact that wizards consider them second-class citizens and have banned them from the use of wands. The contract regarding this ban is air-tight, and most goblins begrudgingly follow it due to their lawful nature. In return, it is illegal for goblins to teach wizards their own magical secrets.

        Additionally, the two groups often have disputes over property, ownership, payment, and repayment laws, which differ significantly between the two. Goblins believe that the maker of an item is its rightful owner and those who "purchase" the item merely rent it. At the time of the purchaser's death, the item should be returned to its rightful owner. Due to many property disputes with wizards over this law, it is extremely rare for a goblin to agree to sell their goods to a wizard, and in fact there are many goblin laws to restrict this practice. In cases where items are sold to wizards, they are lower end in comparison to most goblin worksmanship.

      GOBLIN MAGIC

        Goblin magic is a special type of magic that can be performed wandlessly. Their magic is limited in diversity compared to wandbearers' magic. It is focused on security wards, cursebreaking, and any spells that aid in building and crafting objects (eg. material transfigurations & enchantments). Goblins have the most powerful security wards known to the wizarding world, including the Thief's Downfall, which strips away any concealments or enchantments, even the Imperius Curse, without fail. They have the most powerful spells for enchanting weapons and armor for strength and indestructibility.

        Goblins cannot cast attack spells or any other spells that directly affect living things. However, they can create weapons, potions, and defensive wards that can be used again them. During battles, they rely on their inventions and weapons for offense and defense, and much of their armor has been enchanted to confer some level of magical resistance. For healing, goblins rely on potions and salves. They are unable to apparate, and have no aptitude for divination, but they are skilled arithmancers. Their domestic charms are lacking, and they often employ house elves to compensate.

        When equipped with a wand, a goblin has access to all the same spells as wizards but at reduced efficacy. They also run into the trouble of finding qualified teachers for wandcraft as most other goblins would turn them in for breaking the law, and human instructions are ill-suited for goblins due to the two being fundamentally different magical beings.
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      Re: Playable Races & Special Abilities

      Postby From the Desk of the Minister » Sun Oct 23, 2016 7:54 pm

      HOUSE ELVES
      This article was written and compiled by twufoo and with some information from the Harry Potter Wiki.


      OVERVIEW & PHYSICAL APPEARANCE

        House elves are a magical race that serve wizards, witches, and goblins. In addition to usually being immensely loyal and devoted, they must do everything their master commands unless they are freed. A house elf can only be freed when their master presents them with clothes.

        House elves stand anywhere from 2-3ft tall. They are skinny, with large eyes, large, batlike ears, pointed noises, and high squeaky voices. They are mostly hairless, with males having wispy, barely visible hair on the top of their heads and females having longer hair. They typically dress in discarded items like pillowcases and tea towels. They reach adulthood at the age of 13, and live for approximately 200 years.

      LOYALTY & CONTRACTS

        House elves are intensely loyal to their masters and are bound by magic to obey their master's every command. House elves typically seem to enjoy the security of their arrangement, and they are often resentful of attempts to free them, and insulted by attempts to pay them in material rewards other than kindness. In addition to taking care of domestic housekeeping, they are devoted protectors of their masters and their homes. A house elf who feels they have let their master down will oftentimes punish themselves.

        Though rebelliousness in house elves is rare, in extreme cases of maltreatment or schisms in beliefs, they may subvert their masters in several ways. They might find loopholes in their orders, secretly work against them by acting as informants, and seek out the protection of potential new masters. House elves have no rights of their own in wizarding society, and most do not ask for any in their contracts. Though the Ministry has set guidelines into place on house-elf welfare, these guidelines are poorly enforced.

        House elves can be contracted to individuals or families. By house elf conventions, minors treat their mother as their master and must follow all her orders until they reach adulthood at the age of 13. At 13, almost all house elves seek out a magically binding contract with a new master, usually a witch, wizard, or goblin. Many choose to remain within the same family.

      REPRODUCTION & CHILDREARING

        House elves do not form typical pair bonds. Starting at 20 years old and ending at ~140, female house elves will enter a phase of estrus once every 10 years during which she is reproductively viable. This estrus phase lasts for one night and can usually be predicted beforehand. Masters cannot deny female house elves the right to travel during this period of time.

        During this one magical night, female house elves will reproduce with as many males as possible. They have an uncanny ability to detect nearby male house elves and apparate to their location. Female house elves have been known to travel many miles and mate with nearly one hundred partners in this time. Intercourse typically lasts anywhere from 10-20 seconds, and upon withdrawal, stimulation from penile spines help induce ovulation in the female. These pairings are usually quite noisy unless the house elf uses a silencing charm.

        House elf fertility is low, and a single female house elf will usually only produce 2-4 offspring in her lifetime. Gestation lasts for 5 months, followed by childbirth. There are no known cases of house elf twins. House elf infants are typically quite tractable and easy to take care of, and childrearing is left to the mother. Children pick up magic quickly, and are able to perform some basic household chores starting at around 1 year old.

      HOUSE ELF MAGIC

        House elves can cast powerful wandless magic, though this is limited to tasks such as apparition and charms for domestic chores. Many of them use their magic to perform their work silently and unseen, so as not to disrupt their masters. They cannot cast any direct attack spells, however they are capable of flinging around objects to protect their homes and masters. Additionally, they must obtain permission from their masters before using their magic.

        House elf apparition is unusually strong and they are able to apparate into many locations protected by anti-apparition charms. Though rare, there are some locations protected by goblin magic that house elves are unable to apparate into.

        While house elves may be able to use wands for more magical versatility, they are banned from using them and most do not wish to. With wands, house elves can cast all the spells that wizards are able to but at reduced efficacy.
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