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31 May 2019, 15:31
Magical Races/Talents and Special Abilities
Magical Races/Talents and Special Abilities
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Hogwarts is a diverse magical community. While humans are by far the most common among the Hogwarts population, wizardkind has found union with other beings producing children with other magical talents that can also attend Hogwarts. Players are defaulted to be full humans, but characters who want to play magical races/talents (eg part-giants, part-goblins, part-veela, seers, dhampirs, werewolves, parselmouths, and metamorphmagi) must apply within 30 days of being sorted on the site. This is an important measure because being a magical race/talent is a very big part of who your character is and it will be hard for your character (as well as the other players who have roleplayed with you) to reconcile the fact that you have suddenly become a half-giant one year into your journey (as an example). Full lore on all the magical races/talents can be found in this thread: [link].

In addition, all Hogwarts children can develop special abilities through fortuitous events, natural skill or hard work. These special abilities are what make you a little different from other players. These special abilities can be applied for at any time (there is no requirement to apply within x days of sorting).
  • Anyone who chooses to play a human can choose a special ability every year.
  • Anyone who chooses a magical race/talent starts with 5 stats less than a human, and they are automatically given a special ability related to their race/talent every other year (1st year, 3rd year, 5th year, and 7th year). During the remaining years (2nd year, 4th year, 6th year), they can choose from the list of special abilities.
In order to apply for a magical race/talent or apply for a special ability, you should fill out the form located here: [link]

The primary purpose of this thread is to list out the abilities and effects that are associated with the magical races/talents, and to detail the special abilities available to all Hogwarts.io characters.
FAQ
What will they be looking for when you apply for a Magical Race?
1.) Explain where you got the genetic trait you are applying for (example: my grandmother was a full-blooded Veela and fell in love with my grandfather, they had three children together and one of those children was my mother who was a half Veela and then she had me, making me one-quarter Veela.)
2.) Update your character's physical description to correlate with the standard for that race. Such as the pallor and sickliness of a dhampir or the unusually large size seen in the giant.
3.) Describe any additional characteristics that may apply to your character. Such as a Seer, where there might not be any physical signs that indicate that a Seer is different (please mention that) a Seer might have dreams of flashes of intuition. Describe this.
4.) Meeting the word count requirement for this which is 500 words.
What will they be looking for when you apply for an Ability?
1.) Explain where/how you developed this skill (such as the process for becoming an animagus, years of practice to develop your skill in wandless magic, etc).
2.) Meeting the word count requirement for this is 400 words.
Are there any additional considerations?
Please choose what you want to be carefully, once you choose a race or an ability, you will be stuck with it. Please do not try to sneak something into the site and system that is not intended. For instance, using hidden text that add a facet to the story that goes against the setting, gives you a statistical advantage,creates a new power-set or breaks a site rule. If we catch you doing this, you will lose the ability to apply for future abilities. Respect the time and efforts of the Index Staff, they are unpaid volunteers that help keep the site running.They also very carefully read your work and sometimes discuss your character's portrayal to make sure that it fits with the setting and does not conflict with any rules. This can take up to 2 weeks. If you have not heard from them after this point, please either reach out to a member of the Index Team or Head of House Team via owl (private message). You may be asked to make edits to your application to satisfy some missing or conflicting element. If you are asked to do so, please comply but if you have any questions you can reach out to them via owl (private message) for clarity as they are your best resource. Additional resources include our discord HELP channel or our FAQ thread.
Can I change my abilities later?
The answer is no. The abilities that you choose for your character remain the abilities you have for you character. So pick wisely.
Can I "save up" my abilities?
The purpose here being to wait until they are year 5 for instance and then to pick several abilities that have a year 5 prerequisite. This is not possible, you cannot 'save up' abilities in such a way.
What special abilities can a Magical Race/Talent NOT take?
Non-Human Enthusiast
Occlumency
Legilimency
Animagus
Werewolves and Dhampirs cannot take Calming Presence

This is the "Game Master" account. Please do not owl this account, unless specified. This account is not moderated actively and therefore, you may not receive a response.

Contact a Head of House or the Headmaster if you need anything.

31 May 2019, 17:48
Magical Races/Talents and Special Abilities
Humans
IMPORTANT INFORMATION: Everyone is considered to be a human when they first register on this site, there is no application process. Humans have the benefit of starting out with +5 stat points compared to other magical races/talents. If you are willing to sacrifice those 5 stat points in order to play one of the magical races/talent, you must apply for a magical race within 30 days of being sorted. Otherwise, you will default to a human character.
Humans are by far the most versatile of creatures known. Humans can be subdivided into wizards and non-wizards (muggles) and find union with a great many creatures creating hybrids that share the traits of the human wizard as well as the the other race (such as Veela). Due to the variety, it is hard to define a "common person" and that is well-reflected in wizard society.

First Year: 35 stat points. May choose 1 special ability.

Second Year: 40 stat points. May choose 1 special ability.

Third Year: 45 stat points. May choose 1 special ability.

Fourth Year: 50 stat points. May choose 1 special ability.

Fifth Year: 55 stat points. May choose 1 special ability.

Sixth Year: 60 stat points. May choose 1 special ability.

Seventh Year: 65 stat points. May choose 1 special ability.

There is something about ambition, how it not only propels you but also defines you.

31 May 2019, 18:08
Magical Races/Talents and Special Abilities
Dhampir
Full lore on Vampires can be found here: [link]
Full lore on Dhampirs can be found here: [link]
IMPORTANT INFORMATION:
  • The below information will primarily delve into the special abilities granted to dhampirs. While this also summarizes some of the important aspects when roleplaying a dhampir, you should read the full lore linked above if you want to apply for this magical race so you are fully informed.
  • Your character's status on your profile will be changed to half-breed.
  • There is a 500 word count application requirement for this race.
  • If you choose this magical race, you cannot take any of the following special abilities: Calming Presence, Non-Human Enthusiast, Legilimency, Occlumency, Animagus.
A dhampir is one-quarter, one-half or three-quarter vampire, the other part being human. Here at Hogwarts, we will admit students with no more than three-quarters vampire in their bloodline. This means: a turned human (results in a first-generation Dhampir, 50% vampire), a child of a human and a Dhampir (25% vampire), a child of a human and a Vampire (50% vampire), or a child of a Dhampir and a Vampire (75% vampire). The human part of them is where the Dhampir gets their magic.

Physically speaking, a dhampir's skin is pale and corpse-like. Their skin is also extremely sensitive to sunlight, and will get sunburned after an hour of direct sun exposure. Sunlight is not fatal to a dhampir, but it is quite painful. Dhampirs have normal human teeth, except for one detail. Where the normal human has their canines, Dhampirs have gaps like someone with their teeth knocked out. Beneath these gums there is a pair of retractable fangs. Dhampir's eyes can be any color, however, the most common eye color is red or grey. Whatever eye color a dhampir has will often change to an inky black color due to their expanding black pupils in the dark.

How do we reconcile having dhampirs at Hogwarts?
Dhampirs can exist off of human food. Blood can also be considered a food source, however there is a social stigma regarding the draining of other people for their blood. Draining people for blood would be considered a bad thing in this setting and could create some IC issues for your character. Please consider this fact carefully as we attempt to maintain a manageable setting. Dhampir students are not allowed to drink the blood of other students, and if they are caught, they might face dire consequences. Dhampirs can live off of normal food, blood is an optional part of their diet. However, in order to avoid a situation where a Dhampir student is around blood and feels an urge to attack (eg blood-baited), Dhampirs are provided with a daily supply of blood pops.

Abilities
Some of the abilities listed below may have specific uses in the sports systems, please look at those systems ability lists for more information:
First Year: 30 stat points. Sunlight Sensitivity, Fangs, Claws, Magical Menace.
Sunlight Sensitivity

Dhampirs have a sunlight sensitivity, they have a -1 evasion against any light-based spells or attacks.
Fangs

Dhampirs have normal human teeth, except for one detail. Where the normal human has their canines, Dhampirs have gaps. Like someone with their teeth knocked out. Beneath the gums there is a pair of retractable fangs.

Effect: Unsheathing their fangs is considered to be a free action. The dhampir gains an attack called Bite. A bite attack is basically an attack with their mouth where the Dhampir sinks their teeth into their opponent. This does not have to be the neck, despite the fact that this is a common depiction of this act. A bite requires an accuracy roll against an opponent's evasion. The damage done by the bite is equal to their strength score. The Dhampir also gains back 25% (rounded down) health back from their bite. They cannot exceed their maximum health via bite.This takes 1 full action to perform.

Damage Equation for Bite: 50 + strength x 10
Claws

The fingernails of a dhampir reflect the claws of a vampire and the rounded fingernails of a human. They grow faster than the average human’s and are more pointed. They are not sharp, coming to dull points. They are also far more deeply rooted than a normal fingernail, and far stronger.

Effect: In addition to gaining the bite skill, they also gain the claw skill. Much like the bite, the vampire digs their claws into a target using their accuracy against their opponent's evasion. Rather than gain some of what the opponent has lost, the opponent continues to bleed from the deep wounds the Dhampir can inflict with their dull claws, losing an additional 5% of the total damage done by the attack each round for 4 rounds. This takes 1 full action to perform.

Damage Equation for Claw: 60 + strength x 10
Magical Menace

The vampire portion of the dhampir is not a caster-capable race. While magical and a part of the wizarding world, dhampirs find casting spells to be a bit more difficult. As such, they lack the control other wizards might have. This is represented by a -1 accuracy and a +1 critical failure chance when casting a spell.

What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
Second Year: 35 Stat points. May choose 1 special ability.

Third Year: 40 Stat points. Unsettling Aura.
Unsettling Aura

A Dhampir's Unsettling Aura becomes noticeable. This is created by their presence. It is that uncanny feeling one gets where the small hairs on the back of their neck stand on end and the flesh on their arms turn to gooseflesh. It is as if the room itself was turned down by several degrees and one's heart was filled with a foreboding sense. 

Effect: This represented as a 10% auto-fail rate for anyone besides the Dhampir (or other Dhampirs) to perform an action or cast a spell. Unfortunately, this prevents a dhampir from being hidden (entering stealth) when in use. As such any attempts to be hidden in a topic while this is on would automatically fail. However, a dhampir can turn off their aura at the cost of an action (unlike those that have the ability terrible presence) and as an action turn back on their aura. This ability does not stack in intensity when multiple Dhampirs have it activated.

Note: This can be countered by the ability Fearless. This stacks with Terrible Presence. In fact, a dhampir can turn off their Terrible Presence as well.
Fourth Year: 45 Stat points. May choose 1 special ability.

Fifth Year: 50 Stat points. Heightened Sense of Smell.
Heightened Sense of Smell

Dhampirs have a keen sense of smell, not powerful enough to serve as a bloodhound but strong enough to recognize that someone might be hidden in a room, such as someone using a cloak of invisibility or using an ability such as cat's grace

Effect: Through their sense of smell, a dhampir would recognize that someone has entered the room. They would not know where in the room, only that someone is in the room that does not belong and if they know the person (as defined as being in a thread where they have posted with this user 20 or more times), who. In addition they might be able to smell a fake. That is if they are familiar (as defined as being in a thread where they have posted with this user 20 or more times) with the person that someone has transformed into or the person who transformed, they would be able to recognize this fact. So if you make yourself look like Professor Lear, yet the Dhampir knows your scent (or Professor Lear's), they would be able to identify who you are or that you are not the person that you claim to be.

Note: This can be used as a counter against users of the polyjuice potion, metamorphmagi that appear to be someone else, and charms that can be used to change one's appearance.
Sixth Year: 55 Stat points. May choose 1 special ability.

Seventh Year: 60 Stat points. Blood Resurrection.
Blood Resurrection

Known as a blood resurrection, if a target is drained from a dhampir's bite attack to the point of unconsciousness or the victim has been killed in a thread that the Dhampir was in with the victim, they can bring them back to consciousness at a cost. This would turn the revived victim into a blood thrall. 

A blood thrall is basically a term for a created dhampir among other dhampirs. A dhampir is born where a blood thrall is made if they were not born the conventional way (through the union of a vampire or a dhampir and a human). A blood thrall would in every sense of the word 'die,' rising the next day after sunset. A blood thrall would gain the dhampir race (only needing to link the thread where they are turned in the race applications thread as the word count should and would be in excess of the requirement) and would replace their skills with dhampir skills of the appropriate year and take on the physical appearance of a Dhampir. In it's essence, a Blood Thrall is best seen as a social distinction from regular born Dhampirs, lesser. A blood thrall will find it difficult to harm the vampire/dhampir that has brought them back as a blood thrall, they have a 30% chance of auto-failing an attack against the Dhampir that has resurrected them. 

If the user was another type of special creature such as a Veela, this would replace those skills but the user can adjust their previous array of skills.

Please see this announcement for more information

Note: This cannot be forced onto someone and has to be agreed upon OC and for your sake documented on site. This is for the sake of fun roleplay or to bring back a legitimately dead character that you wish to play on with and are using this as the means to do so. This is also a great way to add something dynamic and interesting to your character in terms of abilities and relationships with other players. If this is done to an unconscious player, they can just say their body resisted the transformation if they choose to not become a blood thrall.

There is something about ambition, how it not only propels you but also defines you.

31 May 2019, 18:16
Magical Races/Talents and Special Abilities
Part-Veela
Full lore on Part-Veela can be found here: [link]
IMPORTANT INFORMATION:
  • The below information will primarily delve into the special abilities granted to part-veela. While this also summarizes some of the important aspects when roleplaying a part-veela, you should read the full lore linked above if you want to apply for this magical race so you are fully informed.
  • Your character's status on your profile will be changed to half-breed.
  • There is a 500 word count application requirement for this race.
  • If you choose this magical race, you cannot take any of the following special abilities: Non-Human Enthusiast, Legilimency, Occlumency, Animagus.
Many Veela have formed unions with human wizards and produced half-Veela that possess their mother's charm as well as their father's magical potential. Where full Veela have their own type of magic, so would not be admitted to Hogwarts, Part-Veela may have some wizard blood which grants the Part-Veela magical potential, making them viable candidates for admission to Hogwarts. While most Veela and part-Veela are women, there are some male half (or lesser) Veela that also possess the charm and beauty of their parent or grandparent as well as the magical potential of their wizarding heritage. Because they are half-breeds, part-Veela may experience the same prejudices that befall other half-breeds, though they are more difficult to detect than other half-breeds, such as part-giants, because apart from their great physical beauty, they are otherwise identical to humans.

Abilities
Some of the abilities listed below may have specific uses in the sports systems, please look at those systems ability lists for more information:
First Year: 30 stat points. Alluring.
Alluring

A Part-Veela is incredibly beautiful, the magic creates an entranced effect, wherein those that would be an attraction where they lose sight of their surroundings and focus more than necessary on the Part-Veela's movements or appearance. Viewers are also prone to experiencing thoughts of a strong desire to impress or be with the Part-Veela in question, some are strongly attracted romantically. 

Note: Nobody is going to make a user RP that they are physically attracted to a Veela. Someone can be attractive but "not someone's type".

Note 2: This has nothing to do with gender identity or sexuality. For those that don't like boys/girls but are affected by this effect, just think of them as a distressingly cute dog.

Effect: If a Part-Veela is being attacked there will be an urge to assist or protect them. Each round there is a 10% chance that an opponent in a duel or a moderated situation will decide to ally with the Part-Veela even against their own allies and attempt to protect them. This is not necessarily a romantic thing, but rather could be roleplayed as a fascination, a desire to not let something pretty be ruined, etc. This has nothing to do with sexual attraction unless as an RP'er that is what the user wishes to RP it as. This ability does not affect other Veela or Part-Veela. It will not stack if multiple Veela or Part-Veela are present.

If the user enticed is the only person in the thread with the Veela, this is mechanically represented by the attack automatically failing. If there is more than one person in a thread in conflict with the Veela, the attack intended for the Veela would target another opponent of the Veela (chosen randomly if there are multiple, cannot be used to force a user to target themselves) rather than the Veela.

** Note: This can not be used to entice a Professor to become romantically interested in a student. This is per site rating rules.
Second Year: 35 Stat points. May choose 1 special ability.

Third Year: 40 Stat points. Scream.
Scream

Part-Veelas are not nearly as attractive when they are angry. Their scream can be disorienting (-1 accuracy and -1 evasion), requiring a full action to perform but does not require a wand. This can stack indefinitely and persist until the end of the encounter. This scream can target a single user or it can target up to five users (as an AOE attack).

Alternatively, this spell can be used to temporarily deafen an opponent. So rather than cause the player to become disoriented, they would become deafened (unable to hear) for the next 5 rounds.
Fourth Year: 45 Stat points. May choose 1 special ability.

Fifth Year: 50 Stat points. Charm.
Charm

The Part-Veela can charm a man or a woman to do their bidding. This spell cannot be used to force someone to harm themselves but it can be used to force them to harm another person, including someone that they care deeply about. In roleplay this spell can be used for whatever you and another player agree to out of character. This cannot be used to take away someone else's enjoyment of their character and you will lose the right to be a part of the community if you use it in this manner or bully someone into submitting to your will out of character. In a moderated situation, however this can be used to tell a user to perform simple tasks such as "drop your wand" or "attack your ally with this spell" or "stand still". It cannot be used to tell someone to cast a spell that they do not know, or to cast a spell on themselves. This spell is cast at -3 accuracy and requires a verbal command to be given, so if this is being used in a formal duel this would be rather obvious to onlookers. However once this spell has taken hold, it cannot be removed until the user either takes damage or breaks free.  It is a stacking 15% chance per action, so first attempt is 15% chance at freedom, the second attempt would be a 30% chance and so on. Once free if this is recast, it would be cast at an additional, stacking -1 accuracy (so it was at -3, if cast a second time it would be cast at a -4, again a -5 and so on. Resetting at the end of the moderated situation.

If caught doing this, it is seen as negatively as the controlling spell (Imperio) and could get you expelled. DO NOT GET CAUGHT USING THIS.
Sixth Year: 55 Stat points. May choose 1 special ability.

Seventh Year: 60 Stat points. Temperamental.
Temperamental

Veelas are known to be particularly temperamental. The same can be said of their magic. Veelas have a +3 to their critical range and a +1 chance to critically fail an attack. 

There is something about ambition, how it not only propels you but also defines you.

31 May 2019, 18:20
Magical Races/Talents and Special Abilities
Werewolf
Full lore on Werewolves can be found here: [link]
IMPORTANT INFORMATION:
  • The below information will primarily delve into the special abilities granted to werewolves. While this also summarizes some of the important aspects when roleplaying a werewolf, you should read the full lore linked above if you want to apply for this magical race so you are fully informed.
  • There is a 500 word count application requirement for this race.
  • If you choose this magical race, you cannot take any of the following special abilities: Calming Presence, Non-Human Enthusiast, Occlumency, Legilimency, Animagus.
  • Upon approval, you will gain access to the Shrieking Shack. This is a manual access that has to be given by administrators. Index will request this access on your behalf. If you do not have access within one week of application approval, please contact your Head of House with a link to your approved application.
A werewolf, also known as a lycanthrope, is a human being who, upon the complete rising of the full moon, becomes a fearsome and deadly werewolf. Werewolves appear in the form of a wolf but there are distinctions between them and regular wolves such as a shorter snout, more human-like eyes, the tufted tail, and their mindless hunting of humans whilst in wolf form. At all other times, they appear as normal humans, although they will age prematurely, and will gain a pallor as the moon approaches and then wanes. A werewolf cannot choose whether or not to transform and will no longer remember who they are and would kill even their best friend given the opportunity once transformed. Despite this, they are able to recall everything they have experienced throughout their transformation upon reverting to their human form. Werewolves hunt not only humans but also wildlife, both small and medium sized. The attacks made by werewolves look like that of a viscous animal attack.

Once bitten by a werewolf, survivors on the next full moon will transform into a beast that does not know right from wrong and actively hunts humans. So during a full moon a werewolf needs to either keep themselves locked up and isolated which may result in self-injury or the inadvertent injury of others or by consuming Wolfsbane Potion, which allows a werewolf to retain his or her human mind while transformed. As a final note, being bitten or scratched by a werewolf in their human form would not transmit the curse of lycanthropy.

How do we reconcile having werewolves at Hogwarts?
You are given wolfsbane to consume off-screen by a member of Hogwarts adult staff. (This can be the COMC Professor, Potions Professor, School Nurse, Head of House or a Headmaster). You are escorted to the shrieking shack during every full moon for the safety of your peers (As such you will be provided with a shrieking shack forum area to access). You are given wolfsbane to take home during any and all school vacations.

Abilities
Some of the abilities listed below may have specific uses in the sports systems, please look at those systems ability lists for more information:
First Year: 30 stat points. Werewolf Form: Bite and Rend. Heightened Sense of Smell.
Werewolf Form

As a werewolf, during the night of a full-moon a lycanthrope transforms into a werewolf. Hogwarts manages werewolves by providing werewolves with the wolfsbane potion even during school vacations. In werewolf form the werewolf gains two attacks Rend and Bite.

Effect: Bites from a werewolf involve the werewolves strong, powerful jaws. Bites heal slowly, with difficulty. The bite does 50 + (strength x 10) in damage and cannot be healed the duration of the moderated event. This takes 1 full action to perform. In addition, this can pass on the curse of lycanthropy if the target is at least partially human.

Please see this announcement for more information on turning someone into a werewolf.

Effect: Rend from a werewolf involve the claws of a werewolf cutting into a target. Rends are long, sweeping attacks where the werewolves claws rip into the flesh of a target. This becomes an attack that can target a second random target if there is more than one person in the thread. This cannot be used to randomly target oneself. This does 50 + (strength x 10) in damage and effects a second target for the same damage automatically if there is more than one target in the immediate vicinity (same thread). This takes 1 full action to perform. In addition, this can pass on the curse of lycanthropy if the target is at least partially human.
The bite or the scratch of a werewolf is said to transmit lycanthropy. However in this community consent is a big part of the roleplay experience, you would be effectively forcing a change upon another user potentially damaging their experience. Please have posted on site documentation of their consent and please be aware that even with OC consent there will be IC consequences for this action. If a user is scratched or bit, their body will overcome the disease and they will survive. If the user chooses to allow this disease to take hold then their specialty race would become Lycanthrope rather than human or the specialty race they previously had and their stats and abilities would reflect this change. To clarify, a turned human in the 7th year would not earn additional abilities because they were turned on year 7, rather they would need to pick and choose what abilities they will have in addition to their lycanthrope skills.
Heightened Sense of Smell

Werewolves have a keen sense of smell, not powerful enough to serve as a bloodhound but strong enough to recognize that someone might be hidden in a room, such as someone using a cloak of invisibility or using an ability such as cat's grace

Effect: Through their sense of smell, a werewolf would recognize that someone has entered the room. They would not know where in the room, only that someone is in the room that does not belong and if they know the person (as defined as being in a thread where they have posted with this user 20 or more times), who. In addition they might be able to smell a fake. That is if they are familiar (as defined as being in a thread where they have posted with this user 20 or more times) with the person that someone has transformed into or the person who transformed, they would be able to recognize this fact. So if you make yourself look like Professor Lear, yet the werewolf knows your scent (or Professor Lear's), they would be able to identify who you are or that you are not the person that you claim to be.

Note: This can be used as a counter against users of the polyjuice potion, metamorphmagi that appear to be someone else, and charms that can be used to change one's appearance.
Second Year: 35 Stat points. May choose 1 special ability.

Third Year: 40 Stat points. Werewolf Form: +10% Damage. Tracking.
Werewolf Form: +10% Damage.

In werewolf form, your attacks do 10% additional damage.
Tracking

The wolf-like nature that courses through your veins starts to take hold during daytime hours. While unnoticeable to others, you gain lupine characteristics: keen eyesight and sense of smell. This can be used to track others. This is represented as a means by which to track someone that is hidden (by choice or otherwise). If you find a place where the desired user was in the last 24 hours (this would be both RP'd as IC and done within 24 OC of their post as well) and have an article that has their scent on it (such as an article of clothing), you can track the user by scent. This can be used to find a user in a private thread (but searching for the user must make sense). 

Note: To prevent overuse, this is limited to once per month.
Fourth Year: 45 Stat points. May choose 1 special ability.

Fifth Year: 50 Stat points. Wolf's Cry. Wolf's Grace.
Wolf's Cry

During the night, when in the form of a wolf, the werewolf gains wolf's cry.

Effect:: This can be used to summon (takes 3 rounds to arrive) other werewolves to your topic. This could be used to summon help in a moderated event situation for instance. If you are in a locked space, they might not be at your side, but they would be nearby for instance and know that you are inside.
Wolf's Grace

As a human, your predatory abilities start to bloom. Your ability to stalk others grows and you have the ability to enter threads hidden from other users.

Effect: There is a 25% chance of being able to successfully enter threads hidden from other users. You would no longer be considered hidden if you attempt to communicate or you interact with the environment in any ways (such as trying to steal something or hit someone). On any stealth checks, you have a +2 to your stealth.

Note: This can be countered by those with Sixth Sense where if you enter the topic successfully hidden, they get a roll to see if they detect you anyways. This can also be combined with the ability cat's grace where if you have cat's grace, users with Sixth Sense do not get to attempt to detect you anyways. Otherwise this ability would stack on top of Cat's Grace (so a total of +4 to your stealth rather than +2 and a 50% chance of entering the thread in stealth rather than 25%).
Sixth Year: 55 Stat points. May choose 1 special ability.

Seventh Year: 60 Stat points. Intimidation.
Intimidation

As an adult who has likely endured years of transformations as well as the effects of the wolfsbane, as adolescence wanes you notice that you have developed some slightly lupine features. Increased body hair that is thicker and coarser than normal and eyes that seem distinctly wolf-like, perhaps even predatory. These features are not readily noticeable to the casual observer, the glint in ones eye for instance yet this feral nature lies just beneath a placid, normal-seeming surface. 

Effect: Gain Intimidation which is a passive effect that accompanies your presence. Unlike a Dhampir's Unsettling Aura that can be turned off and on at will, this cannot but this is not an 'aura' but rather a sentiment that enters people's hearts when they are in your presence. They feel dis-ease when you are present, even if the interaction is casual or even friendly. This is reflected by a -1 accuracy and a +1 critical failure chance for all those around you (friend or foe). 

Note: This effect does not take place if the players in the thread are not aware of your presence, so if you entered an instance under stealth they would not be effected by this.  

There is something about ambition, how it not only propels you but also defines you.

31 May 2019, 18:29
Magical Races/Talents and Special Abilities
Metamorphmagus
Full lore on Metamorphmagi can be found here: [link]
IMPORTANT INFORMATION:
  • The below information will primarily delve into the special abilities granted to metamorphmagi. While this also summarizes some of the important aspects when roleplaying a metamorphmagus, you should read the full lore linked above if you want to apply for this magical race so you are fully informed.
  • There is a 500 word count application requirement for this talent.
  • If you choose this magical talent, you cannot take any of the following special abilities: Non-Human Enthusiast, Occlumency, Legilimency, Animagus.
A Metamorphmagus is born, not made; it is not a talent that can be learned. Unlike Animagi, Metamorphmagi can take a wide variety of forms, changing sex and age, potentially looking like anyone at all, or even just changing a part of their appearance, such as the color of their hair or shape of their noses. Animagi also transform at will, but only into one animal form which is determined by their inner traits. It is important to note that a metamorphmagus is human but has this special talent. They cannot also be a werewolf or a part-veela and have this genetic skill. Note: When transformed into a male or a female, when you are the opposite gender -- your organs are still unchanged. You might appear to be a 30 year old man but you still have the internal organs of a 13 year old girl.

Abilities
Some of the abilities listed below may have specific uses in the sports systems, please look at those systems ability lists for more information:
First Year: 30 stat points. Minor Appearance Shift. Skilled Transfigurer.
Minor Appearance Shift

The young, untrained metamorphmagus is still learning how to safely change the shape and appearance of their body. They are not able to change everything at once, they are able to change a single attribute of their body, such as their hair or eye color, the shape of their nose, the length of their fingernails, etc. at any time. This can also happen spontaneously, with extreme emotional events such as the loss of a loved one, fear, or rage sometimes their body will change without them noticing as their emotions physically manifest -- such as perhaps growing a small pair of horns on the top of their head when they are angry.

Effect: Can change their appearance at will. They can make themselves physically unrecognizable, however they are not skilled enough to mimic the appearance of another person.

Note: The appearance of someone's body may be changed but that does not grant the metamorphmagus the power or skill that comes with the appearance. For instance, if a metamorphmagus decided to give themselves claws that does not mean that they now have increased damages done if they were to attempt to slash someone with their 'claws.'
Skilled Transfigurer

Effect: In addition, metamorphmagi are skilled transfigurers because of the changes they make (and revert) on their own body. All Transfiguration DCs for casting are 5 lower for metamorphmagi.
Second Year: 35 Stat points. May choose 1 special ability.

Third Year: 40 Stat points. Height Change: 3cm. Mimic Appearance.
Height Change: 3 cm

At this age, metamorphmagi can now make themselves 3 cm taller or shorter.
Mimic Appearance

The metamorphmagus is able to mimic the appearance of another student, professor or person. This would make the metamorphmagus look like someone else, but they would not have their mannerisms or their voice. In addition, there is a limit to how much taller (or shorter) that they can make themselves.

If the person the metamorphmagus turns into is known by the people that they are around (as defined as 20 IC posts together), there is a 20% chance of failure (on a 1d20 that would be a 17-20) because they failed to mimic their mannerisms properly. Through the use of RP someone might also figure this out. The metamorphmagus still sounds like themselves, so that would be another means to identity them. Another would be through a line of questioning, if the metamorphmagus says something the normal person would never say, fails to recall an important incident, etc. 

Note: To replicate the appearance of another person effectively you must have a somewhat intimate knowledge of their physical appearance, which is more than seeing someone in passing. This would be spending hours of time in their presence, memorizing the features of their face, recalling their height, the diameter of their arms, etc. This would be defined as at least 20 IC posts with the person you are attempting to replicate. For every post less than 20, there is a stackable 10% chance that you would fail to emulate this other person. How would this be done in terms of rolls? -- If you only made 15 posts with someone (document your posts with links) then you have a 50% chance of failing. So a single roll would be used to determine if you are making a passable representation of this character. This is separate from any rolls by someone else where they might recognize the person you are representing as a fake.
Fourth Year: 45 Stat points. May choose 1 special ability.

Fifth Year: 50 Stat points. Height Change: 15cm. Insight.
Height Change: 15 cm

At this age, metamorphmagi can now make themselves 15 cm taller or shorter.
Insight

Metamorphmagi are considered to be masters of disguise and stealth. As such they not only hide better than most in the open, but they can also identify others through tells that only a fellow metamorphmagi would recognize.

Effect: The metamorphmagi has a chance to recognize other metamorphmagi, animagi that are transformed, and those under the effects of a polyjuice potion that have altered their natural appearance through the use of their inherent or learned skill. They wont know who the person is, unless the appearance change was minor enough that the intention was not to look like another person or serve as a disguise, but they will recognize this fact. The user has a 50% chance of success (on a d20 that would be an 11-20) and can only perform this roll once per target per instance.

In addition, any attempts to perform a hidden action through the use of stealth have a +2 chance towards success.
Sixth Year: 55 Stat points. May choose 1 special ability.

Seventh Year: 60 Stat points. Height Change: 30 cm. Major Appearance Shift.
Height Change: 30 cm

At this age, metamorphmagi can now make themselves 30 cm (1 foot) taller or shorter.
Major Appearance Shift

Metamorphmagi have changed their appearance so many times over the years, a thinner nose, plumper lips, green eyes instead of blue, blonde instead of black or brown... While none of these changes are permanent, they revert back to their natural, true form when unconscious or asleep, they have become masters of change and can keep up their appearance as long as needed. They can sneak into areas they are not supposed to be in (eg Restricted Section of library). They can become someone they have not seen before - creating a new persona entirely, rather than relying on mimicing the appearance of other people.

Due to the advantageous nature of being a metamorphmagus as an Auror, many metamorphmagi are recruited as Aurors. There is no guarantee of this of course as some metamorphmagi prefer other roles during adulthood.

Effect: 
  • Reduced requirements to become an Auror if the user decides to pursue this as their adult career.
  • Access to the forbidden section of the library where they can learn up to 3 restricted section transfiguration spells.
  • If the user has the Restricted Transfiguration Section ability, they will be able to learn every restricted section transfiguration spell instead of only 5.

There is something about ambition, how it not only propels you but also defines you.

31 May 2019, 18:55
Magical Races/Talents and Special Abilities
Parselmouth
Full lore on Parselmouths can be found here: [link]
IMPORTANT INFORMATION:
  • The below information will primarily delve into the special abilities granted to parselmouths. While this also summarizes some of the important aspects when roleplaying a parselmouth, you should read the full lore linked above if you want to apply for this magical race so you are fully informed.
  • There is a 500 word count application requirement for this talent.
  • If you choose this magical talent, you cannot take any of the following special abilities: Non-Human Enthusiast, Occlumency, Legilimency, Animagus.
  • Upon approval, you will gain access to the Chamber of Secrets. This is a manual access that has to be given by administrators. Index will request this access on your behalf. If you do not have access within one week of application approval, please contact your Head of House with a link to your approved application.
Parselmouths are human, yes, but they possess an incredibly rare ability that has been passed down from an ancestor. While the most famed Parselmouth was Salazar Slytherin followed perhaps by Lord Voldemort himself, this fabled tongue predated the Slytherin family line by a number of centuries. Heirs of the Gaunt and Slytherin line that may have possessed this skill have died out, however this rare skill has mingled with other families as one's family line branches further and further back. While it can be found in other family lines, due to the association with Dark Wizardry because of Herpo the Foul and Lord Voldemort, knowledge of Parseltongue is often kept a family secret.

Physically a Parselmouth looks like any other person. Parselmouths cannot control snakes, but their pet snake will abide by the Parselmouth's requests. Yes, Parselmouths are considered to have a pet snake instead of a normal pet (from third year onwards), making them unique in this regard.

Abilities
Some of the abilities listed below may have specific uses in the sports systems, please look at those systems ability lists for more information:
First Year: 30 stat points. Parseltongue Adept. Chamber of Secrets.
Parseltongue Adept

As a Parseltongue Adept, the Parselmouth has gained the ability to speak the language of serpents known as Parseltongue, an incredibly rare ability. They can communicate with other Parseltongues in this language but if a non-Parseltongue were to hear the words being said, they would not understand the sounds being made, it is best described as an unearthly hissing noise but there are some words. They can communicate with one another in this secret language.

There is no written form of Parseltongue, so it is requested that you clearly mark the parts of your text where this language is being used be it with bolding, coloring or some other means to clearly identity this.

[For the sake of knowing what it sounds like]

Comprehend Languages is a skill where a person can learn an additional language, this includes Parselmouth however the user is not able to speak this language, only understand the words that are said. They do not gain the ability to control snakes, open the chamber, etc.

Effect: Can speak Parseltongue. This is represented in text for the sake of posting as linked above. They can communicate with other Parselmouths with this language. Parselmouths can enter the Chamber of Secrets.
Chamber of Secrets

The Chamber of Secrets is a hidden forum area that only Parselmouths and those the Parselmouth brings with them can enter. 

How this is done: There is a special permission group called "Parselmouth" that grants users access to this forum area. They will be given a special level of permission for this group, meaning that they can give others temporary permission to this forum area in their presence. Please contact your Head of House in order to bring someone else into the chamber.
Second Year: 35 Stat points. May choose 1 special ability.

Third Year: 40 Stat points. Pet Snake: Spy. Snake Advantage.
Pet Snake: Spy

Parselmouths gain a pet snake. The pet snake would be their one pet, which does not cost them any galleons to purchase and is exclusive to this group. They still need to complete a roleplay for this snake. More information on the snake Parselmouths gain access to can be found [HERE]. As they can communicate with their snake, their pet snake can be used to spy on others to learn information that they otherwise would not have known. 

Effect: A snake can be used to spy on others. This is done by roleplaying your pet snake snake who was commanded to look for or at someone or something, such as "look for my boyfriend Brian" and the snake would enter a thread that is in progress. The snake would not know the words being spoken but would see the actions being performed by the people in the thread from the point they entered onward (so the information from the posts before the snake entered would be unknown) and they would report their findings to their Parselmouth master.

To clarify: The snake reports verbally to their master what they have seen. This can be done once every month. They need to only post once a 200 word post that they entered and they are watching, they would be considered present until the end of the thread unless the Parselmouth roleplayer deems it fit to leave before that time in which they must RP leaving the thread.

The snake is vulnerable, having only 1 health, but the snake is also an excellent hider. IF the snake's presence is discovered or the snake reveals itself, the players in the thread may decide to damage the snake (by stabbing it, casting a spell on it, squishing it with their boot, etc.) they would be considered automatically successful. The snake would not be dead but would not be able to recall what happened in that thread for the sake of reporting back to their owner. The players in the thread only get one awareness roll each to see if they are aware of the snake's presence at all. This is a 1d20 roll where a 20 means that they are successful in noticing the snake spying on them.

The snake can also be caught/captured. In which case the snake will eventually escape (3 months after capture) or can be rescued by their master.

Cat's Grace cannot be used to increase the snake's hiding skill, the snake is not you.
Sixth sense has its normal 25% chance to identify entry in addition to the normal d20 roll.
A dhampir's/werewolf's sense of smell would tell them that there is a snake nearby, but not where.
A dhampir/werewolf's would not know that they were being watched, just that a snake was there.
As the snake is unique to you, they would not know that it is YOUR snake unless they have been in over 20 threads with you.
Snake Advantage

In addition, Parselmouths have an advantage against serpent threats if they encounter one in an event, this would be represented as two rolls to avoid an attack with the best of the two rolls by the Parselmouth being the one used.
Fourth Year: 45 Stat points. May choose 1 special ability.

Fifth Year: 50 Stat points. Pet Snake: Attacks.
Pet Snake: Attacks

The ultimate skill of a Parselmouth is their ability to command snakes to do their bidding. Before your pet snake would merely spy and share what they have learned, but now they have started to do your dirty work. Your pet snake gains the following three actions: 

Venom: May be used to bite a target. If the target does not recognize that the snake is in the thread, the snake has a 75% chance of success (on a d20 that would be a 6-20). Once the snake makes an attack, they would be noticed by anyone else in the thread. If the target recognizes that the snake is there but fails to attempt to knock out the snake they still have a higher chance of evasion and the snake only has a 25% chance of success (on a d20 that would be a 16-20). Any auto-dodge chances would still apply. If bit, the target would be rendered unconscious for the next few hours. Their bite cannot kill. The snake can only do this once per thread, they have very little venom. On a critical fail they would bite an unintended target at random. This can be cured with several potions [TBD]. This can be negated with the ability Poison Resistance.

Constrict: This snake can be used to bind an opponent. They would wrap themselves around a target causing no damage. The snake can start to squeeze causing 5 damage per round until a target is rendered unconscious. The bound target must fail an evasion against the snake. The snake attack would be a 30. Meaning the opponent's evasion + 1d20 must exceed this for the snake to be evaded. Auto-dodges do apply.

Consumption: Able to consume an item for safe-keeping up to the diameter of a softball and the length of a wand. This can be used to steal something or to hide something. This can be regurgitated at the owner's command. Larger items cannot be swallowed by larger snakes for safe-keeping, the item would be destroyed. No, you cannot swallow a player, they will get nauseated and vomit (also we do not let you murder players).

In a duel or a moderated situation where there is already a conflict in progress, you do need to actually have your snake there CLEARLY before the moderation starts. Otherwise it will not be present for the duration of the battle. You cannot summon your pet. Your pet will not 'decide' to slither there in time. Your pet does not have a sixth sense that you are in trouble.
Sixth Year: 55 Stat points. May choose 1 special ability.

Seventh Year: 60 Stat points. Dark Heritage.
Dark Heritage

A Parselmouth is not necessarily evil but there has been a historical pattern of such deviance, be it a natural addling of the mind in their late teens or a product of the environment in which they were reared.

Effect: The Parselmouth gains +1 accuracy, +1 critical success range and +10% damage done with any curses they cast.

If the user has the Restricted Defense Against the Dark Arts ability, they will be able to learn every restricted section defense against the dark arts spells instead of only 5.

There is something about ambition, how it not only propels you but also defines you.

31 May 2019, 19:09
Magical Races/Talents and Special Abilities
Part Giants
Full lore on Part-Giants can be found here: [link]
IMPORTANT INFORMATION:
  • The below information will primarily delve into the special abilities granted to part-giants. While this also summarizes some of the important aspects when roleplaying a part-giant, you should read the full lore linked above if you want to apply for this magical race so you are fully informed.
  • Your character's status on your profile will be changed to half-breed.
  • There is a 500 word count application requirement for this race.
  • If you choose this magical race, you cannot take any of the following special abilities: Non-Human Enthusiast, Occlumency, Legilimency, Animagus.
A part-giant is an individual with both human and giant ancestry. In general, part giants are giant-like in stature, taller than humans and shorter only than full-blooded giants. The other half of a part-giant MUST be human. And you can be no less than 50% human, (so no you cannot be 1% human).

All part-giants will have some visible traits of their ancestors, mainly their tall build. Physically speaking, part giants are considered to be between 8 and 12 feet in height in adulthood, part giant players would start with 11 year old giants that stand between 5.5 and 6.5 feet in height. Their height itself is considered to be distinctive enough that the average person would recognize their lineage. Other physical characteristic show too, however, mostly in those who are closer related to the giants that founded their line. A skin color that diverges from the norm, long limbs, broad shoulders, much facial hair, squashed noses or long teeth may all appear in some half-giants, though not in all. There are part-giants who look almost fully human and will pass as tall wizards or witches, while others are not able to hide their gigantic heritage.

Abilities
Some of the abilities listed below may have specific uses in the sports systems, please look at those systems ability lists for more information:
First Year: 30 stat points. Unskilled Caster. Physical Damage: +30%. Damage Reduction: 20%.
Unskilled Caster

Part Giants are not as skilled in the casting of magic as their counterparts. Giants have a +2 chance to critically fail when casting a spell (1, 2 or 3, rather than 1).

What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
Physical Damage: +30%

However, part-giants are incredibly powerful and strong. Part-giants perform an additional +30% damage with their physical attacks (anything that requires strength). 
Damage Reduction: -20%

They also have 20% damage reduction. Damage reduction basically means that giants take less damage from magical and physical sources. (So if they are attacked and damaged for 100, they only take 80 damage.)
Second Year: 35 Stat points. May choose 1 special ability.

Third Year: 40 Stat points. Part-Giant Actions.
Part-Giant Actions

Part giants are best with their hands. They gain the ability to do the following:
  • Break Object/Door: Locked door or chest? No problem, just kick or smash it open. 10% chance of success per 3 points placed in STRENGTH. Caps at 80% chance.
  • Break Limb/Head: Requires an accuracy check between the part-giant and victim. If successful, a strength check is performed against the user. If the giant exceeds the victim, the limb is broken or their head is attacked. A user only has two of each limb, so that is the maximum that each of these effects can be inflicted on a user. The head can also only be debuffed twice. The part-giant can choose which limb/head to target, but if none are chosen, it gets randomly rolled for. Possible limbs:
    • Legs (-1 evasion per leg broken)
    • Arms (-1 accuracy per arm broken)
    • Hands (10% chance to drop wand per hand broken, also 50% auto-fail chance for snapping fingers)
    • Foot (10% chance to stumble, losing the intended action they were about to perform per foot).
    • Head (-1 wisdom per attack on the head)
  • Grapple: This is where you grab hold of someone and physically hold them down. This requires an accuracy check to hit and then a strength check to succeed. If successful the opponent s considered bound. A bound person cannot move their limbs, so they cannot make physical actions nor can they cast magic that requires movement. While you are grappling someone, you also cannot move because you need to maintain your hold over them. At the start of each round the grappled player performs a grapple check (this is just a contested strength roll), this does not count as their action, and if they are successful then they are free from the bind. If they are unsuccessful, then they remain trapped. IF the player is free, they can still perform an action for the round as can you. If they are not free, they remain trapped and perform no action and you are busy holding so also perform no action. If the grappled opponent is targeted with an attack, the grappled opponent (as well as you) cannot evade the attack, it would automatically hit the BOTH of you even if the attack was a single target attack.
  • Grab Wand/Item: This is where the part giant attempts to grab an opponent's wand with their bare hands. This requires an accuracy check to grab the wand (at -5 accuracy). If grabbed, then the wand is taken from the opponent and is in the possession of the half-giant. The wand cannot be used by anyone besides the wand owner. The wand would need to be snatched back, requiring a contested accuracy check followed by a contested strength check to regain the wand.
Fourth Year: 45 Stat points. May choose 1 special ability.

Fifth Year: 50 Stat points. Physical Damage: +50%. Damage Reduction: 50%.
Physical Damage: +50% | Damage Reduction: 50%

Part giants continue to become exceptionally durable. Damage just seems to roll off of them, part giants  have a total of 50% damage reduction and their physical attacks now do 50% more damage.
Sixth Year: 55 Stat points. May choose 1 special ability.

Seventh Year: 60 Stat points. Berserk. Unbound.
Berserk

Part giants are officially the most physically strong magic casting capable race. While casting is not their forte, Giants are capable of fortifying their bodies in ways that no other can. 

Berserk: This is a state part giants can enter with 1 action where they increase their physical strength at the expense of their sanity costing 1 action. The part giant's normal +50% damage is increased to +80% physical damage done (this being anything that requires strength) but they are no longer able to choose their target so their target will be anyone besides themselves. With a critical failure, the berserk wizard him/herself will also become a viable target of their own attacks. This lasts for 5 rounds and cannot be stopped even if their intended target is downed, they will simply target another person in the immediate area if there is any and if there is none then they will attack the environment. Upon a critical success, the user retains their ability to choose a target and when the target is downed they will stop attacking.

What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
Unbound

You cannot be bound through physical or magical means. You can still be controlled by an outside force but nobody can hold you down.

There is something about ambition, how it not only propels you but also defines you.

31 May 2019, 19:12
Magical Races/Talents and Special Abilities
Part Goblin
Full lore on Part-Goblins can be found here: [link]
IMPORTANT INFORMATION:
  • The below information will primarily delve into the special abilities granted to part-goblins. While this also summarizes some of the important aspects when roleplaying a part-goblin, you should read the full lore linked above if you want to apply for this magical race so you are fully informed.
  • Your character's status on your profile will be changed to half-breed.
  • There is a 500 word count application requirement for this race.
  • If you choose this magical race, you cannot take any of the following special abilities: Calming Presence, Non-Human Enthusiast, Occlumency, Animagus.
Goblins are a highly intelligent race of small humanoids with long fingers and feet that coexist with the wizard world. Goblins converse in a language known as Gobbledegook, and are adept metal smiths notable for their silver-work; they even mint coins for wizarding currency.

A part goblin, one-quarter or less, can be admitted to Hogwarts. There is more human than goblin genetics at this point but many of the physical features that a goblin possesses remain strong even a few generations out. Long fingers and feet, dome shaped (less so than goblins but there is a roundness still) heads and are slightly shorter than short humans. Depending on their human ancestry their skin tones vary widely. The ears tend to be pointed but only ever so slightly. With a full head of hair the roundness of the head can be somewhat concealed and the ears covered, making their height likely the first unusual thing that people notice. Where a Goblin stands on average at about 48 inches (4 feet) in adulthood, part Goblins are a bit taller usually ending at about 5 feet in height, give or take about 3 inches.  Part Goblins enjoy a diet more similar to what normal humans eat, but they often have a strong preference for unami flavors such as mushrooms.

Abilities
Some of the abilities listed below may have specific uses in the sports systems, please look at those systems ability lists for more information:
First Year: 30 stat points. Extra Income. Gobbledegook.
Extra Income

Part Goblins are skilled at making (actually making) galleons as well as earning money, all legitimate means. Part Goblins have access to a special room in Gringotts that they can bring no others (unless they are also Goblin) to because that would be the greatest treachery. This is a place where they can consort with their own kind but more importantly earn a bit of extra money. Like the dorm rooms, this area is capable of providing financial compensation for those that click on the scholarship/stipend daily. So part-goblins are capable of earning money faster than other students.

Effect: OOC Part Goblins have access to a special fund in Gringotts where they can collect 5 sickles a day.
Gobbledegook

In addition, these Goblins know a special language called Gobbledegook



Gobbledegook is a language that can be learned by other players but only through the ability Comprehend Languages.
Second Year: 35 Stat points. May choose 1 special ability.

Third Year: 40 Stat points. Wandless Magic.
Wandless Magic

Part Goblins are capable of performing wandless magic which is magic that does not require a wand to utilize. They still need to use the verbal component for the spell they are casting and they still need to be able to physically move their body (such as snapping fingers, waving their hand, etc.) to perform this wandless magic. 

Effect: You do not require a wand to cast spells. You still need to use the verbal component as well as make a physical gesture (such as snapping ones fingers) so you are not immune to binds, however if you are separated from your wand you can still cast magic. There is a higher chance of failure, +1 critical chance and the DC of casting the spell is increased by +5. (This critical failure chance can be countered with perfectionist and a Seer's fifth year skill indiscriminate knowledge.)

Additional Notes: The spell debuff (+1 critical chance and +5 wisdom DC) does stack with silent magic.

What is a Critical Failure? A critical failure is where you roll a 1 (or within the extended range if applicable) and the spell ends up backfiring or an unexpected effect happens which is often disastrous to the caster.
Fourth Year: 45 Stat points. May choose 1 special ability.

Fifth Year: 50 Stat points. Armour.
Armour

Goblins are excellent metal-smiths. A skill that many part-goblins possess. Part Goblins are able to make their own armor for their personal use. Their armor has two adjustment slots that they can fill with a list of potential adjustments.

The following are the potential "adjustments" a part-goblin can make:
  • 5% damage reduction
  • +5% auto-hit on attacks
  • +5% auto-evade on attacks
  • Reflects 5% of all damage done back onto the source of the damage
  • 5% chance of spell failure for all opponents
  • Makes all spells target a second opponent (if stacked this becomes a third and a fourth)
  • +1 accuracy
  • +1 evasion
  • +5% damage done with spells
  • +5% damage done with physical attacks
The same benefit can be picked as many times as one has slots. You do not have to state the armor you have made in your encyclopedia, you can declare the armor you are using at the start of a moderated situation.

IC these armors can be gifted to others, however that is for flavor and there is no statistical advantage for those you have made armors for.
Sixth Year: 55 Stat points. May choose 1 special ability.

Seventh Year: 60 Stat points. Gold. Goblin-Made Items. Armour: +2 Slots.
Gold

Able to tell the difference between real gold and Leprechaun gold.
Goblin-Made Items

For the sake of RP purposes they are able to make elaborate (but not statistically beneficial) metal items to give as gifts such as earrings, crowns, etc. They gain access to a subforum in the forge that allows them access to these items.
Armour: +2 Slots

Able to improve their armor by adding another two "adjustment slots." 

There is something about ambition, how it not only propels you but also defines you.

31 May 2019, 19:13
Magical Races/Talents and Special Abilities
Seer
Full lore on Seers can be found here: [link]
IMPORTANT INFORMATION:
  • The below information will primarily delve into the special abilities granted to seers. While this also summarizes some of the important aspects when roleplaying a seer, you should read the full lore linked above if you want to apply for this magical race so you are fully informed.
  • There is a 500 word count application requirement for this talent.
  • If you choose this magical talent, you cannot take any of the following special abilities: Calming Presence, Non-Human Enthusiast, Occlumency, Animagus.
Seers are a rare human (this is a recessive gene found in humans with a magical heritage) that have the talent to naturally see into the future. Seers come from a magical lineage on both sides as it is recessive. While there might be some muggle lineage in the immediate past, there would have been in the very distant history on both sides (even if unknown to the wizard) magic on both sides of their family tree. There are no physical manifestations in their youth, but their hair can prematurely turn grey as early as their late teens. Most of the 'symptoms' are the personal experiences of the Seer - those flashes of intuition.

Abilities
Some of the abilities listed below may have specific uses in the sports systems, please look at those systems ability lists for more information:
First Year: 30 stat points. Intuition.
Intuition

It is rare to come upon a Seer in their youth, this is because Seers are often unaware of their gift during childhood but it does manifest in these early years. It shows up initially as a spark of intuition, they sometimes stop just before disaster would strike or as some would say "they find themselves in the right place at the right time."

Effect: Mechanically this is represented by a 10% auto-dodge & auto-hit when in combat (anything that requires a dodge, there is a 10% chance that it automatically misses and any of their attacks have a 10% chance of automatically hitting). Both auto dodge and auto hit are capped at 20% chance from all active abilities combined, this one included.

Note: this DOES NOT allow you to metagame information that you have had no access to. Liken this to spiderman's spidey sense where he has an inkling that danger is near and has this sudden desire to move.
Second Year: 35 Stat points. May choose 1 special ability.

Third Year: 40 Stat points. Prophecy.
Prophecy

This is when prophecy strikes. When struck with a prophecy, a Seer's eyes will often gloss over or turn completely white, having awakened their Inner Eye for the time being. During this time, the Seer is temporarily immobile and this "gift" takes place randomly for the Seer. 

Effect: In moderated situations, the moderator has a 50% chance of offering you some tidbit of information or some sort of vision that is semi-relevant to the situation. It might be very important or it could be something very useless (think That's So Raven). Can only use this skill once per thread.

Note:Please note, this DOES NOT allow you to metagame information that you have had no access to. If a player gives you their clear and expressed permission prior to posting some special information, that is fine. Do not use the saying: it is easier to ask for forgiveness than permission and just do/know something or bully/insist that because of this skill you get to know things, because you will simply no longer be allowed to use/have this skill.
Fourth Year: 45 Stat points. May choose 1 special ability.

Fifth Year: 50 Stat points. Indiscriminate Knowledge.
Indiscriminate Knowledge

You just know better than to cast a spell that is about to backfire. You might almost cast something and then think twice about it and choose a different spell (this is for flavor, this does not mean you tell us two spells and get to choose the effect of the better one). You may never know it but you just saved yourself a backfire.

Effect: Spells cast by Seers cannot critically fail and their spells have a +1 chance of critically succeeding. 
Sixth Year: 55 Stat points. May choose 1 special ability.

Seventh Year: 60 Stat points. Fate Spinning.
Fate Spinning

Some prophecies are rumored to be so shocking that a Seer's hair will turn white. In general this appears to be true because many Seers hair does appear to turn white, possibly as young as their seventh year in Hogwarts. At this point they have realized their powers, and the capricious nature of such talent. They have the ability to harness some of this future sight through meditation and have likely been rather fortuitous in their academic career due to their special sight but this is where they learn that the future is not in black and white. The things that they see are not the things that will be but the things that may be. You learn to pluck and pull at the threads of fate.

Fate spinning is a skill many Seers have, but few admit. It serves as a second chance. In this special move (3 per moderated situation), if a Seer's rolls fails at something, they can use one or more  of their three chances to re-roll again and hope for success. This can only happen thrice in a moderated situation, but sometimes that is enough to change the tides of a battle. [Note, the use of FATE SPINNING must be stated by the player when they send their actions]. For example: "If I am hit with a bludger, use fate-spinning to re-roll my evasion" or "if I miss with _____ curse, use an instance of fate spinning to try again."

There is something about ambition, how it not only propels you but also defines you.